An animation system is an obvious addition. There have been no animation tutorials so far but this isn't too hard to add in Python. For complex animations NumPy handle particle effects very well.
There is more than one type of animation. There are turn-based active animations like the player casting a fireball or lightning, and there are constant passive animations such as the water effects of Brogue or UI hit damage pop-ups. I'd like to add both of these.
Active animations are tied into the state system. These animations are queued and then played back at some specific speed. These should be skipped or sped up if the player has queued new actions.
An animation system is an obvious addition. There have been no animation tutorials so far but this isn't too hard to add in Python. For complex animations NumPy handle particle effects very well.
There is more than one type of animation. There are turn-based active animations like the player casting a fireball or lightning, and there are constant passive animations such as the water effects of Brogue or UI hit damage pop-ups. I'd like to add both of these.
Active animations are tied into the state system. These animations are queued and then played back at some specific speed. These should be skipped or sped up if the player has queued new actions.
At minimum I should add these: