Yeah, that's certain possible to do. I'd like to have it load with a default colour set but also give people the option of customising it their own way.
I'm thinking also to give players the ability to flag room types like shops, bars, tailors, trainers etc and have it colour the rooms based on those flags before checking the terrain. So if you flagged all the bank in Arborea as a "bank", you could have that room coloured in gold rather than its terrain type.
I need to get my head around some of the 'drawing' side of the mapper scripts to do some of this, but colouring the exit lines is another thing I'd like to do. For example, making it very obvious which exits are roads, doors, etc. At the moment it's not doing that.
More complicated still will be factoring that exit info into some of the movement functions. For example when going from point A to B, getting it to use the road wherever possible. Right now it treats them all equally and seems to prefer the diagonal exits for some reason which makes for a choppy ride.
Anyway, a few other things I have in mind:
- letting players assign 'map notes' to rooms to record reminders and notes of events (eg, if they discover a secret entrance, recording significant events in the room like "xyz died here on x day, y year", or things like "darkness ahead, lantern required"). When they enter that room again the can review any notes they've left.
- searchable bookmarks - eg show me all shops within 30 rooms, take me to the trading post.
- translating mapper prompts into something more IC - The mapper is a pretty powerful tool and I think it'd be cool to script some quirks to it to simulate character 'memory'. Things such as... not being able to search rooms beyond a 30 room radius because that's too far to recall precisely, when the mapper walks you from A to B it might occasionally pause for the character to think about the direction, when the room has notes that haven't been accessed in a while the character may need a few moments to remember them.
- better visuals for nu/neu/up/down exits
- concept of 'distance' between rooms - this would probably need an extra gmcp data set to describe exits in terms of their travel distance but it could give a really neat scale to the map. Right now rooms are all spaced apart equally, but with distance I could make the mapper draw "short" exits with short lines, "very long" exits with very long lines. If someone were to map the coast and main regions like that you would end up with a very nice 'zoomed out' picture of the continents