+------+ | TODO | +------+ (Todos marked with 1 are priority 1 for playability) o Physics: 1 Implement attacks for action based battle gaming. * Implement interaction between players characters/NPC's/foes, etc. * Implement sensors for AI and line of sight. * Implement shallow and deep water. o Play 1 implement player and foe data such as HP, MP; LP, and stats. o GUI: 1 game HUD / current HP, MP and LP display * All sorts of widgets for status screens, menus, etc. * Keyboard input. * Joystick input. o Main: * Configurable controls * Loading and saving settings * Loading and saving data o Tile map: * Background images. * Parallax. * Object layers and scriptability. * Transition from one map to another. * Scripting. * Background loading? o Sprites: * Speed up loading a bit / background loading? o AI: * Implement D* lite. * Player char pathfinding. o Particle Engine Alps (Allegro Particle System) * Damage display. * Group for flexibility. * Allow bitmaps as well as colors/shapes. * Explosions. * Spell effects. o Scripting: * Wire it all up so game content becomes accessible in mruby. o AND MUCH MORE! ^_^;;; +------+ | DONE | +------+ o GUI: * A 2D UI elements / drawing scene graph was implemented so the GUI can be partially implemented in mruby. * Some not too beautiful widgets for menu and dialogs were implemented. o Tile map: * Static tilesets. * Load tilemapeditor.org TMX maps. * Tile map tile animations, also in TMX 0.10 style. * Tile properties. * Tile map layers. * Tile flipping. o Sprites: * Loading. * Coloring. * Positioning. * Shadows under the sprites. * Attack animations and other one-shots now work. o Physics: * Implemented stairs. Need to use stair and invisible support tiles in tile map. * Bump based physics. * Physical layers. o Asset loading: * resor and store subsystems, both already scripted. o Engine: * Built-in own XML parser so no libxml2 dependency is needed anymore.