Hey everyone! Quick post here just to show some of the progress on the new rooms. I'll be adding a few of these to the next version, rooms with a clear purpose in the dungeon, to make the layouts feel a little more deliberate, and to offer challenges that don't just involve killing all the monsters.
Above is just one example of the new types of rooms I plan to add, this one is a cell block. Many of these will be non-combat objective rooms, meaning no enemies will spawn, and you will have to achieve some other goal to clear the room, like reaching a switch in the center. These rooms are meant to test the player's other attributes, as well as making those other stats more useful in the process.
The Cell Block was the first room I designed as a non-combat room, but it may actually end up including a couple Goblin spawns. Either way, the main purpose of this room will be to "deal with" the prisoners. A number of prisoners will spawn in the different cells, and the player can choose to either free them or... do other stuff to them. When all the prisoner's have been "handled" the room will be cleared. This room gives the player some early opportunities to be Good or Evil. Also, rooms will now display the goal required to clear them on the screen; Combat Rooms will display the number of monsters left to kill, etc.
A few other examples for rooms I have planned are obstacle courses (rooms broken up into sections, with obstacles in between the Player must pass a Dexterity roll to get past), and push block rooms (player makes a Strength check to push blocks, creating a clear path)
I have a few more ideas for rooms, like a "strip bar" (a strip club where slaves are forced to dance for their goblin overseers) and a "sanctuary" (a room for prayer), but more on these later.