I spent a bit of time working on it yesterday, using placeholder artwork (doorframe and floor tiles banged out in a couple of minutes, character sprite grabbed off the internet). Got movement working with the keyboard. Here's how it's looking now:
The brown tiles represent objects (tables, chairs) the character can't walk into. The two doors are the 'exits' from this room and going through them leads to another randomly generated room. The display is shifted to the left to make sure that I have room for the GUI on the right.
I want to get mouse control/pathfinding working next. Then working on lists of assets, so if you're in, say, the bathroom, it'll randomly place a toilet and a sink, but if you're in a living room, it will randomly place a chair, or a fireplace, or a bookshelf etc.
Regarding your idea - I really like the idea of being the DM for someone else's adventure. But I guess my only query about this is: how do you make that fun? Okay, reading that sentence back and it sounds kind of harsh. What I mean is being a DM (IRL) is fun because you get to see how different people react to what you throw at them. Being a DM for an AI might be a nice sandbox, but what's the actual *goal* of the game? Is it just to have fun with the AI system? Or if the goal is to have the adventurer 'succeed', what's stopping me from just having one room and putting all the treasure chests in that and putting all the monsters behind locked doors, where the adventurer will never have to fight them?
So if you don't mind me throwing out an idea (is this rude?) - something I was looking into for one of my ideas last month was the idea of using Firebase (
https://www.firebase.com - free tier for 5GB/month transfer) to add a faux multiplayer component to the game. For your game, you could set up one player as the DM and another player as the adventurer. This would give you the fun of knowing you're helping/trolling a real person. See also: Sleep is Death (
http://sleepisdeath.net/) for the kind of thing I'm talking about.
If you don't mind me throwing out another idea (okay, this is DEFINITELY rude), another way to approach it would be to give it a sort of a loose Card Hunter style mechanic. As the DM, you're given three cards each from a number of different 'decks' - a 'room' deck, a 'monster' deck, a 'loot' deck, a 'trap' deck - and you have to play one of each (or to make it more fun, since we have four categories here, one from *three* of the categories, giving the player a "fast/cheap/good - choose two" type dilemma). Once you've played your round of cards, you get a new set of decks (maybe random, maybe weighted based on the choices you made last time - if you played a hard monster and a small loot, there could be mostly easy monsters and mostly big loots in your next deck). So it's not really possible to fully troll OR mollycoddle your adventurer.
I don't know if that's the kind of thing you're already thinking of, so I should just stop here.