Here an older mock-up with shading. Does that help with brain switching?The rooms look MUCH better with shading. I think the ramps also look better, but the sunny, southern facing ramps should not have that shadow effect because that makes it look like the whole thing is floating in the sky.
Wow, the shading of the older mock-up looks awesome for the rooms, but I think the ramps still look weird. The ponds need also a little bit of shadows inside the banks, so they look more like ponds and less like puddles.We didn't want to include the shading on Steam, because it's wip. Not coded yet, it's just photoshop magic.
Too bad, I hope you manage to get it in the game. With the shading, the rooms really look like right out of an official D&D campaign map.Wow, the shading of the older mock-up looks awesome for the rooms, but I think the ramps still look weird. The ponds need also a little bit of shadows inside the banks, so they look more like ponds and less like puddles.We didn't want to include the shading on Steam, because it's wip. Not coded yet, it's just photoshop magic.
Here an older mock-up with shading. Does that help with brain switching?It fixes that issue, but now it looks like the whole z-level is some kind of levitating ziggurat. I agree with Death Dragon, shading in outdoor tiles should respect the direction of the light (not sure if indoor tiles should) but I also think the ramps need some shading to depict their (currently absent) curvature. Particularly at the bottom, that'll help them blend in with the shading of the ground so they don't look discontinuous. But honestly I think these shading overlays need to be handpainted as an additional layer (or new tile) rather than just a flat grey overlay.
Will all features that are currently only possible with TWBT, also be possible in the Steam version?From the discussions we had, I'd say that most if not all TWBT features will exist in some form or another in the official steam DF. Including several new features, for example caste-specific sprites or the new walls.
Maybe it would help if the ramps weren't at a 45° angle, but offset like the rest of the sprites. Sorry to just be a critic, I wish I could offer more than that.If they are offset it looks great, until you have multilevel view and everything breaks. ^^
(http://www.imgzilla.ru/image.uploads/2019-03-13/original-a0a9a0be5dda21dc2028328d04c10d9d.png) (http://www.imgzilla.ru/view-image/a0a9a0be5dda21dc2028328d04c10d9d.png)Although I prefer this idea for the ramps, keep them abstract seems like a better idea IMO
I have to admit, I can actually see superdorfs as ramps, where as the official one all I can see is just pillars and odd perspective.... other than that it looks as good as tileset canThis is what I do in the Meph Tileset, but based on necessity. Now with Tarn coding on the graphic back-end, we can do better.(http://www.imgzilla.ru/image.uploads/2019-03-13/original-a0a9a0be5dda21dc2028328d04c10d9d.png) (http://www.imgzilla.ru/view-image/a0a9a0be5dda21dc2028328d04c10d9d.png)Although I prefer this idea for the ramps, keep them abstract seems like a better idea IMO
Interestingly, although I don't personally like neither Meph's nor Mayday's styles - sorry guys, just too dim and detailed for my liking, so I play with Spacefox - these new screenshots look very light and clean. How did you do that?:)Because they are done in photoshop. That's why everything is so uniformly colored.
Interestingly, although I don't personally like neither Meph's nor Mayday's styles - sorry guys, just too dim and detailed for my liking, so I play with Spacefox - these new screenshots look very light and clean. How did you do that?:)
Interestingly, although I don't personally like neither Meph's nor Mayday's styles - sorry guys, just too dim and detailed for my liking, so I play with Spacefox - these new screenshots look very light and clean. How did you do that?:)
Hey mifki! To be honest, much of what was in "my" first tileset wasn't my work. My personal style is indeed closer to Spacefox's and I'm trying to enforce it in this project quite a bit, much to Meph's chagrin >_< But yes, it will be harder to maintain in-game if we let the game modify the colours, which I'm trying to avoid.
Here's a first pass at modified ramps:
That's super easy to do. :)
Here's a first pass at modified ramps:
IMO this version is both easier to look at and considerably easier to understand than the previous versions shown.
