In the blurb and ideas you don't mention environmental interaction. Is it going to be levers and buttons and pressure plates and keys, or are you going to bring a little roguelike to the variety of things players can do as well?
Thanks for the input! I will definitely update the main page to include more detail. Yes it will be a mix of the 2. There will be buttons, pressure plates, keys, locked doors, secret doors/walls, many different types of traps, some which can be deactivated via switches/plates, etc,. The main difference for this game, is all the puzzles will be generated at run-time so the experience will always be new. Monsters will also be subject to the effects of traps and environment so this opens up more strategy. Certain monster types (ghosts/oozes) will be able to travel through walls/doors, so while the bottleneck-at-the-door strategy will work for most, some won't. There will be things like flame damage that affects you and your inventory, and environment that can neutralize that, such as water/flooded areas. Basically I will try to include what I can within reason, since there will be a lot of 3D and animation scripting, it won't be as in depth as an actual roguelike, but since a lot of things will be randomly generated, this gives me more time to focus on other things, rather than be stuck with lots of level design.
I tried out the demo, looks promising. If your looking for some variation one thing you could try is something I have been experimenting with. Basically I use a perlin noise to blend between two tints (say greenish grey and brown, or hell you could go all trippy with it!). It gives dungeon areas a distinct homogeneous look and subtle transitions.
The ambience is great (even though it needs to be a seamless loop) it fits perfectly.
The only other thing is that I would suggest perhaps have A and D turn the player and Q and E strafe as it could be confusing for experienced gamers.
The sound is for sure a work in progress and needs work, thank you for the input though, the sound theme seems to be on the right track.
I will for sure look in to using Perlin noise (i've never worked with that algorithm but it appears to be pretty powerful for something quite straightforward) as it will be nice to get more variation.
As for the direction keys, is that how they keyboard movement was setup in the older dungeon crawlers? I was just placing the keys according to the GUI they used to implement. I'll have to look in to that. Originally I was thinking of using swipe controls for mobiles, but it's hard to implement swipe controls for using a constant directional movement, so I may end up just creating a GUI. I want to make sure the controls are as simple as possible while still keeping lots of details to make the game interesting.
As a side note, your Adventure! project sounds really promising! It's like a roguelike on a very large scale! And it looks like you have a lot of ideas planned for it already so good luck to you and i'm looking forward to seeing more.
Again, thank you for your input! It always helps out a lot!