This engine is very rough draft (work-in-progress).
I'll be working with Stalin98 to work out the bugs because I am super anal when it comes to how things should work.
I am sure we'll figure out the perfect wall code for "non-bouncing". I created a 2d map in the past that actually used a "pre-check" so you wouldn't move toward the wall at all (thus no bounce). if(myX+speed<wallX){//move(speed+x);}els e{myX=wallX-1);
As for Mouse Sensitivity I think we're going to create a smart mouse class that will tell if your camera view is not aligned with a wall properly in conjunction with the mouse position and reposition itself automagically.
Mini-Map - I agree that it is zoomed in too much and we'll fix it. (Easily done)
An upcoming update (very soon) will include the HUD, player's hand, weapon changer (scroll or 1-5), sniper zoom (scope)
I also want to get a 3rd person view camera working and we'll start each load-in with the camera starting from about 30+ yards behind and above the player, and zooms down and into the player's view.
We're building this for a first-person shooter so there won't be a bunch of additional interface that you might find in an RPG. Our HUD will be simple.