## Roadmap

 - steamline effects - right now use different mods for different effects.  I'd like to streamline effects used on players and mobs into a single API.  mg_poison is the beginnings of this.  Then I'd remove player_effects, and the pep mod and move all potions to mg_potions.
 - mobs - rework mob combat, rework mobkit's valid neighbor functions to allow some mobs to go in fire, lava and water depending on their behavors.  Add proper pathfinding (maybe A-star)  Have mobs that can be in liquids and be go on land to support Brogue's naga and salamander monsters.
 - add more mobs and mob abilities and behaviors from Brogue
 - add more items (staves, charms, wands)
 - re-work how gases function (right now only support caustic gas - used from the grenades mod from CTF).  I'd like to add steam, nausous gas, paralyzing gas, confusion gas, blinding gas.  Gases to have density, bouncy, expansion.  Not go through walls 
 - add items and mob abilities to take advantage of new gas system
 - refactor how dungeon generation from Brogue interacts with Luanti code.  Register tile types and link them to luanti nodes, much like how I refactored the item system.
 - Add the puzzles and treasure rooms from Brogue - this would change how the game is played by giving players more choice in how they build their characters.  Right now it's completely based on luck
 - new weapon effects
   - whip - shoot out entity and have it come back
   - boomerang? 
   - rapier - player lung's at a monster if facing it and within a certain range
   - axe - large radius around player that gets hit
   - look into ctf wieldview 
 - If I've done all the above, I might as well move the crystal to level 26, add the rest of the monsters from Brogue, add Lumestones and extend the max depth to 40 levels.

## Brainstorming

I've been thinking about how to support a balanced multiplayer.  One idea I have is to make a multiplayer fork that works more like Angband than Brogue.  Levels regenerate each time you visit them.  Item generation is based depth (better items generate the deeper you go ) and add in an experience system for max hp, strength and skills that could replace potions of life, strength, and scrolls of enchantment.  Maybe something similar to Skyrim where leveling up you can put these points in various skill trees that allow you to unlock the use of different items.  It still allows you to build out your class as you go, but does not rely on scrolls of enchant.  You get xp for seeing and killing monsters like sil, but it dimishes if you've seen or killed the same type of monster over and over to discourage skill farming and to put a soft clock on going deeper. Also the quality of items will depend on the depth.  Have a town where you can stash items or use the gold you've found to buy other items in shops.  Build your own house.  Players could even put some of the items they found up for sale at their house if they wanted to. Maybe the goal would be to kill a big monster at the end like in Angband.  Such a system would allow people to crawl the dungeon together or to go individually.  There could potentially be multiple smaller dungeons spread out through the world, that require you to be at certain levels to enter (or maybe just recommend so you know not to die right away.)  Or maybe they are just entrances to deeper parts of the main dungeon.  A new level wouldn't regenerate if another player was currently exporing that level.   It's an interesting thought I do want to explore more.  It does get away from some of Brogue's design goals, but I think it could still be fun.  Inspirations are Angband and Mangband.  It does start to feel more like Minecraft at this point, but with an emphasis on combat and magic (less building, crafting and farming).

Another idea I has was to completely rework level generation to truly take advantage of the 3d environment.  I recently watch Brain Walker's Roguelike Celebration talk on dungeon generation in Brogue and he mentions a platformer he was working on that takes Brogue concepts, but applies them in a 2d space with gravity.  At that point I realized that Mogue is essentially a 2d game in 3d cloths (ala Doom) and I haven't been truly been taking advantage of the 3d space that Luanti offers.  What could it look like to rebuild the level generation, item generation and monsters from scratch utilizing that 3d space?  I'm still thinking about this, but it could lead to some interesting places.