In more general terms, can we get a (possibly optional variant) version where things don't tile quite so seamlessly? Or, better yet, a way to easily toggle on and off a thin (1 px?) grid overlay. I'm a "gameplay over graphics" person most of the time, and one of my main issues with stuff that looks this pretty is that it ends up taking much longer to figure out exactly how large and how far things are.
Here's a first pass at modified ramps:Spoiler (click to show/hide)
(https://i.imgur.com/BN4U57y.png)I noticed these stairs. It made me wonder, would it be possible to automatically mirror these graphics when there is a down stair on the left of an up stair?
I don't think the ramps work as it is. It's difficult to understand what's going on without consistent shading throughout all tiles, and a different perspective for ramps, sprites, and inside structures doesn't make it easier.see the problem with that for me is it doesn't look like ramps, it looks like we've entered minecraft and someone is placing blocks in a staircase pattern
I would suggest trying to let the ramps fade out towards the top, and have ramps on lower elevation fade out towards the bottom.
Fadeout color towards top should be the same color as unexplored rock. Fadeout towards the bottom can be a more foggy blue or whatever.
(https://i.imgur.com/ANTmdc4.jpg)
Oh, I like that gif. That would be super cool. I can bring it up, but animations right now are mostly off the table. Too much spriting involved, except for simple things like alt-tiles for creatures (idle animations essentially). The idea to change the hue to red on a hit for a few ticks might be a cool addition though. :)Yeah, I wasn't talking about actual animations of the sprites (that'd be cool, too, but also a ridiculous amount of work), just a dynamic transition of the sprites from tile to tile. Like, a static sprite that fluidly moves from one tile to the next, instead of the instant pop in movement we have now.
It's certainly possible to code, but I'm not sure if it has a high priority. What if it's a up-stairs, down-stairs, up-stairs next to each other, will the center stairs turn left or right?Would it have to be coded by Toady specifically or would modders be able to do this kinda stuff on their own? I'm thinking, maybe whatever is making these new ramp graphics possible could be used for all sorts of things that are placed in close proximity to each other. Or are the ramps a special case that is essentially hardcoded?
Would it have to be coded by Toady specifically or would modders be able to do this kinda stuff on their own? I'm thinking, maybe whatever is making these new ramp graphics possible could be used for all sorts of things that are placed in close proximity to each other. Or are the ramps a special case that is essentially hardcoded?I'm fairly certain that orientation/direction of objects will remain hardcoded. I can't see a way to make something like that easily accessible.
Turning left/right is certainly something I will suggest to Tarn (even if it mucks up the lighting of the sprites), turning up/down would require a new sprite for each.Fort mode doesn't have facing though IIRC? I would prefer it if the graphics help communicate the underlying mechanics of the game rather than muddying things up. If you have static facing sprites then it is obvious that facing is not mechanically a thing. Plus it will look as weird as hell if you have something like a squad of crossbowdwarves exit a surface access tunnel and start shooting at invaders that are behind them, or a dwarf fighting a creature standing behind them (given how prevalent dodging is, this will happen a lot), or a dwarf eating food sitting on the table behind them, or any number of other wacky things. Things like these can be coded away, of course, but it is decidedly nontrivial for Toady to go over every action in the game and add in code to update facing, and I would rather he focus on more impactful stuff.
do you think it would be feasible at all to make movement animations more fluid? So that instead of teleporting from tile to tile, the sprites would actually slide along the path?It's worth noting that this isn't an actual slide as you'd think from just calling it that, if they're moving left, they don't just move (tileset width) pixels left. They alternate moving diagonally up left and diagonally up right, so they "walk" without an animation frame. KeeperRL also has "do action" animations that are also just sliding the sprite, which look good. It's actually pretty impressive how fluid they can make things look with single frame static sprites.
