A game engine for top-down 2D RPG games.
rpg game-engine raylib c99

Update todo 2: Electric Boogaloo

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todo
··· 16 . NPC paths (i.e, walking to/from locations. Stardew Valley style) 17 x Compression 18 . Compress without saving the world binary as an intermediate step. 19 - All I need to do for this is adapt the compression functions to have an in-memory (`u8 *`) compression equivalent instead of just `FILE *` compression. 20 . Dialogue 21 . Quests 22 . UI+layout library
··· 16 . NPC paths (i.e, walking to/from locations. Stardew Valley style) 17 x Compression 18 . Compress without saving the world binary as an intermediate step. 19 + 20 + All I need to do for this is adapt the compression functions to have an 21 + in-memory (`u8 *`) compression equivalent instead of just `FILE *` 22 + compression. 23 + 24 + Another good option would be to implement compression support in Bini, 25 + i.e, a function that compresses a binary stream's buffer. I would 26 + also need to mark the stream as read-only until a flush occurs, though. 27 . Dialogue 28 . Quests 29 . UI+layout library