{"action":"opened","issue":{"url":"https://api.github.com/repos/sussman/pogoman-go/issues/9","repository_url":"https://api.github.com/repos/sussman/pogoman-go","labels_url":"https://api.github.com/repos/sussman/pogoman-go/issues/9/labels{/name}","comments_url":"https://api.github.com/repos/sussman/pogoman-go/issues/9/comments","events_url":"https://api.github.com/repos/sussman/pogoman-go/issues/9/events","html_url":"https://github.com/sussman/pogoman-go/issues/9","id":173632052,"number":9,"title":"enable possible room exists in Village and Pogoland","user":{"login":"dhakajack","id":5308234,"avatar_url":"https://avatars.githubusercontent.com/u/5308234?v=3","gravatar_id":"","url":"https://api.github.com/users/dhakajack","html_url":"https://github.com/dhakajack","followers_url":"https://api.github.com/users/dhakajack/followers","following_url":"https://api.github.com/users/dhakajack/following{/other_user}","gists_url":"https://api.github.com/users/dhakajack/gists{/gist_id}","starred_url":"https://api.github.com/users/dhakajack/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/dhakajack/subscriptions","organizations_url":"https://api.github.com/users/dhakajack/orgs","repos_url":"https://api.github.com/users/dhakajack/repos","events_url":"https://api.github.com/users/dhakajack/events{/privacy}","received_events_url":"https://api.github.com/users/dhakajack/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2016-08-28T06:25:25Z","updated_at":"2016-08-28T06:25:25Z","closed_at":null,"body":"The town is too weird and disconnected in feel.  For each quadroom, we should try to say (or hint) and what we see off in each of the four directions.\r\n\r\nI've built in a hook for this feature and use it everywhere but the Village and Pogoland. I left it out intentionally but wanted to get your reaction. I left it out because 1) I didn't know how much text would be dumped per room and I was concerned about flood players with output; 2) to promote a sense of discovery - you don't necessarily know what lies in each direction; 3) It adds to problems with line spacing. Weighing in the other direction: 1) it would help player navigate and make better informed decisions about stepping off the edge of the world; 2) it would be consistent with the rest of the game. I can add this as a feature to quad and pogo rooms without too much difficulty and we can see how it plays."}}
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