Doing my first 7DRL this year.
For "Unlucky Adventurers" I'm focusing more on presentation than on gameplay.
Specifically in sprite processing (SDFs, voronoi splitting, normals, generalized coords, etc). Particularly interested in seeing what can be done with skeletonization and inferring morphology for idle/hit/attack animation of otherwise static sprite images, and blowing them up in a fashion that isn't "puzzle pieces."
Dungeons will consist of porting Metazelda over to C++, authoring "room" variations in GZDoomBuilder (dumping the UDMF to XML), and inserting "rooms" that satisfy the metazelda criteria (some herringbone wang-tiled composed). If time permits I'll fiddle with some more classic dungeon floor/cave generation for a few floors.
The game will be small-squad scale (multiple characters), map scale and MOB counts will really depend on how lethal everything ends up.
Existing code usage consists of an automatic STB_C_Lexer based reflection generator for C++, a few utility classes (BlockMap, Variant [like QVariant], and MathGeoLib). A stripped down version of Urho3D will be used for video/audio.