# rpg-rs [![Crates.io](https://img.shields.io/crates/v/rpg.svg)](https://crates.io/crates/rpg) [![Build Status](https://travis-ci.org/raven-rpg/rpg-rs.svg?branch=master)](https://travis-ci.org/raven-rpg/rpg-rs) [![Coverage Status](https://coveralls.io/repos/github/raven-rpg/rpg-rs/badge.svg?branch=master)](https://coveralls.io/github/raven-rpg/rpg-rs?branch=master) [![Documentation](https://docs.rs/rpg/badge.svg)](https://docs.rs/rpg) Welcome traveler! Don't be frightened by that *cryptc* name above. This project aims to implement the **very basic** data and mechanics of an RPG. Of course, there are a lot of ways to interpret and implement an RPG and I guess there will always be someone who disagrees with my implementation. So feel free to contribute and share the code and if this doesn't feel right to you, create a fork and create your own better variant. ## Roadmap - [ ] MORE DOCUMENTATION - [ ] MORE DOCUMENTATION - [ ] MORE DOCUMENTATION - [ ] MORE DOCUMENTATION - [ ] own, better name generation - [X] make `item_generator` its own struct with a builder pattern for generating items - [ ] implement game-worlds (2d grid based) - [ ] implement game-world loading from file - [ ] implement level/campagne/world scripting through a derived ASM dialect - [ ] make output interface more common and move everything into a crate - [X] adapt `influence` from items to `ItemGenerator` - [ ] add `requirement` to `Item` - [ ] make item name and attribute generation more fine-grained, related to the item's type - [ ] model out entites - [ ] create ECS for NPCs - [ ] create dialog system - [ ] create event system