Hi, I've done the creative thing and started a top down shooter engine. It's currently on GMS1 and I'm about to port to GMS2. I'm wondering if I'm forgetting some major thing that's going to bite me in the ass later. Currently I got: - FSM down to details like reloading, reloading-and-moving, reloading-and-aiming, reloading-aiming-moving, etc - Skeletal animation system (probably should have used spine, but did my own anyhow) - Sprite animation system - Basic movement control (pixel perfect, angle sweeps, acceleration, deceleration turning speed, sprint mode, etc) - Selectable weapons, weapons switching, ammo and magazine tracking - Hitscan and projectile weapons - Random map generator for giant maps using different tile sets with open areas, rooms and corridors - controller support for 4 player split screen - smart camera with screen shake and matching controller vibration - basic ai with states and basic steering behaviour - other small basics like scrolling combat text, drawing is only done for objects and map in view, etc I'm about to enter the world of content generation as in missions, weapons, upgrades, special abilities, enemies, bosses, etc. I'm terrified that I forgot something vital and will have to redo huge parts later because of it. Any thoughts on what I might have missed? I'm currently thinking about delta time but can't get my head around it. I've instead based everything on room_speed and if I change rooms peed to 30 or 120 the game would still be at the same speed. Also skipping online multiplayer because its a pain. Thoughts? Cheers!