Here's an example gif of how it looks in KeeperRL:
https://cdn.discordapp.com/attachments/467795961406816276/531687892381335552/Peek_2019-01-07_15-15.gif
Oh, I like that gif. That would be super cool. I can bring it up, but animations right now are mostly off the table. Too much spriting involved, except for simple things like alt-tiles for creatures (idle animations essentially). The idea to change the hue to red on a hit for a few ticks might be a cool addition though. :)If we get only one additional frame, I would rather have it be an action frame, for attacking or working, in addition to the current neutral frame, rather than having neutral and idle alternating to indicate when nothing is being done. I think that would add a lot more to the game experience for an equal amount of effort. Although the art style is very different, you can see for example how it looks in battles in Dominions.
No mock-ups of large creatures so far. Vordak made some a long time ago for my set though: http://www.bay12forums.com/smf/index.php?topic=138754.msg7836427#msg7836427Watching an elephant shove its way through tiny corridors that it can't fit through seems more immersion-breaking than having undersized elephants, to me. Plus, if your elephant is that big, how much bigger must your dragons and collosi be?
I'm in favour of large oversized creatures, sticking to the (almost) correct relative size according to the raw sizes, while Mike advises caution, keeping them a few pixels over the 32x limit, which means that they fit better into corridors, cages and the like.
For example the elephant: Left would be my suggestion, right would be Mikes suggestion. Both are larger than 32x32.
(https://i.imgur.com/D4cENm1.png)
Fort mode doesn't have facing though IIRC? I would prefer it if the graphics help communicate the underlying mechanics of the game rather than muddying things up. If you have static facing sprites then it is obvious that facing is not mechanically a thing.Mechanics are one thing, but the typical gamer isn't gonna want to see their sprites moonwalking around and shooting bolts out their ass, for preference. It doesn't actually mean anything, but neither does any of this aesthetic stuff.
Plus it will look as weird as hell if you have something like a squad of crossbowdwarves exit a surface access tunnel and start shooting at invaders that are behind them, or a dwarf fighting a creature standing behind them (given how prevalent dodging is, this will happen a lot), or a dwarf eating food sitting on the table behind them, or any number of other wacky things. Things like these can be coded away, of course, but it is decidedly nontrivial for Toady to go over every action in the game and add in code to update facing, and I would rather he focus on more impactful stuff.I agree that there's a good chance it's not going to be worth it, but that doesn't mean it wouldn't be a good thing to have if not for the amount of Toady's time it would take. And having the sprite change facing on step or on attack seems like it would cover the vast majority of cases that I can think of, since pretty much everything else is non-oriented or involves first running up to something. Dodging at weird angles is fine in my opinion, since after all combat is meant to be chaotic.
Both seem fine, but I think I'm a little closer to using the big sprites. I've always been annoyed with how size is something completely invisible in DF. You can't even see it in the text descriptions, just in the raw files. The immersion gets broken either way until we get actual multi tile creatures in about 10 years and as long as the creature's actual tile is located at the feet of the graphic sprite, it might end up fine.No mock-ups of large creatures so far. Vordak made some a long time ago for my set though: http://www.bay12forums.com/smf/index.php?topic=138754.msg7836427#msg7836427Watching an elephant shove its way through tiny corridors that it can't fit through seems more immersion-breaking than having undersized elephants, to me. Plus, if your elephant is that big, how much bigger must your dragons and collosi be?
I'm in favour of large oversized creatures, sticking to the (almost) correct relative size according to the raw sizes, while Mike advises caution, keeping them a few pixels over the 32x limit, which means that they fit better into corridors, cages and the like.
For example the elephant: Left would be my suggestion, right would be Mikes suggestion. Both are larger than 32x32.
(https://i.imgur.com/D4cENm1.png)
when everything around is non-abstract, we can't really put abstract symbols to represent it.I suppose it makes sense. Is possible to use a different grass sprite for ramps, though, so that they would tell me on a glance that they are functionally different from just the grass around? Like a grass sprite with little bits of the soil appearing through or something. Or will it look like crap?
