Features I'm working on right now:
- Random level generation. (ARGH DICKS)
- A very simple ray-casting component for lighting and visibility.
- Embarrassingly primitive cellular automata for assorted dungeon effects.
In other words, shit that doesn't even remotely resemble a game yet.
Features I'd like to implement once I figure out how:
- A level and experience system blatantly stolen from Linley's Dungeon Crawl.
- A terrain system incorporating multiple levels of cover and destroyable walls.
- A somewhat original system of special abilities. (Experimental, no clue if this would stick or not.)
- Other combat mechanics that retain intuitiveness while allowing you to do more than run into things.
- Excessively large levels.
It's not Dwarf Fortress yet but by god I will turn this into an autistic trainwreck of a project.
Any suggestions?

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