7DRL: Building an Engine — Setting the Scope

This weekend, I added weapons, monsters only move when you move, and I added flags to tell if items were identified, cursed, wielded or worn. Each flag multiplies the complexity of the code by at least three times, but it is flags like these that are central to the Roguelike experience. How many flags I choose to implement has a direct correlation to how the game plays… and whether I can finish it at all.

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