(https://i.imgur.com/txTXsYs.png)
Turning left/right is certainly something I will suggest to Tarn (even if it mucks up the lighting of the sprites), turning up/down would require a new sprite for each.Fort mode doesn't have facing though IIRC? I would prefer it if the graphics help communicate the underlying mechanics of the game rather than muddying things up.
No mock-ups of large creatures so far. Vordak made some a long time ago for my set though: http://www.bay12forums.com/smf/index.php?topic=138754.msg7836427#msg7836427
I'm in favour of large oversized creatures, sticking to the (almost) correct relative size according to the raw sizes, while Mike advises caution, keeping them a few pixels over the 32x limit, which means that they fit better into corridors, cages and the like.
For example the elephant: Left would be my suggestion, right would be Mikes suggestion. Both are larger than 32x32.
(https://i.imgur.com/D4cENm1.png)
Maybe look at how the legend of zelda does it? If you look at the Minish Cap dungeons for example, what they do is that the lower part of the ramp is darker, and the upper part lighter. Similarly, the convex edges are 'lit' and the concave edges are 'darkened'.It's very readable, so that's good, but I think your overlay isn't using the right option.
Something like this, but with better defined edges:
Yeah, I'm really not liking that solution either.The rounded edges are an improvement but the shading got too way too light compared to the other grass, and it seems like the color balance has shifted too, away from red.
Still trying possible improvements though:
Yeah, I'm really not liking that solution either.That one looks great. :)
Still trying possible improvements though:
(https://i.imgur.com/0XWAm5r.png)
@Lurker, the sharp cast shadows do help with the ramps themselves, but they make the discrepancy between the lighting of the terrain and the objects/creatures even bigger. I'd rather avoid it unless it's decided that they help for majority of players.
So that everyone is in the clear: Mike and me will discuss ideas and work-in-progress privately, once we have something to show, we can post it here for you guys to critique. Sounds good?
No, it's actually a good idea. It would take much work though, the current slopes are created semi-automatically (I copy the floor texture and place an overlay on it, then tweak it a bit and that's that). If I go into manually editing all slope sprites it will consume lots of time (each floor type requires a separate set and with Mephs zeal there will probably be hundreds of those ;).The solution is, of course more overlays! Not sure how much you can do with an overlay that needs to work on all floor textures, however.
I might end up doing it for the most ubiquitous floor types though!
True I suppose, and guess wool might not be much easier. I'm about as far from an artist as one can get so not very good at visualizing that kind of stuff or if there's any feasible changes or additions to make, that one was the only one that in my mind stood out somewhat anyhow (I'm sure I can get used to it either way).Really, it should just be spooled thread, since thread is the actual input, and the webs that get collected would be spooled or otherwise treated as a thread and not carefully carried while fully intact. It's a shame spinning happens at the farmer's workshop, since that would open up some options.
I'm having second thoughts about the above presentation of trees. It's looking really awkward. Experiments to come!I'd do the trunk, top-down, just like in my tileset. It's the only thing that works when you scroll up/down z-levels.
@Pillbo that's more a matter to discuss with Kitfox. I'm sure if people limit themselves to releasing such remakes of the stock tileset to the Steam Workshop, there's nothing morally questionable about it. Any legal problems are not my speciality though.
Ah, I wasn't meaning full isometric, but just that the "southern" face of the walls be perceptible, rather than entirely parallel with the player's view.I know what you mean, but it opens Pandoras box. Lets say engravings: Dwarves logically engrave the side of the wall, not the top. So we'd add engravings to East-West facings walls on that large, visible area you added. But what about engraved walls that go North-South? Those you only see from the top, without any nice surface area. We can't add engravings there.
A quick, 1-minute mockup:
(https://i.imgur.com/3IrxY69.gif)
There are about 200 of them in the game and they are rarely seen, so some kind of automated process to create them would be nice. I made a little test with 1 basic body, copying over the skin/hair texture and the head from an animal. The results look like this:Will the sprites be automatically generated by the game using these modular pieces or are you just talking about pre-making the sprites using an automated process?
