The next little game in the series where I make a fancy rogue game.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
roguish/status.txt

34 lines
1.7 KiB

TODAY'S GOAL:
* Big Code Review
* Clean up and document as much code as possible.
* color namespace is too ambiguous
* Lua integration
TODO:
* $limit is pointless, just use a constant.
* Pathing::compute_paths can take a starting level to implement lower directions, or possibly setting a value lower?
* Pathing::set_target isn't using value, but that implements the above.
https://www.roguebasin.com/index.php/Dijkstra_Maps_Visualized
* 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?
* Save file isn't saving gold.
* 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.