The next little game in the series where I make a fancy rogue game.
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roguish/status.txt

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TODAY'S GOAL:
* Fix " room should always be found"
* Fix BUG markers as much as possible.
* Make room generation have "texture" or state like mossy, flooded, etc.
TODO:
* Lua integration
* Save file needs work, it's not saving gold and lights.
* Move all keyboard and mouse events into SFMLRender so it's completely abstracted away and can be changed to a different backend if I want.
* When fighting two enemies with lots of attacks it crashes because one dies and isn't there. Test by making enemies immortal.
* LightRender can just use the Dijkstra map paths to calculate light strenght from the point rather than doing the box thing.
* $paths.$paths is annoying.
* Format of pre/post in dbc isn't consistent with the rest of the lib but I also maybe don't need the function version?
* I can do headless windows in renderer for testing.
- renderer.$window.setVisible(false);
* Think up an enemy system.
* Write a method for renderer that can translate coordinates.
* Can std::any be defaulted to a noop in the events?
* Inventory needs to be better, but need some kinds of "weapons" or other loot to get and not just gold.
* Create a few more enemy types to fight.
* Devise a more complete map/world generator that can use the loot and enemies better.
* Maybe an LOS system, but the hearing version works pretty well so far.
* Probably a system for mapping collision types to sound effects, rather than having the GUI do it.
* Write a test that generates a ton of maps then confirms there's a path from one room to every other room?
* check out SoLoud.
* BUG: When enemies die they can be overlapping another enemy.