neil wrote:The destination might be any kind of feature, so a large graphic like landing_pad might be too likely to cover up something important. An icon-like designator like escape_flap could work though. Not sure how one would show it in console: perhaps a different background colour, since we don't use those for very many things?
If and when we add this, I don't think it's critical to be able to show it in console; there are already other interface conveniences (e.g. easy display of monster statuses & weapons) that console doesn't have access to. As mentioned above, it's already possible for console players to view this through X]<[ and X[>], and that won't change.
Of course, I'm biased.
Pollen_Golem wrote:There's a number of features of which there can be only one per tile: stairs, traps, shafts, portals, shops, water, lava, etc. I think The destination is one of them. If it is not (wtf devs?) then it can be easily forced to be one.
It's not at present, and it can't easily be.
We generate levels individually, not en-masse, so when creating a given level, we may not know the contents/layout of adjacent levels. (We generally know what's going on in the level above & don't know what's going on in the level below, but that's not always the case; it's possible to use shafts to 'skip' multiple levels, meaning that when ascending, the level generator knows the contents of the level below but not the level above). Given this, we can't pre-place 'landing pad' features, since we don't know how many hatches will be on the adjacent levels - if any!
You could suggest 'reserving' a fixed number of landing spots, but the main problem there is that the level generator uses escape hatches as a figurative escape hatch for the design. They're placed in otherwise-inaccessible areas, e.g. islands surrounded by deep water, diggable rock, etc, where the player would otherwise be trapped. You'd need to reserve a very significant number of escape hatches (conservatively, half a dozen per level, each way), which seems like it'd make a large and undesirable impact on gameplay. Plus, you'd still end up having to reject some levels for requiring 'too many' hatches... it's a huge can of worms for very little benefit.
e: and retroactively editing the level after later levels are generated, or after you actually use a hatch, is an even worse idea...