Pretty scaffolding! :0
Workin on some methods for random cave generation
Thanks! It's not my work, though, we're a team of two.
Your cave generator is very cool and I'm impressed with how it won't create separate sectors. Here's something else that's cool, if I might be permitted to copy and paste from my tigsource devlog:
(warning, long gif!)

Okay, so what I've done now is added the beginnings of a physics system used mainly in combat situations. You can see that, while I can't shift the boxes by simply walking into them, if I add X velocity to the character (i.e. press DELETE) he'll be thrown animationlessly to the left.
The rules are simple: hitting a non-physics object will nullify your velocity in the direction you're blocked, and hitting a physics object will devide your velocity between it and you, causing both you and the thing you hit to move at that speed. This applies to every other physics object that hits something or is hit by something, and the relationship is coded to work intelligently so that it won't happen "backwards" for any reason. This leads to some interesting and even "newton's cradle" situations when I spawn about 100 crates and throw my character into them repeatedly.
The "impact" routine is derivable, meaning I'll be able to do things like make the character take damage when this happens. Also notable is that the inventory has been redesigned for 800x600 displays and will now use single-menu format when the resolution is below a certain threshold.
Bumping them about with radius impulses:

Different weights and drag:

(Should I start my own thread?)