Finally got around and finished next milestone: NPCs now belong to factions with simple friend/foe relationships and will even attempt to fight amongst themselves. One player-friendly NPC now patiently waits in Gateway Hall for player questions. Attributes got a bit more fleshed out.
As bonus, nifty targeting feature was added, it was never as easy to use lightning bolts as now! I consider that huge improvement, and wonder why this is missing in so many roguelikes.
And of course, i stood away from Model-View/Controler mess. Noone who saw code will blame me! Well, he will, but … i will get it done eventually.
Allright, we still have more basics to cover if FoH is to be called roguelike:
- Terrain is now partially randomly generated (tree positions.). That is not enough. Framework for whole randomly generated areas should exist. For starters, basic roguelike dungeon generation.
- Items are still hardcoded and a bit boring. Lets random loot!
- Monsters also lack variety and are hardcoded. Lets fix that.