@eerr : I think not. Because in most roguelike game, there is a "goal", and numeric representation are here to tell you how much of this you've done.
Here, there is no goal. So how to measure anything ?
The only thing you can measure is your skill evolution.
Roguelikes have scores. It's actually kind of an important part of the Roguelike experience to have scores? Nethack has a score, Angband has a score, and you can't get more Roguelike than those. Even if you look at modern stuff, Noita, Slay the Spire, the Binding of Isaac all have score.
...But all those games are actually structured like a roguelike, while DF adventure mode is kinda more wearing the skin of one, at least for now. But, like, Minecraft is much the same way, and
also has a score. So I guess my point is, ain't nothing
wrong with a score, necessarily.
Asking more technical rather than game content related questions:
1. Given the recent tooling changes around how you build DF (eg version control, multiple branches) what do you think has changed in the way you think about development thanks to this new tooling? What has it enabled in your mind that you previously thought might be too difficult to tackle?
2. Follow up on the tooling, what other interesting tools or patterns have you considered or looked into? what about unit tests? fuzz testing? c++20 concepts?
I've used C++20 concepts semi-recently but GCC generally has a few problems with certain C++20 features, especially if we want to let people run the game on older Linux distros (we're incompatible with Ubuntu 18, which is actually kind of a disaster). I've written things with views on reflex then had to replace them with other stuff a few times already, haha.