Here's a breakdown of all the phases for the client:
Phase 1 — Terrain Tiles (DONE)
Load DDS puzzle tiles from WDF archives
Native WDF reader with reverse-engineered hash
Isometric projection and tile rendering
Disk fallback for tiles not in WDF
Phase 2 — Character/NPC Sprites
Parse .ani animation files (frame data, directions, layers)
Load sprite textures from WDF (body, weapon, helmet, mount, wings, etc.)
Render animated sprites at correct isometric positions
8-directional facing, idle/walk/attack animations
Layer compositing (body + armor + weapon + effects)
Phase 3 — Map Objects & Scenery
Static map objects (trees, buildings, rocks, furniture)
Map cover layer (rooftops, bridges that render over players)
Elevation/height data from DMap
Portal/teleport visuals
Phase 4 — Effects & Combat Visuals
Spell/skill animations
Damage numbers
Hit effects, status effects
Death animations, loot drops
Phase 5 — Full UI Polish
Proper inventory with item icons from WDF
Equipment paper-doll with actual sprites
Minimap
NPC dialog windows
Shop/trade UI with item graphics
Skill bar with spell icons
Phase 6 — Audio
Background music
Sound effects (combat, UI, ambient)