The README tracks current development priorities. This page explains the architectural direction behind them.
The inherited object model puts state and behavior in one deep class hierarchy, leaving much of the original game hard-coded. OpenTS is moving gradually toward an entity-component architecture to reduce hard-coding and make the engine easier to extend.
There will be no full rewrite. Changes must keep the engine playable throughout the migration. Prefer composition to a deeper inheritance tree, keep new state separable from behavior, and avoid adding tight couplings to the existing class hierarchy.
Portability follows the same incremental approach. Preparatory changes do not make a compiler or platform supported; Building OpenTS lists the current target.