Assets and i18n: - move tile settings to json, generate from there (part of prefabs) - prepare all interface entries for i18n - all texts (terrain, mobs, quests) also in at least 2 languages ECS & engine: - implement time queue (how to deal with closures?) (?) github.com/thefish/sheduleq - 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 outer files - mass - damage from skill / mass / speed / material density - no hitpoints! blood is the life source Items: - pickup - drop - use Mobs: basic: - place mobs - move mobs advanced: - ai - dijkstra maps Quest engine: - look at parsers like URQL etc - distorted Aschenputtel story / partisans / rapist prince / Grey Mountains