I just realized you didn't mention what framework/technologies you're using to develop the game. Is it LibGDX? Now I'm curious and I'd be interested in some technical posts about your engine as well.
Yes, LibGDX.
I designed my own propietary engine, entirely separated from the game design itself. It handles the basic game capabilities, such as handling the isometric maps (tmx format), and all the game entities, plus combat. But also conversations, or quests, which all go in separate files. There is almost nothing hardcoded in the game, not even skills; they can be adjusted by a non-programmer by just editing txt files. There's a scripted conditions/actions system which I use in conversations, for instance, to display some conversation lines or not depending on variable values, or to give the player a XP reward, directly from the conversation txt file. Such conditions/actions are also implemented in monster spawns, containers, etc. That's why you can, for instance, free the Lannegar mine, and then miners will spawn instead of goblins.
Eventually I'll work on an editor, to minimize errors in scripted conditions/actions. But as of now, I must push forward the game itself. So much to do!
Another thing that has been built in is a messaging system; everything in the game is handled via messages, from a buff expiration, to a hit damage, to a door autoclosing, to an AI looking for a new target. This avoids constantly polling all gameentities, and instead just calls them when they are supposed to do something. It also allows better logging and debugging (just log out the messages and you see everything that has happened), and also will be a good base for future multiplayer development, as in the end, it is as if I've integrated both the server and the client in the game, and make them communicate via messages.
The game has as of now 200 java classes, and it certainly should have more... some code written a year ago would need refactoring and cleaning, although overall it is rather well organized. In total, I have invested around 1,900 hours in this project, and I estimate another 140 until the first public Beta release, and maybe another 800 until the game fits my "vision".
Among missing features that I'm currently working on for 0.6 Beta (september), I would list:
-Skills: complete revamp and expansion. There will be many more skills/powers, and they will have more interesting mechanics, and include more visually appealing effects.
-Game content. There's currently around 25-30 hours worth of content (+ grinding and dynamic content). That's roughly a third of what I'll eventually have.
-AI: it is rather simple now, it needs to be improved.
-Dynamic lighting, shaders, particles. Currently lacking.
And after that, there's still a long way until 1.0... just to name a few things, mage class (which will allow spell creation), crafting, and a much more dynamic world.