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| TODO |
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(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 Reimplement gui engine wholly in C, not split over C and Mruby.
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! ^_^;;;
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| DONE |
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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.