## scope
-[ ] Ruin explorer combat game
+[ ] RPG adventure
[ ] Move from room to room
-[ ] When room contains enemies enter combat
[ ] Each side may have up to 10 units on a map
-[ ] There are hero units and regular troops
## Combat
[ ] Unit is selected based on the unit initiative queue
[ ] A unit may skip its turn (moved to end of queue)
-[ ] Units have a move counter
-[ ] Display moves in UI for selected units
-[ ] Each action consumes moves
-[ ] Units are moved one tile at a time
+[x] Units have a move counter
+[x] Display moves in UI for selected units
+[x] Each action consumes moves
+[x] Units are moved one tile at a time
[ ] Moving costs 1 move but if the tile has special flags it may cost more
-[ ] When a unit is out of turns the next unit is selected
+[x] 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
+[x] Units are selected in a queue of initiative
+[x] 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
[ ] The player can collect up to 5 initiative points
[ ] Initiative can be spent on deployment or special moves
-## Mission
-
-[ ] 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
-[ ] Some events may give intiative
-
## Map
-[ ] A map is a 32x24 playfield consiting of 8x8 tiles
-[ ] A map may reduce the playfield by making out of bounds tiles walls
-[ ] The camera always centers on the current unit
-[ ] All units are always visible
+[x] A map is a 32x24 playfield consiting of 8x8 tiles
+[x] A map may reduce the playfield by making out of bounds tiles walls
+[x] The camera always centers on the current unit
+[x] All units are always visible
[ ] Tiles can be impassible, walls or walkable
[ ] Tiles may cost extra movement to pass
## Units
-[ ] Each unit has a ranged and melee weapon
+[ ] Each unit has a ranged or 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.
+[ ] A = attack in direction
+[ ] Some units have melee or ranged heals.
[ ] Ranged attacks can be blocked by solid tiles
[ ] Ranged attacks have a max range
## Randomness
-[ ] The entire game is based on d16 rolls
+[x] The entire game is based on d16 rolls
[ ] Weapons do damage based on a roll
[ ] Some weapons can roll twice and take the best
[ ] Rome weapons can roll twice and take the worst
[ ] When being hit a resistance roll based on armor and other stats is done
+[ ] Add special sprites that can be positioned on units that display their last roll