On pause keys I can use: is there something you want to do, Tuplis, with the main-keyboard digit keys that merits keeping them distinct from the numpad keys? You could do press 5 to wait a tick, doesn't matter which 5.
Edit 3: Maybe we shouldn't allow zombies to break walls? Seems unrealistic to me.
Yeah, totally unrealistic. Man, the last zombie I met couldn't claw his way out of a wet paper bag
Anyway, I suggested that as part of the barricading stream of ideas, the idea being that if the zombies want to get in at you somewhere, but you're on the other side of like a big thin wooden door or something, they could eventually break through it. Perhaps "walls" was the wrong word; they probably can't get through most
walls. Feel free to edit the wording, or break it down into subtasks (environment material strength + damage?), or whatnot. Or not, and vote it value 0.
You can't write code in such a way that it won't need to at least be partially redone for the change to 3D,
Can't you, in principle? As Tuplis has pointed out, you could go so far as to store cell coordinates as tuples of no fixed length (and cells in a hash table rather than a big fixed array, and so on), and switch to any number of dimensions just by changing a constant somewhere.
Toady's painstaking experience converting DF to 3d, with a massive technical debt, is of course etched deep in our collective memory round here. But that's one data point.
How many roguelikes have implemented 3d seeing in the first place?
How many roguelikes use the third dimension as a
dimension, and not just a level-progression mechanism which happens to be dressed up as "down", in the first place? Going down then up again generating you a completely new dungeon level isn't really behaving like ... space.