Already implemented some of that stuff and will work with others in a bit when I'm done writing.
-Both of you think random map generation is a big thing. However, seeing as how there's so little content, there's no value in implementing that now; I couldn't do anything with it.
-Adding a timer is something I thought about doing earlier but again, it's not something that has any real value right now so I'm not going to work on it yet.
-In my experience, item integrity isn't something overly standard in roguelikes at the moment and I won't even add that to the backlog for now. That's something we'll have to discuss later. There's no point in implementing a system like that unless I know I'll do something with it.
-I'll do the keybind screen when I can no longer easily remember all of them (currently arrows, numpad 2,4,6,8 and f10 to exit).
Things done as of this moment:
-Display that you have performed an attack, instead of running a silent bit of math.
-Make the player icon white and the zombie icons green, for obvious reasons.
-Make sure at least one zombie spawns. I restarted the program and had zero zombies. (added another 3% chance per empty spot, that'll do for now)
Next things to do:
- Make zombies randomly move around. If they see player, move toward him (currently the default action when moving "on" someone is to attack, I think I'll just keep it.)
- Add basic clothing - T-shirt, jeans, sneakers for everyone (including zombies); Inventory screen
Edit: By the way, you can make your own maps. Open the text file called "test" under resources/maps. The parser currently only understands spaces, # and @. Empty spot, wall and the tile where the pc will spawn, respectively.
Just came up with an idea, btw. I could make it so that you can write a bunch of words in a text file. During startup, the program could read the textfile and load a map by the name of the first line on the list. When you've cleared all the zombies, the next map starts. What do you think?