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This repository was archived by the owner on Apr 1, 2023. It is now read-only.
Good roguelikes are separated from others based off several key features, one of which is a comprehensive speed and time system. The idea here is to incorporate a simple time system detailed here.
Possible issues
Several considerations to the existing architecture will need to be considered:
Unknowns
How will creatures be ordered into the queue? The player will go first but how will other creatures organize themselves? Is it necessary even?
How will non-creature entities be registered? Poison should proc every time it takes its turn, but how will ownership affect this? Should statuses like poison even have a turn? Should creatures simply hold a vector of properties that get applied every time they take a turn?
It seems like a lot will need to be changed about the ways creatures, AI, and items interact with the world.
Feature/Issue
Good roguelikes are separated from others based off several key features, one of which is a comprehensive speed and time system. The idea here is to incorporate a simple time system detailed here.
Possible issues
Several considerations to the existing architecture will need to be considered:
Unknowns
It seems like a lot will need to be changed about the ways creatures, AI, and items interact with the world.