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Old September 9, 2015, 15:36   #11
Nick
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Those look excellent. I guess I'll have to do a 4.0.3 now
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Old September 9, 2015, 16:03   #12
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Those look excellent. I guess I'll have to do a 4.0.3 now
Heh. I literally finished playtesting these the night before the new release, but decided I might as well leave off uploading the file for a day or two so I could try to get a few decent screenshots first. After all, what were the odds that you were gonna release 4.0.2 before I woke up the next morning...?
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Old October 8, 2015, 14:50   #13
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Man, such a huge variety of new rooms- it really does significantly add to the game, especially for those of us who die often and have to stubbornly slog through the dungeon time after time. I'm just a new guy on the forums, but I wanted you to know people appreciate your work.
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Old October 9, 2015, 06:08   #14
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+1 to that. I find the new rooms adding much to the enjoyment of the game
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Old October 9, 2015, 15:15   #15
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Glad you like them! I'm actually in the "die a lot in the first half of the game" player group myself (bad tendency to stick it out and try to fight things to the death when it really would be smarter to run away) so that's why I'm trying to do my bit for a less samey early dungeon.

I'd love to design a similar set of pits and other mini 'monster chambers' or themed rooms to add even more variety before you start getting to the big vaults, but that's a bit more complicated to implement, so it's probably going to require somebody else to do the code part first. But just let me know when people want more layout designs of any sort - they're always a lot of fun to come up with!
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Old October 10, 2015, 00:20   #16
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I know nothing about room coding- does the greater number of unique room options lower the frequency of the "common" rooms? There seem to be far fewer of the large, circular rooms with random un-lightable areas outside them (not that I'm complaining- those areas can be tiresome).
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Old November 6, 2015, 00:33   #17
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Just saw the enormous arrow-and-bullseye vault. Love it!
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Old November 19, 2015, 22:17   #18
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Good news, I love the increased richness with the new room templates.

However, there are a few flies in the ointment, for me personally anyway.

The rooms that appear to be ascii art of a crab holding a television or similar kind of go a bit far over the line into "goofy" territory for me. There's some other rooms that don't really make sense (how often are people going to design rooms so that they make a picture on the blueprint), but it's only when they get really on the silly side like a winking face that it falls apart for me.

If I'm not a total outlier, I wonder if some amount of labelling would do well here. "Include silly rooms (yes/no)?"

The other problem is that some of these rooms are sort of taxing for the game's movement controls. There's a checkerboard-ish room which requires knights-move diagonals to cross, and there's no method in the game currently to traverse them without a lot of repeated manual entry. Perhaps this should be better solved by implementing a "move-to-location" function in the game as opposed to changing the rooms, but they're a little annoying right now.
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Old November 19, 2015, 22:55   #19
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The rooms that appear to be ascii art of a crab holding a television or similar kind of go a bit far over the line into "goofy" territory for me. There's some other rooms that don't really make sense (how often are people going to design rooms so that they make a picture on the blueprint), but it's only when they get really on the silly side like a winking face that it falls apart for me.
Well, there is one that's crab-shaped, but I'm not sure where the television comes in...? Possibly just a chance combination of two rooms that happened to look that way? There are a few animal-shaped rooms but nothing I'd consider excessively goofy like smiley faces or words in English or anything. YMMV. I'm mostly following the lead established by the skull and crossbones and Pacman vaults, which most people seem to quite like.

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The other problem is that some of these rooms are sort of taxing for the game's movement controls. There's a checkerboard-ish room which requires knights-move diagonals to cross, and there's no method in the game currently to traverse them without a lot of repeated manual entry. Perhaps this should be better solved by implementing a "move-to-location" function in the game as opposed to changing the rooms, but they're a little annoying right now.
I don't know if there's a consensus on how people feel about rooms with terrain that's difficult to run across - I know some people find cavern levels annoying for that reason - but I tend to err on the side of variety being more interesting and leading to more tactical battles; in any case, there's only a tiny percentage of rooms that have that alternating checkerboard pattern so I wouldn't have thought they'd appear frequently enough to be much of an annoyance. (Unlike caverns.)

But I'd certainly be interested in more views from people playtesting on whether there's any consensus on specific rooms people like or dislike. You can also easily mod your own copy of room_template.txt to delete or comment out any individual room layouts that you don't want to see appear, which won't affect the running of the game or saved games in progress in the slightest.
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Old November 20, 2015, 12:57   #20
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I am very happy with the new rooms. Some combos are more odd than others but that is fine imo. The only room type I am tired of is the older addition of the round room with a small one (hidden) door room in the center. The room itself is fine but the single design around it is boring.
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