Packaging --------- * Should package this properly for all OSes. Install into the Python library dir, have actual install scripts/programs, etc... Data ---- * Figure out the rest of our unknown values * Figure out details of the visual effects values (some of that is probably bit flags as well) * Decode "savename" file format (this is where current-map and actual position information is kept, and also quest status, I suspect) Character GUI ------------- * Implement the "Unknowns" screen * Highlight the Inventory Notebook labels when there's a change in one of them * Mouseover notification of previous values (for changed values) * "Enter" to close dialogs (item screens, etc) - applicable to Map GUI too Map GUI ------- * Actually track changes, for confirmation-of-close? (also could support confirmation on new loads if we did this). * Implement a 'question mark' or something for invalid tiles/entities * It turns out that technically we need to draw the map in multiple passes - first ground, then objects, etc (apparently including entities in with objects, not separately) Tent graphics, for instance, get partially munged using our current method. * Change background color, like we do for selection in the square window * "Little" map, a la the Eschalon Map? Showing currently-viewed-area? * Edits to map properties need to get hooked into the undo system * Optionally allow "smart" walls to connect between groups? * Erasing should re-smart-draw stuff around it, perhaps? * Smartdrawing should be a little less destructive when doing stuff. (overwriting non-grass/sand decals, etc) * Larger "brushes" to paint with? Internal -------- * The code is kind of a mess. Sorry! * Use decimal module for floats, internally? * Using @staticmethod is kind of discouraged, and it would probably make sense to have those be functions instead.