The game programming goes on. I haven't seen posts by
Jason, so he must be already done.
I am realizing that design decisions that I made in the course of development are coming back to haunt me. I started out with a combat system similar to Pokemon. Then I started playing Magic the Gathering Online and later was heavily influenced by the shareware game Realms of Magic. Too many ideas, too much enthusiasm.
If you recall, I ended up going with an RPG combat system. It sounded like a cool idea with save throws for attack, defense, and damage. That may be fun in a large group playing D&D with a dungeon master, but, alas, it was no fun in this game. Combat dragged on with continuous saving throws.
So now I have to figure out how to salvage my combat system without getting frustrated.