for the health thats easy just use a counter and when he collides with the enemy just subtract 1 or something from the counter
for the health thats easy just use a counter and when he collides with the enemy just subtract 1 or something from the counter

Try a basic game that you can make on your own without a tutorial, see if you can get the fundamentals of game making down first.
In your RPG the main thing you would need is a Save Game routine, and I don't think you can manage that one just yet, or an inventory either... So since these are logical portions of an RPG i'd put the idea off for a few years...
O.k. on to your first real game.
Answer these questions and you should be able to make some sort of ->Complete<- game, in a realistic time frame.
1. Who is your Character?
2. What is his/it's Story?
3. Where is his/it's location - world?
4. What is the problem/goal?
5. What tools/abilities/attributes does the character possess or can obtain to help make getting to the goal easier?
6. What is between the problem/goal and the goal?
7. What is the result/reward/outcome of fufilling the goal?
8. What happens after the goal is met?
These ideas might get you towards a complete game.
00J,
There are other elements of an RPG which would be fun to experiment with (without needing story and saving):
Battle system
Minimap navigating
APC's (I think it's called that) following eachother
As for me, all these things would be fun and very rewarding to make engines for.
But then again, I'm not the guy to make a complete game - ever.
I think NPC is the word you're looking for, stands for Non-Playable Character.Originally Posted by Bornemix
http://en.wikipedia.org/wiki/Non_playable_character
An APC would be an Armoured Personnel Carrier.
http://en.wikipedia.org/wiki/Armoured_personnel_carrier
Although that could also work in an RPG!!!
Amen to never finishing games...
Back to Blufox, as many people here have said, building an RPG is a pretty monumentous task. I've been using Click products for years and am probably only now knowledgeable enough to build an RPG! However, don't let that stop you from starting something. Build it as a side-project as you learn more.
The list OOj gave you is a good list for planning any game, in addition you'd need to consider the following aspects:
* Overworld/ Map
- The world your Protagonist will be inhabiting. This will probably be the easiest part of the RPG. Here you need to decided how your protagonist will be exploring the RPG world (eg overhead view, first person, etc)
The easiest would be to do a top down perspective like in Zelda, Pokemon or any Snes-era RPG.
* Combat System
- The method for combating others in your RPG (eg real-time, turn based etc) Real-time is generally used for "Hack n' Slash" type RPGs like Diablo, Baldurs gate and the Elder Scrolls series. Turn-based is used in games like Final Fantasy, Pokemon, etc.
In either case you'll need to work out your formulas for doing/ receiving damage etc. For example if you were to hit an enemy, the amount of damage caused would be affected by the players strength attribute, their skills, the damage of their sword, the armour rating of the enemy, the difference in levels between player and enemy, etc. This is quite complicated...
*Inventory system
- This is how your player will aquire and use items. You'll need to have a section where the player can add/remove/use their items. You'll need to think of how many items they can carry, whether it will be limited by weight, or item number, whether they can have "stackable" items (eg 10 potions takes 1 inventory space, not 10) and all these kinds of things. Again, this will be complicated to program, especially if you're new to this.
* Dialogue engine
- This is how you communicate with NPC's in your game. Will it be like in old-skool RPGs where one NPC ejaculates the same tired line over and over again? Or will it be like the Elder Scrolls where you have a dialogue tree and the player responds to questions. The latter would be way too difficult if you're new.
* Quests/ Storyline
- How will your player get quests? Will it be a linear storyline like old RPGs or like the Elder Scrolls where you can take as many quests as you want, whenever you want, and finish none of them as you please. I strongly suggest a linear quest.
So as you can see, there's quite a lot to consider when building an entire RPG! And this is barely scratching the surface... I'm sure there's many things that I have overlooked that you only realise will become a problem when you decide to put them in your game, and this is only dealing with the coding side of it. You still have to come up with your story/ characters etc. OOj's post should give you some food for thought in that regard.
Hope I've been some help! And hopefully I'll have my RPG up and running sometime... ever.