Thanks for the answers. I didn't expect straight answers backed up with with pseudocode. Nice to see that level of openness
We currently don't have a cloud save system. But I could easily design that feature as we have a Tomcat server and MySQL database on our server. Currently you would have to move the save file by emailing etc.. I believe I will be adding this feature soon, thanks for the idea!
I'll PM you the payment instructions
Make "me" a hidden boss encounter and we're even
I would still like to see pure turn-based combat implemented (again, like in HoMM3), but, as I said, you shouldn't be targeting me as your audience. The combat system you described should work just fine in your game, IMO. It seems to be complex enough to give the player options and enable different choices to influence gameplay, but not complicated. I like that you can have multiple "layers" of defense. Item design sounds great.
Here's some thoughts on items (the numbers are just for illustration):
My suggestion is to avoid making weapons
strictly better and
slightly better (like in an MMO). The player should make a decision to trade weapon speed for stun chance (for example). The differences between weapons should be significant enough to make the player choose deliberately (+2% damage and +2% speed is bullshit, +30% damage and -40% speed and 20% chance to stun is much better). I'd also avoid "small" percentages (2% chance of critical hit is not that enticing and too random no matter the damage multiplier, IMO).
The exception would be "epic" weapons, that should be REALLY HARD to obtain (not just by defeating hard opponents, but hard to locate or require high level in certain skills or have their own quest line... you get the picture) and have lore-based descriptions to give them more character and explain their power (like in IWD or Baldur's Gate). Maybe even give them weaknesses (-10 to all parry results) and/or make them cursed (-5% health/second in combat, can't remove without aid of a powerful cleric) to balance making them really powerful (+300% damage).
I don't like heaps of loot and huge inventory full of items you need to sell to earn money (Diablo style). I'd rather have a decent number of item drops and get well paid to do quests for certain people. Making sure the player has a nice selection of items to buy would be great (or maybe merchants who deal in exotic stuff to discover?).
Nitpick: those health bars are functional, but look out of place. I presume they are just placeholders. In any case, I'd get your artist to give them some attention. Nothing fancy, but they should be made to "fit in" better, IMO.
EDIT: How was combat handled in Disciples? I don't really remember, but I guess it worked well enough. You should look into that series for inspiration
Little Killerz.