*not sure about evil eyes. I mean, you could potentially have an evil eye placed in a critical position such that revealing it's line of sight makes the room's solution or lynchpin blatantly obvious.
In my experience, there are 3 main types of eye rooms (with some sub-types):
1. Rooms in which a handful of eyes are used to block off regions of the room until tasks X, Y and Z are accomplished. These rooms are not in need of GUI++ help, but they won't suffer from it either. By necessity, the lines of sight are usually horizontal or vertical (though sometimes you get two diagonal lines) so they're easy to trace in your head and since they don't intersect with very many other lines, and there aren't many lines to keep track of, you can usually do that book-keeping in your head. The puzzle, then is figuring out how to accomplish X, Y and Z without crossing those lines.
2. Rooms in which there are a large number of eyes with criss-crossing LOSs from eyes around the perimeter of a region that create a maze of safe squares.
2a. This can be used to restrict Beethro's movement without restricting other monster's movement. The interesting part of the puzzle, then, is to figure out how dispatch a group of monsters which would normally be easy in an open space but isn't because your movement is restricted.
2b. Find a route that gets you from point A to B where normally you'd just go straight from A to B but now you have to find your way through an invisible maze. There are better ways to implement a maze (ie use walls), but the interesting part of the puzzle is finding the path through the maze, not finding the maze.
In both cases, the UNinteresting and tedious part of the puzzle is finding the individual squares you can step on. It's uninteresting because it doesn't require any real thinking, and it's tedious because it's nearly impossible to keep the whole thing in your head at one time, so you have to keep stopping to re-cache parts of it. IMO, these rooms will be improved by GUI++. GUI++ will remove the tedium and leave the interesting part of the puzzle (if there ever was one).
3. Rooms with blocks of eyes in different directions. It's tough to make these rooms even remotely challenging (typically, you can always just kill a couple of eyes, move one square, kill anything that comes after you, move again etc). Occasionally, you'll find an interesting twist on this:
3a. A room with a timer so you have to dispatch the eyes efficiently (ie move wait wait wait kill, repeat won't work). In this case, the puzzle is to be efficient and strategically daring rather than cautious. Stepping on particular individual LOSs usually doesn't ruin your solution.
3b. Rooms where you need to strategically remove eyes to leave walls (say to trap a serpent or to allow escape from other monsters). Here the interesting part of the puzzle is reasoning out which eyes to kill/wake, not where to step to wake them.
In these rooms, GUI++ isn't really going to help much (since there will be so many LOS's the floor is just going to look like a mess of red lines). To the extent that it does help, I don't think it will ruin the puzzle since usually stepping on one LOS doesn't ruin your solution.
I may have left out some niche rooms here and there, but in general, I don't think people enjoy mapping out which squares are safe to be the interesting part of any room involving eyes.
EDIT:
So, if I may sum up my feelings in general:
stigant's Axiom of GUI Design:
If a piece of information is available to the player and:
a) it requires no thinking to obtain that information (for example, random clicking to find a hidden wall or carefully tracing LOS's for eyes)
and
b) that information could in any way critical to the solving of the puzzle
Then
1) No interesting puzzle has ever or will ever be devised that involves nothing other than finding this piece of information
and therefore
2) every reasonable effort should be made to make the acquisition of that information as painless as possible.
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[Last edited by stigant at 05-02-2013 09:45 PM]