[ ] When a unit is out of turns the next unit is selected
[ ] Units can attack ranged or melee
[ ] Melee works if unit is next to target
+[ ] Ranged attacks must be at least 1 tile away
[ ] When a unit moves away from an adjacent melee unit it can attack
[ ] Units can inspect enemies
[ ] Units are selected in a queue of initiative
[ ] Once the queue is empty it is reset
+[ ] Units use state machines to update
+[ ] Each unit's start state is a polling state
+[ ] The polling state can either be player input or CPU input
+[ ] Mark the current active unit with a cursor
-## Map
+## Mission
-[ ] Map screen consists of rooms
+[ ] Mission screen consists of maps
[ ] Each room has events or combat encounters
[ ] The player may move to new rooms
[ ] The player has to deal with the room's events
+[ ] Add map completion board
+[ ] Units do not recover HP until mission is completed
+[ ] When starting a mission the player can select a roster of up to 10 units
+
+## Map
+
+[ ] A map is a 1-screen wide playfield consiting of 8x8 tiles
+[ ] All units are always visible
## Units
[ ] Each unit has a ranged and melee weapon
[ ] Each unit has attack, health, and armor stats
[ ] Units can be affected by damage over time
+[ ] Move unit with d-pad
+[ ] B = Ranged attack in direction
+[ ] A = Melee attack in direction
+[ ] Some units have melee or ranged heals. Enemy healing is possible.
+[ ] Ranged attacks can be blocked by solid tiles
+[ ] Ranged attacks have a max range
+
+## UI
+
+### Map UI
+
+[ ] Display active unit stats and hp
+[ ] When holding select display unit queue until end of turn