A small roguelike I'm making to learn F#.
Current to-dos:
- Add main menu as precursor to adding encounter scene
- Make combat more interesting
- Different attacks / move abilities
- Turn death checks into new event pushes, instead of handling during attack event
- Add controller information in status subjects/objects if several actors controlled by current player, or several players
- Add some more interesting tilesets
- Let tile char depend on tile's neighbours, e.g. doors/walls depend on nearby doors/walls
- Consolas supports "pipe" walls (U+2580 to U+256c), so can do Rogue-style walls and directional door chars
- Anything else is best delayed until I'm using pixels
- Let tile char depend on tile's neighbours, e.g. doors/walls depend on nearby doors/walls
- ? Store status messages received/shown in log
- ? Let pathfinding route around stationary actors (-> one enemy can be kept behind a door forever if other route)
- ? Move output (i.e. status messages and map updates) into async buffer / event system (e.g. so engine can keep running turns while waiting for receiver key input)
- ? Add key configuration