So i take it you are writing this in C? I program in autoit.
Would be C++ but mappyal won't compile in C++ so I have to use C.
if you sit down and alow your mind to see what it "will" look like you will know. typically the most fun with an rpg is building up your Char/Chars and exploring the story. but again all this is the easy bit the hard bit is the functions. if you can get the blue box to destroy the yellow box with an exp gain your well on the way. the maps the story etc although very important are totally redundant if you dont have the foundation.
Thanks for the advice. That helped me figure out some more stuff to put into it.
main toon (blue box)
Inventory
Health potions
a power up ie /armor/better weps
exp yealding targets (yellow box )
main toon (blue box) // done
Inventory // yet to be done but shouldn't be too hard
Health potions // programmed one today, but for some reason it isn't being drawn on screen
a power up ie /armor/better weps // yet to be done I've got some code written for it on paper though
exp yealding targets (yellow box ) // will be done tomorrow (if I can figure out why sprites aren't being drawn to the back buffer)
regarding artwork its alot easyer to put the leaves on the tree at the end
Makes since. Thanks for the advice.
Separate the general game logic, the AI for the characters and the look from from the very beginning so that you can tweak each independently.
That way you can get the overll structure underway and can start exploring the engine and the rules that drive the game. Later on you can replace the view layer of the game to give it the nice look and feel.
Also,if you're planning a full blown RPG you'll do yourself a favour modularising the thing with well defined interfaces. That way you can control the complexity of each part and make it manageable. A single lump without clear modular structure will likely turn out impossible to mamange after a few weeks or months of development. It just gets too complex to wrap your mind around the whole thing at once.
Been doing that right from the start and has saved me lots of time

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Thanks for all the advice. Taking everyones advice into consideration I've revised my goals for the next two weeks to make it less art orriented and more programming orriented.
EDIT: Ok, this is turning into too much for a first game. I think I'll just go through the steps recomended on GameDev.net and start out with breakout and work my way up from there. So, for that reason I'm going to put this game on hold for a while.