With b9d3936e208a3e54cbedbf9345f193e3f0d6be52, Dungeons now have Furniture, which is cosmetic but can later become functional by hiding Chests, Traps, etc. These assets can be easily expanded and should ideally form "theme packs" (for example: military furniture, magical furniture, outlaw furniture, religious furniture, nature furniture)...
As simple as this is, furniture provides an essential service to gameplay: how the game chooses what type and pieces of furniture is designed to entice a player's imagination and sense of wonder while he explores a new Dungeon and creates a mental image of what that place may be - it's simple but even in its initial implementation it tries to provide an ambience that other roguelikes don't usually bother with (individual Dungeon personality that lets the player's mind wander and create their own backstories and mysteries).
This is a continual task and every art asset and "theme pack" helps advance this goal.
With b9d3936e208a3e54cbedbf9345f193e3f0d6be52, Dungeons now have Furniture, which is cosmetic but can later become functional by hiding Chests, Traps, etc. These assets can be easily expanded and should ideally form "theme packs" (for example: military furniture, magical furniture, outlaw furniture, religious furniture, nature furniture)...
As simple as this is, furniture provides an essential service to gameplay: how the game chooses what type and pieces of furniture is designed to entice a player's imagination and sense of wonder while he explores a new Dungeon and creates a mental image of what that place may be - it's simple but even in its initial implementation it tries to provide an ambience that other roguelikes don't usually bother with (individual Dungeon personality that lets the player's mind wander and create their own backstories and mysteries).
This is a continual task and every art asset and "theme pack" helps advance this goal.