I tried posting a
bit of a postmortem on this project after DBP, but no one responded to it. After taking a break, graduating from college, moving into my new place, etc., I'm finally coming back to this project with the intent of finishing it as an engine, rather than a game, and I'm ditching the procedural generation angle for now.
Videos:
DBP Demo
http://www.youtube.com/embed/4oaFvbjSEhoOld engine demo with stock art
http://www.youtube.com/embed/CfiO7wYR9vYMy goal is to have a complete general-purpose RPG engine that runs on the XBLIG and Windows Phone 7/8 platforms, with a port to MonoGame down the line. Right now, I have maps, characters, dialog, vehicles, shops, items, menus, and saved games implemented in mostly-working order. Everything could use improvement, especially to make content production and asset management easier, and I need to add a completely new combat system (friend was responsible for the old one, didn't work out).
I'm tired of getting hung up on game design and story, so I'm just going to recreate Dragon Quest as my demo game to build the engine around. When that's playable from start to finish, I'll have reached my first milestone. It's not going to be a 1:1 recreation, I'll be having fun doing certain things differently, but it gives me a full set of maps, data, and game flow to build around. Once that's done, I can focus on something original.
Blogging it here might give me the motivation I need, so any encouragement or criticism is appreciated.