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RAWIG
RAWIG (Roguelike Architecture, Written In Go) is ready to modify and expand roguelike architecture.
BSD 2-Clause "Simplified" License
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Update RAWIG to modern Go (current stable release, go modules, ...)
#112
VedVid
opened
2 years ago
0
Rewrite RAWIG for Ebiten
#111
VedVid
opened
2 years ago
0
Some comments are not helpful
#110
VedVid
opened
2 years ago
0
How does weapons slots work right now?
#109
VedVid
opened
2 years ago
0
Support for tiles
#108
VedVid
opened
2 years ago
0
Animations
#107
VedVid
closed
2 years ago
5
Simple time system
#106
VedVid
opened
2 years ago
0
maybe put "TriggerAi" before "HandleAi" in ai.go?
#105
VedVid
closed
5 years ago
1
New controls system doesn't allow to exit through blt.TK_CLOSE
#104
VedVid
closed
5 years ago
0
For indexing json layouts and iterating through their strings, use utf8
#103
VedVid
opened
5 years ago
0
switch from json to xml in future (comments)
#102
VedVid
opened
5 years ago
0
move layer to visibility properties
#101
VedVid
closed
5 years ago
1
Update LICENSE
#100
VedVid
closed
5 years ago
0
Change name "pathfinding" to "bfs"
#99
VedVid
closed
2 years ago
1
Remove code duplication in HandleAI
#98
VedVid
opened
5 years ago
0
RangedDumbAI attacks self instead of player
#97
VedVid
closed
5 years ago
1
RangedPatherUI stalks player instead of attacking
#96
VedVid
closed
5 years ago
1
Does targetting "behind" result in hit front monster? It should
#95
VedVid
closed
5 years ago
2
Use Brensenham's line to hit enemy in path of vector, even if he is not targeted
#94
VedVid
closed
5 years ago
1
It is possible to perform ranged attack on self
#93
VedVid
closed
5 years ago
1
"Targeting" targets corpses as well
#92
VedVid
closed
5 years ago
1
Rename "Vector" to "Brensenham"
#91
VedVid
closed
2 years ago
1
AttackTarget does not know that monster is dead already (ranged)
#90
VedVid
closed
5 years ago
1
four returned values in ValidateVector is plainly bad
#89
VedVid
opened
5 years ago
0
ranged combat
#88
VedVid
closed
5 years ago
11
monsters can overlap
#87
VedVid
closed
5 years ago
1
Should Controls take *Objects or Objects
#86
VedVid
closed
5 years ago
2
LastTarget could be player attribute rather to global variable
#85
VedVid
closed
5 years ago
1
Code duplication when moving player and cursor (like in Look())
#84
VedVid
closed
5 years ago
2
Look() command is expensive
#83
VedVid
closed
5 years ago
0
Testing look() command
#82
VedVid
closed
5 years ago
1
Add game messages for using items, dropping items, etc.
#81
VedVid
closed
5 years ago
2
Should player be able to Use own Equippable Object that is not equipped?
#80
VedVid
opened
5 years ago
0
With new equipment rework, it is impossible to use already equipped items straight from the equipment menu
#79
VedVid
closed
5 years ago
1
Clarify some concerns about returning some turnSpent values
#78
VedVid
opened
5 years ago
0
Tone down code duplication by implementing "RemoveObjectFromObjects" (and possible others, like PlaceOnMap)
#77
VedVid
opened
5 years ago
2
Crash during EquipFromInventory
#76
VedVid
closed
5 years ago
1
Inconsistency in inventory management - sometimes specific *Object is passed, sometimes only its Equipment/Inventory index
#75
VedVid
opened
5 years ago
0
Equipping in inventory -> weapon -> is still "dequip" instead of "equip"
#74
VedVid
closed
5 years ago
3
"Equipping items is not implemented yet." during trying to equip weapon by inventory -> weapon -> equip
#73
VedVid
closed
5 years ago
2
Crash during removing item from inventory
#72
VedVid
closed
5 years ago
6
Get rid of all (-1) as wrong value (like in FindObjectIndex) and do something smart instead
#71
VedVid
closed
5 years ago
1
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
VedVid
closed
5 years ago
2
Merge all "SomethingMenu" functions into one, general one
#69
VedVid
closed
5 years ago
1
HandleEquippable -> EquippableMenu?
#68
VedVid
closed
5 years ago
0
Empty menu (not items to equip, for example) still prints "a) "
#67
VedVid
closed
5 years ago
2
Equipping and inventory space
#66
VedVid
opened
5 years ago
3
Does dropping from inventory and dropping from equipment need explicit error handling?
#65
VedVid
closed
5 years ago
0
After inventory-related action (like consume medkit, or drop weapon) game should stay in menu or close menu immediately?
#64
VedVid
opened
5 years ago
2
Instead of "floating" key for getting back from menu, bind it to [ESC] (or [z] perhaps)
#63
VedVid
closed
5 years ago
1
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