Ooh, those interesting rooms look excellent! That's exactly the sort of thing I wanted to do next with pits and room templates, so I'd be very excited to see those implemented. (My thoughts were along the lines that instead of having fixed monsters for a specific room, you might load a room layout from one edit file, and then fill it out according to a themed profile from another file like the ones in pit.txt. So one time you might come upon a given room and find the monster types at positions A, B, and C are priests and the treasures at X are priest books, but another time you might find the same layout room with the monsters at A, B and C being archers and the treasures at X are stacks of ammo, etc. Which makes it more variable and also has the advantage that you could then do an entire themed level like an orc town by giving every room the same profile.)
The other idea I had was unique-specific templated rooms, where, say, when you arrive at Mim's native level there's a chance of encountering a 'Dwarf Hall' special room/vault that contains Mim and his two sons (if they're still alive) or a ruined version of the same room if you've already killed them.
...I have all sorts of thoughts on this, but I'm getting a bit ahead of myself when you're still doing the bugfixes at the moment. (Especially considering that by now I've forgotten almost everything I previously knew about the Angband code and how to use Git.)
The other idea I had was unique-specific templated rooms, where, say, when you arrive at Mim's native level there's a chance of encountering a 'Dwarf Hall' special room/vault that contains Mim and his two sons (if they're still alive) or a ruined version of the same room if you've already killed them.
...I have all sorts of thoughts on this, but I'm getting a bit ahead of myself when you're still doing the bugfixes at the moment. (Especially considering that by now I've forgotten almost everything I previously knew about the Angband code and how to use Git.)
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