Well, I'm of the opinion that since this is meant to be the actual official graphics for the game, it should represent what's going on in the game, rather than merely an abstraction. ASCII is already a perfectly good abstraction for people who care if things are represented accurately but just want icons.Hmm. Yeah. Is facial hair and missing limbs and so on all included in the sprites? I always find it much harder to imagine that the clothed, bearded dwarf in front of me is representative of a clean-shaven, naked dwarf with one leg, compared with 'd'.
Well, I'm of the opinion that since this is meant to be the actual official graphics for the game, it should represent what's going on in the game, rather than merely an abstraction. ASCII is already a perfectly good abstraction for people who care if things are represented accurately but just want icons.Me too. :) But it's a joint venture of what Tarn can code, what Mike deems stylisch, and what Kitfox can pay for.
We want to do hair styles/beards, and I will certainly suggest injuries at least for dwarves. It would be too much work for every creature, but maybe it's possible to come up with a system for civ-members. That being said, we haven't even spoken to Tarn about the injuries, it's just something in my notes.Well, I'm of the opinion that since this is meant to be the actual official graphics for the game, it should represent what's going on in the game, rather than merely an abstraction. ASCII is already a perfectly good abstraction for people who care if things are represented accurately but just want icons.Hmm. Yeah. Is facial hair and missing limbs and so on all included in the sprites? I always find it much harder to imagine that the clothed, bearded dwarf in front of me is representative of a clean-shaven, naked dwarf with one leg, compared with 'd'.
Meh, but that's just me. The 'I must have Graphics!' crowd is vocal enough for me to understand it's my choice to switch on ascii.
Yeah, I'm really not liking that solution either.
Still trying possible improvements though:Spoiler (click to show/hide)
@Pillbo that's more a matter to discuss with Kitfox. I'm sure if people limit themselves to releasing such remakes of the stock tileset to the Steam Workshop, there's nothing morally questionable about it. Any legal problems are not my speciality though.
Not that I have any idea how easy something like that could be. You guys talking about the automatically changing sprites got me thinking about it.The game already does this by default. All they've got to do is not intentionally break it.
but colors is also a great idea. I'll add it to the list.The danger with relying on color too much in too many different areas is that things can become a confusing mishmash quickly, especially if they always have those colors, as opposed to just when you've got an overlay (like how zones show up). I think the icon and border plan is better in this case.
Obviously, there are practical limits on what can be done. I'm not talking about that. I'm talking about, for example, clothing the sprites of animal people such as the olm men who will almost never appear clothed in game. I'm also talking about things like coloring dwarf clothes arbitrarily on profession rather than respecting their actual colors, since inheriting colors from the raws is already in the game in other forms, and being able to see the color is the whole reason that a player would choose to color their clothes in the first place. At least that one, unlike the never-nude nudists, has a gameplay justification, but it's still far less important than allowing players to successfully color their uniforms and then have colored uniforms.But totally WYSIWYG actually makes the game harder to see what's happening since you can no longer tell dwarves apart by profession which you can in Classic.
And to reiterate in a general sense, the whole point of going with WYSIWYG graphics over ASCII-based icons is that what you see reflects what you get as accurately as possible.
I was thinking the game could do it, more like- someone makes a mod of new type of mushroom, and they point the raws at the built in sprites for stock mushrooms with a red filter over top, so you get visually distinct objects that fit right into the look of the stock art.I'll ask Tanya. In theory it should be fine for the Steam version, as long as they don't use the sprites in the free version. Recolors would be the easiest way, yes. If nothing major changes, people can just do that in the raws btw, no need for changing the pictures. Just change the color values in the text files.
