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License: Apache License 2.0
Basically, let player survive the first couple of hits.
Implement FOV so player can see only some tiles:
Group together turn-based systems; group together rendering-related systems.
Current way seems to be wrong from workflow and performance perspectives. We probably need all assets to be loaded in a separate system and then setup the game only when the assets are there, or something like this.
Wrap systems into plugins where possible to organize the codebase better.
Currently health label is being updated in a separate system, while game events label is being updated inside player movement and enemies movement systems, which makes these systems more cluttered than needed. It would be nice to move these updates to a separate system based on events.
Oh well :)
It is fine to have modules named using system_name_system pattern, but system_name_system.system() seems a bit too much.
Currently both viewsheds and current layer to rotate are calculated on each frame, which seems to be a large waste of resources. This should be easy to optimize.
Everything is probably broken, but it is a good thing.
Instead of using esoteric rules for layer rotation, always rotate the layer defined by player's tangent and normal orientations in direction from normal to tangent.
Current game loop is very primitive: first, player moves for one tile or rotates the cube, then all enemies move in random order for one tile, then player moves again, etc. Turning around is free, rotating cube costs as much as moving. This doesn't allow much flexibility. What we probably need is something close to what is described here (or here).
Tangent and normal orientation always have only one of six values (tangent can also be None), so it makes sense to model them with specific types and not Vector3. All operations on vectors are to be supported.
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