- Rebuild all Textures with an AI
- Buildings procedural generation
- Caves procedural generation
- Interiors procedural generation
- Switch to animated gltf models
- Overall performance optimization
- Stand still friendly NPC
- Player Inventory HUD (heads-up display)
- Dialogs HUD
- Consider using Spring Boot Framework for DI and Application Events mechanism
- Build alternate Assets Pack for High-end systems with 4K Textures/GLSL450
- Proper Licensing information and Credits
- GLSL450 shader pack for high-end systems
- NPC AI will sometimes get stuck when in a deep hole or in front of a tall, wide obstacle such as a mountain or hill
- Investigate Game Menus behavior consistency
- Investigate game settings save/load problems
- Port game to Android
- Standalone Game Launcher, with Graphics settings management
- Rename Launcher module into NativeClient
- Loading Screen with Fade in filter
- Mechanism to eventually apply fog filter on a scene
- Fade-in for a Fog filter
- Precompute Vegetation Placement
- Walking in water/splashes
- Underwater
- NPC Speech
- Environmental Sounds - Forest
- Old Trunks, debris
- Boulders
- Support new animation system in 3.3
- Support Crouch anim
- Switch to gltf samurai/knight models w/anim
- Consider Swim animation introduction
- Graphics preset Low-Med-High
- HUD
- Rework healthbar
- Add bushes
- Add mushrooms
- Seaweed
- Introduce pickling mechanism (for mushrooms and other things)