Basics: Items: - place - pickup - drop - use - Targeting Screen - Character Screen - Common letter/string selector for menus to separate struct/file (use it in inventory, title at least) - Move scrollBar ro separate struct/file/function Mobs: basic: - place mobs - move mobs advanced: - ai - dijkstra maps Tech: + fix connector position - xecutors fov algo - M.Kitsch fov algo - milazzo fov algo - naive bresenham algo Assets and i18n: move tile settings to json: + tile export - tile import - prepare all interface entries for i18n - all texts (terrain, mobs, quests) also in at least 2 languages ECS & engine: - systems message queue - implement timeQueue (how to deal with closures?) (?) github.com/thefish/scheduleq - get rid od time.Now inside - move all rendering to systems - try to move input handling to systems Dungeon and branches: General: - river! (dig_bezier) - erosion (?) - global map of valley Prefabs: + load prefabs + compose from gens and prefabs - editor for prefabs Mapgen: + use delaunay -> minimum spanning tree for room connection (Краскал в gonum) github.com/algds/kruskals - MST github.com/esimov/triangle - delaunay - или граф относительных окрестностей (?) Combat: - generate skeleton / intesines / muscle / eyes&ears & fingers from templates - serializable - config in json files - mass - damage from skill / mass / speed / material density - no hitpoints! blood is the life source - pain is measure of nervous system load, lose conscience if its aboe threshold Quest engine: - look at parsers like URQL etc - distorted Aschenputtel story / partisans / rapist prince / Grey Mountains