Thank you for the clarification. I really did not expect to see the font for titles handled like that! Haha, here i thought I could just clean up the pixel font somewhat. I was sorely mistaken!
I played the test levels. Seems a lot has changed already from the last time I compiled a snapshot!
Even in this early stage I love what I am seeing! It is just as random as before but it seems, to me at least, that there are less "funny" corners. With funny I mean either too sharp or just a single cutout (like a little pie). This seems to have all the benefits of the previous technology without the downsides. I also spotted some symmetrical rooms which emphasize that humanly build feel.
I also have the feeling, perhaps because of less funny corners, that "hallways" are better sized. In the previous version "halways" at certain angles felt too small sometimes. I do not get this feeling now with these test levels. Even in this early stage really impressed with what you've shown. Thanks for sharing with us!
If there is any feedback to give it would be this. But feel free to ignore it at this early stage. I have the impression (and nothing more then that), that even with the doors imagined in place (you can see the doortracks if im not mistaken) some of the "connection" area's outside sometimes come together as a rather large, all connected area.
This might create issues with all the monsters from such area's "leaking" towards the player. This will result in an overload of monsters at the beginning of entering such area's. This often creates static player behavior where you wait and have all the monsters come to you. You are kinda forced to do this if -all- the monsters of the area come towards you, they block entrances.
Keep in mind this is just based on my impression of the "connection" areas. With no doors present at all this is hard to judge. However, since its early in development and your still fully working on the grower algorithm now might be a good time to think about solutions. Perhaps some doors or other temporary closures can be added to segment these area's a little bit.
I think its good to realize this is a very, very early version that Andrew just shared with the obsessively interested.
I feel its a little inappropriate the way you present Andrew made "promises" and failed to deliver since its not in this build. He does this in his spare time, for free, and from the git repo its clear he is spending a lot of time on it. All for what is probably a relatively small, niche crowd.
Andrew has been very open to suggestions, in fact he added several things I suggested myself (among others) like liquid escapes. I am very grateful for that. This does not mean however you can demand features or call him out on "promises". Even if Andrew "promised" things you should take them as intentions which may or may not get implemented depending on a lot of factors.
I think I remember Andrew mentioning the seed value was not of much value (and I agree). Regardless of that you have the ability to set a seed and you can use 2.147.483.647 unique numbers for it. That is two billion, one hundred forty-seven million, four hundred eighty-three thousand, six hundred forty-seven written out. Are you serious?
Please show some respect towards Andrew and this thread.
Thanks Glaice for making this thread.
Almost forgot. The addon stuff sounds ridiculously cool! \o/