@real138: The navigator bar can be opened by pressing the navigator button, so its just temporal
@Zwiebelchen: Nice tips, but I allready considered most of those facts. Also thanks for the linkl

, but if I do something like this I do it on my own. If you program your self you may know that working with own code is allways easier then working with code of others.
Spells won't be buyable but "skillable". So you "skill" spells to unlock new spells and so on. Then you have aditional skilltrees (2-3), to improve spells or other aspects affecting your hero. Then there is a third part which is the same for all classes, there you skill stuff like reduced weapon costs etc. , this is what I had in mind.
Armor will be connected with stats , so like you allready mentioned heavy armor will require more strength-points. Also attributes will affect spells, so that additional attributes on armor make sense.
I think you will be able to find new armor but maybe no new weapons, instead you improve your wapon, to create a weapon which fits your character and the way you want to play this character.
This RPG is made for up to 3 players so I focus on creating a coop game, missions (quests) will require teamwork, will release some concepts of quests later
Some additional info:
- The currency I use will be simple credits, so no copper/silver/gold stuff. There will be a few shops in the main city.
- There will be spots which will unlock travel-routes, so that you can travel faster by just using a shuttle. Of course you have to finish the main objective in the area to unlock those routes.
- One just will lose credits on death if the whole group dies, otherwise the other players are able to resurrect the dead character. -> more infos will be released later