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?) - 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 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