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Possibly implement jump point search. We could add a direction to each move to simplify placing and possibly allow diagonals

Improve dummy imports

Update to Poetry 1.2 and add grouped dependencies. Possibly remove Poetry from build.yaml since it's not needed in test.yaml anymore

Possibly convert vector field to using just functions

Improve enemy AI

Optimise vector field by only calculating vectors around the player within a specific distance. Could call this max_enemy_view_distance and add a limit to enemy level generation (as well as limit other enemy attributes)

Possibly implement cellular automata by just placing floors then running a couple generations and placing walls afterwards

Plan out every entity attribute and what section they belong in. For example, inventory size, potion duration, ammo count

Rewrite attack range since it is only used for limiting the enemy's reach when attacking the player

Redo which rooms gets connected to other rooms. Could use a minimum spanning tree for this

Possibly use a Dijkstra map to place the level's exit at the furthest point away from the player

Replace nearest text with an info box which displays stats about a potion/collectible/item. The info box can also be used to display information about possible upgrades in the shop and in a "learn knowledge" hall to display information

Create different potion types. For example, a tank potion could slow down the player but give higher defense and health. This should be bundled with a collectible rewrite branch and should need more planning

Rewrite inventory system

Rewrite armour regen and damage system

Add chests with loot to map generation

Improve item placement

Limit total number of enemies on the map at one time based on the level. Enemies generated should also vary in equipped armour, weapons and items

Possibly convert generation module to C++

Support multiple status effects for a single attribute. This may need more thought as poison and health could create conflicts

Make enemy and consumable level spawns normally distributed

Improve readme

Add more logging statements

Possibly add prefabs to map generation

Add extra upgrades such as a respawn ticket or torch upgrade (allows player to see more around them). As well as, add option to upgrade attacks

Balance game values more. This should change all the constant values

Add collectibles such as rings, keys, etc

Flip entity's sprite once they face a different horizontal direction

Add different enemy types (mages, scouts, etc) and player types

Create passive entities

Use raycasts (or similar) to hide parts of the dungeon outside the player's fov

Add more attack algorithms focused on guns

Add bonus health and armour bars

Add save system

Add option to select random seed

Add difficulty setting

Have minimap display the game map including the player and possibly the items

Give player coins to spend in the shop after each successful level. Can give decreasing percentage of the original coins if they attempt that level again. If the player loses, either give small percentage of original coins or give none (needs more thought). For freeplay, increase amount of coins after each level but prevent earlier levels from being played

Possibly add a lobby. This may need more thought as to the implementation tho

Possibly have shop be accessed through the lobby or via a placed item

Improve title screen with settings, textured buttons and credits

Possibly redo wall generation so different sprite orientation could be used

Improve sprites and animations

Make story and add freeplay

Add skins to all entities
     
 
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