"I would like to collect some parts of the pillars(the shiny stuff)"..
The environment should produce items. If I hack at a pillar, maybe a sliver of marble would fall off, thus giving me an item "shiny marble splitter"
Something like that. If I happen to come across some moss on the wall, I could collect that , too.
..> thing is, the more detailed a dungeon gets, the more I want to be able to do with or to the dungeon. Some graphics should have a function in the game, apart from just looking nice.
monsters leave footprints in mud, trample high grass all over, party too.
I really know this is very much to ask here. Anyways it s just brainstorming, so..
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The monsters should have the same detail grade like the dungeon.
1:
If you can move around freely in 3d space in your game, the monsters should somehow match that also.
So they should be able to move a bit like the player would, but I suggest to have them still use the states known from dm : attack, side etc.
the difference to dm would be that in the 3d game world, monsters would have no sudden change between , -for instance- the side graphic and the front graphic.
but do heed that for monsters to be convincing looking there has to be movement of arms, legs, weight - shifting and so forth(animations)
that occurs when the monster moves and shifts.
But with all the animations in between, the monster just still does only move from "side" to "front".
The increased dungeon graphics make the need for additional frames for the movement of monsters.
2.
Graphic - wise they(adversaries) should look similar(alike, same polygon structure, same effects).
No style difference here, or if a style difference with dungeon, outside or monsters, only a style difference that would nicely go together.
I do not know how many styles of creating 3d monsters are actually out there or what would match your world.
(style: comic style, still-be-able- to see polygon style, realistic style, wow-like, which means comic combined with polygon style and so forth)
Same goes for the spells and the torches. I do not think the fire you use right now is bad, but ask yourself these questions,
Are there possibly other fire effects you could use or test?
Do you like the torch-effect now, does it match with the overall dungeon?
Have you chosen it because it works or because you think it is the most applicable?
that´s it for now..have fun