- handle ' ' vs '.' better for spawning stuff -- cyphen is the exception!
- sprite animation for fire/smoke/clock
- bg color selector
- if i want the player to be visible when 'under' fog, then
  1) mark all possible tiles as layer
  2) render checks for layers state so i dont have to mark layeroff everywhere, just render


- snow
  - multi-tile snowflakes
  - control it thru easy config
    - 'wind' by nuking choosernd(-1, 1) in snowspawn
    - density for snowstorms

* intro animation
  - tunnel lighting
  - stars / snow
  - blob's before check sometimes says preblit fails when it shouldnt
  - leaving a blob
  - UI overlap effect like snow or moon thats not 'on' map, but 'on' screen
  - efficient blob blitting.. blob moving vs something in blob moving
  - move while train mooves, glitchy
  - leave cutscene. re-request game state

  - borders on hotel roofs -- tough to have type # with symbol ' ' bc that symbol means no
    symbol!

* cyphen
  - better gears on alt.ascii-art
  
- pretty bad handling of event timers with the same name

- peoples accounts, savign stuff.. but first figure out modes of play

PROBLEMS
- universal turn counter, or else tracking nearest thing to ya is impossible

- speed.. lag after actions?

- annoying messages. "[you] and [it]"
- once we have something, it's "YOUR sword". inconsistent names()
- names are screwed up. especially with quantity.

- action flags for warping/pushing

- im thinking events have IDs, not roles. roles might overlap, thats kind of bad. also,
  ordering them better?

- minor polish needed in PRE equips. filter out stuff thats already wielded, for instance

- polish the logging a bit more

- blocks on entire actions.. like frozen/rage  or ranges of verbs

- try colliding an agent INSIDE a sprite. chain pushing.

COOL IDEAS

* 3D dungeons
  - light rendering; the code was screwing up other stuff so i nuked it
  - bridges
  - going up there / proper map structure

* dnd style RPs. partybased, events (monsters entering room, flooding)
