Something snapped in my brain a while ago and as the result I have almost completely stopped refactoring source code in all my projects. It means that the focus is now on the game design. I also figured out how to combine physics and traditional RPG system which also was a sudden realization.
Physics simulation in games is kind of weird subject, because games can never be completely physics based. If they were it would ruin "the hero" aspect of games, where the player character always seems to have some kind of special advantage over everything else. For example in most games the player never runs out of gas, but is always ready to do whatever it takes. Some games have a kind of stamina, but it's always limited to a certain level. The plan for Kaduria is not only have more realistic stamina effect but also long term fatigue which means you have to sleep to regain it.
There are lots of other ways I'm going to change the gameplay compared to a typical roguelike or a role-playing game. I'm not even sure if it's going to be a better gameplay, but I'm just so over the traditional style of roguelikes in particular where everything is based on getting tons of stuff (which in realistic terms you would never be able to carry anyway), killing thousands of monsters just like that etc. In Teemu I have deliberately chosen a traditional approach, because it's not a serious game, but Kaduria will be different.