## turn based
-- Movement should be turn based
-- PLayer moves from one tile to another
-- Let animations play and then update AI actors after player move
-- Collision can then only use a single coordinate to check
+- [x] Movement should be turn based
+- [x] PLayer moves from one tile to another
+- [x] Let animations play and then update AI actors after player move
+- [x] Collision can then only use a single coordinate to check
- Animation system:
- while an animation is playing the game is stopped
- animations are queued in an animation queue with some simple parameters
## dungeon generator
-- Generate a map of rooms
-- Maps are stored in sram
-- Rooms are taken from a set of base rooms in rom
-- Each room has 4 possible exit pointers which are set to 0000 by default
-- When a room is made the next direction will be picked
-- The generator then sets the exit pointer accordingly
-- Low chance to backtrack in either direction.
-- If direction is already taken, try again
-- If it fails after 4 tries advance to a new room and try again
-- Do this until all rooms are filled
+- [x] Generate a map of rooms
+- [x] Maps are stored in wram
+- [x] Rooms are taken from a set of base rooms in rom
+- [x] Each room has 4 possible exit pointers which are set to 0000 by default
+- [x] When a room is made the next direction will be picked
+- [x] The generator then sets the exit pointer accordingly
+- [x] Low chance to backtrack in either direction.
+- [x] If direction is already taken, try again
+- [x] If it fails after 4 tries advance to a new room and try again
+- [x] Do this until all rooms are filled
+- [ ] Allow for maps that make more sense in 2D space (loops etc)
+- [ ] Implement a mini map
+
## Room transition