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Make story and add freeplay
Improve sprites and animations
Improve title screen with settings, textured buttons and credits
Possibly add a lobby. This may need more thought as to the implementation tho
Add difficulty setting
Add option to select random seed
Add save system
Add bonus health and armour bars
Add more attack algorithms focused on guns
Have minimap display the game map including the player and possibly the items
Possibly have shop be accessed through the lobby or via a placed item
Use raycasts (or similar) to hide parts of the dungeon outside the player's fov
Create passive entities
Possibly add prefabs to map generation
Add different enemy types (mages, scouts, etc) and player types
Flip entity's sprite once they face a different horizontal direction
Add collectibles such as rings, keys, etc
Balance game values more. This should change all the constant values
Redo which rooms gets connected to other rooms. Could use a minimum spanning tree for this
Possibly redo wall generation so different sprite orientation could be used
Possibly use a Dijkstra map to place the level's exit at the furthest point away from the player
Add more logging statements
Rewrite inventory system
Improve readme
Update to Poetry 1.2 and add grouped dependencies. Possibly remove Poetry from build.yaml since it's not needed in test.yaml anymore
Rewrite armour regen and damage system
Possibly convert generation module to C++
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)
Improve enemy AI
Support multiple status effects for a single attribute. This may need more thought as poison and health could create conflicts
Improve dummy imports
Possibly implement jump point search. We could add a direction to each move to simplify placing and possibly allow diagonals
Rewrite attack range since it is only used for limiting the enemy's reach when attacking the player
Make enemy and consumable level spawns normally distributed
Plan out every entity attribute and what section they belong in. For example, inventory size, potion duration, ammo count
Possibly convert vector field to using just functions
Possibly implement cellular automata by just placing floors then running a couple iterations and placing walls afterwards
Improve item placement
Add chests with loot to map generation
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
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
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
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
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.
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