Issues
- 5
Animations
#107 opened by VedVid - 0
- 0
Rewrite RAWIG for Ebiten
#111 opened by VedVid - 0
Some comments are not helpful
#110 opened by VedVid - 0
How does weapons slots work right now?
#109 opened by VedVid - 0
Support for tiles
#108 opened by VedVid - 0
Simple time system
#106 opened by VedVid - 1
Rename "Vector" to "Brensenham"
#91 opened by VedVid - 1
Change name "pathfinding" to "bfs"
#99 opened by VedVid - 1
maybe put "TriggerAi" before "HandleAi" in ai.go?
#105 opened by VedVid - 2
After inventory-related action (like consume medkit, or drop weapon) game should stay in menu or close menu immediately?
#64 opened by VedVid - 0
- 0
- 2
- 3
Equipping and inventory space
#66 opened by VedVid - 2
Should Controls take *Objects or Objects
#86 opened by VedVid - 1
move layer to visibility properties
#101 opened by VedVid - 2
Tone down code duplication by implementing "RemoveObjectFromObjects" (and possible others, like PlaceOnMap)
#77 opened by VedVid - 0
switch from json to xml in future (comments)
#102 opened by VedVid - 1
monsters can overlap
#87 opened by VedVid - 0
Remove code duplication in HandleAI
#98 opened by VedVid - 1
- 1
- 1
RangedPatherUI stalks player instead of attacking
#96 opened by VedVid - 1
RangedDumbAI attacks self instead of player
#97 opened by VedVid - 1
Use Brensenham's line to hit enemy in path of vector, even if he is not targeted
#94 opened by VedVid - 2
- 1
"Targeting" targets corpses as well
#92 opened by VedVid - 1
It is possible to perform ranged attack on self
#93 opened by VedVid - 2
- 1
- 0
- 0
Look() command is expensive
#83 opened by VedVid - 11
ranged combat
#88 opened by VedVid - 1
Testing look() command
#82 opened by VedVid - 0
- 1
With new equipment rework, it is impossible to use already equipped items straight from the equipment menu
#79 opened by VedVid - 0
Does dropping from inventory and dropping from equipment need explicit error handling?
#65 opened by VedVid - 1
Get rid of all (-1) as wrong value (like in FindObjectIndex) and do something smart instead
#71 opened by VedVid - 2
In many cases, even if there is an error, execution is not interrupted (it's fine) and value of turnSpent is changed to true (not fine)
#70 opened by VedVid - 0
- 3
- 1
Crash during EquipFromInventory
#76 opened by VedVid - 0
Inconsistency in inventory management - sometimes specific *Object is passed, sometimes only its Equipment/Inventory index
#75 opened by VedVid - 2
"Equipping items is not implemented yet." during trying to equip weapon by inventory -> weapon -> equip
#73 opened by VedVid - 6
Crash during removing item from inventory
#72 opened by VedVid - 2
- 0
HandleEquippable -> EquippableMenu?
#68 opened by VedVid - 1
Instead of "floating" key for getting back from menu, bind it to [ESC] (or [z] perhaps)
#63 opened by VedVid - 2
add specific option to back from all menuses
#62 opened by VedVid