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License: MIT License
Perhaps this and issue #11 could both be explained by collider updates lagging behind game object Update()s
The player can never walk past chests, even after opening them. They can sometimes block corridors on the critical path, making some parts of the generated level untraversable.
For example, to place a door and key:
Currently we create one sprite mask per revealed tile. We could instead create one mesh for the entire revealed area and use that as a mask
For example, to upload webgl builds to a digital ocean droplet
That would allow automatic deployment to web.
For example:
Player should be able to track quest progress and be rewarded somehow for completing quests
They should scan grid cells and pick randomly from unoccupied ones when choosing where to spawn their contents.
static camera doesn't really work well when the viewport/window is resized
Currently unreachable rooms are pruned, but not the corridors that connected them.
Also, the way it works currently, we don't discover that some rooms are unreachable until we try to connect corridors between them. Then we run a final pruning pass and need to erase all the unreachable tiles. It would be better to traverse reachable rooms, draw corridors, and prune all in the same graph search pass.
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