Short-term future.

I’ve since updated the map algorithm to provide rivers and more “whole” landmasses. I’ve also now got mouse support included into this “roguelike”, as controls now are WASD for movement, and the little guy will face the mouse location.

I think one of the next directions is to begin dealing with AI. This will require (roughly in order of importance):

dynamic queue for entity processing
pathfinding
AI packages:
follow/go_to
attack
flee
wander
AI schedule implementation

as far as schedules, a first pass attempt will likely be a schedule consisting of sleep->work->eat->play, where each state consists of a location to go to (sleep = bed, work = behind an NPC shop table, etc), time spent at each state, maybe special anims for working, and get that running. This largely depends on the follow/go_to implementation, which underneath that requires a good fast pathfinding algorithm.

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