- Combat and dealing damage
- Health, mana, money, and experience
- Graphical effects and sound effects
- Enemy AI
- Managing passive, temporary, or periodic effects
- On-screen displays (health meter, inventory, etc.)
- Special abilities with mana costs and cooldowns
- Picking up items and equipping them
- Targeting enemies
- Projectiles
- Sound effects and music
- Saving and loading
- Character creation and selection
- Quests
- Enabling/Disabling PvP
- Forming parties and inviting players
- On-screen display of party members
- Medals
- Banking
It's hard to determine where to draw the line between the library and a game that uses the library. For example, the framework only defines the player's health and mana stats. There are no stats like strength or agility - there's no way for the framework to know what stats you'll need. All additional stats must be defined in the project that uses the framework.
Currently, the big things that the framework provides are the on-screen interface elements, inventory management, and the combat/damage system. There's also a lot of stuff the framework provides that just hasn't been worked into the demo yet.