This contradicts an earlier post in another thread, but I believe some thought about the rule system and to what extent it should be hard-coded (as opposed to scripted) can be very helpful.
Just some food for thought (not complete by a long shot):
- What should be the hit-point range, what has hit points (I suggest everything except floor, lava and water tiles)?
- Mana? How do creatures, items, rooms and the dungeon keeper generate it?
- Stamina (if any)? How does it influence the creature/room (yes, there might be rooms with stamina... think living rooms)/traps?
- Are there hit locations? How are they handled (options here are more then you might think)?
- How does the "test" work? Is it just a comparison of absolute values, is it completely random or somewhere in between?
- Moving forward versus rotation, some creatures/traps might not need to rotate or move.
- How about blindsiging? Handedness? Darkness? Does that provide an (dis)advantage in combat?
- How is experience handled? Are there even levels or does advancement of attributes/skills cost skill points? The options for this are myriad and all have different effects on gameplay.
- Do creatures have attributes? What are they? What do these attributes influence?
A sample list of effects which might be considered for tiles:
Darkness, bright light, vapour, poisonous, extreme heat, extreme cold, draining, regenerating, liquid (in combination with extreme heat it can become magma), generating (mana/money), teleport (to another location on the map), blank, flow (wind, for example; direction and force are needed here)), solid (granite, for example).
In most cases a value in order to denote the severity could be added and effects could be combined.
By the way: is the map in 3D (does it have multiple floors, complicating matters) or 2D (just like the original DK and DK2 or extended 2D (height differences on the map, but no overlap)? 3D might complicate matters (especially for the UI), but could make for very interesting maps.
Just a bunch of thoughts I had. Lets see what comes out of this.