As far as the actual look of the animal-people sprites goes... well, it works, only the biggest animal people (like, say, that elephant man) have these really enormous heads compared to their bodies. It's kind of cute, actually... but maybe not what you were going for? I dunno.Agreed, the large oversized creatures don't work with the small bodies. My idea is to wait till we've done the Giant (megabeast) sprite, and use it's body as the basis for the large creatures. ;)
Not that profession really means anything. You're still going to have a guy dressed for cheesemaking working the forges in complete disregard for safety standards. So...maybe you're right. Focus should be on clothes and not professions at all.hehe, Mike will love you for this. :)
Question for Meph, what sprite will an axedwarf (highest skill axe) weilding a sword get?Sword.
Oh, and there's a guy on Reddit showing off his artifact stone cabinet and how many kills it has, doable?What's doable? A stone cabinet?
How many of these details are actually in flux still btw? Would be silly to argue over things that are already set in stone for now.All of them. We have time to discuss and throw ideas around till the villains release and the bugfixes. Only after that will Toady commit to coding the steam version.
What's doable? A stone cabinet
Crafts preview, critique away!Ooh, goods look nice.
(https://i.imgur.com/fBoSik8.png)
But do figurines normally have a base?Just look at any type of RL figurine. They do have bases, how else would you put them somewhere? :P Mind that the crafts are not using the correct relative size. The sprites show much larger items than they are ingame. Has to be that way... a dwarven hand is 2 pixels, so 1 finger is 0.5 pixels, so a ring would be... 0.15 pixels? :D
Sometimes, they seem to be diorama-like, but dwarves carry these things around like jewelry, and that seems hard to do with a square plate at the bottom of each figurine.
There shouldn't be any legal ambiguity, changing the raws would recolor the tree graphic in the steam version or else it would recolor the ASCII tile in the classic version. A graphic derived from the steam version shouldn't be packaged for a freely available mod I guess, legally, but it would be fine on the workshop and even if someone does something that technically they shouldn't, like use a couple premium sprites as a starting point for their own work, I reckon it would even be fine to look the other way except in an egregious case.QuoteI was thinking the game could do it, more like- someone makes a mod of new type of mushroom, and they point the raws at the built in sprites for stock mushrooms with a red filter over top, so you get visually distinct objects that fit right into the look of the stock art.I'll ask Tanya. In theory it should be fine for the Steam version, as long as they don't use the sprites in the free version. Recolors would be the easiest way, yes. If nothing major changes, people can just do that in the raws btw, no need for changing the pictures. Just change the color values in the text files.
Agreed, the large oversized creatures don't work with the small bodies. My idea is to wait till we've done the Giant (megabeast) sprite, and use it's body as the basis for the large creatures. ;)I'm actually kind of digging the Babar-like vibe of that elephant man.
Crafts preview, critique away!The earrings look like finger rings, and the crown looks ambiguous. I think both of those would be better without the gem. Although if the gem is meant to inherit color from a decoration (it would be cool if it sparkled in all the colors of decorations like stained class windows) then maybe just shrink them instead. The bracelet also looks like a short length of pipe, but I guess fundamentally that's what a bracelet is anyway.
(https://i.imgur.com/fBoSik8.png)
Neither of those are reasonable. The former would require a weapon-sized version of every item in the game to be sprited and turned into an overlay, the latter needs a sprite for every item, creature, and combination thereof.QuoteWhat's doable? A stone cabinet
He's wielding an artifact cabinet in battle.
That and all the regular misc object users. Is it possible to show them all with the sprites?
Oh, and I'll be annoying once more since you're now doing this officially. How about figurines and statues which resemble their descriptions?
Well, technically it would be possible to just show a cabinet where the weapon would beHahahah just by reading that is funny to picture the dwarf carrying a cabinet instead of a sword :P
Crafts preview, critique away!I have to agree with Cruxador on crown. I couldn't really think of any other ideas though...
Nice indeed, would prefer a slighly more generic figurine though (as in not specifically a warrior). Imo it's best to make something that could represent as many different things as possible. Like just a small figure in a simple pose like this (https://www.archaeology.org/images/SO2014/Artifact/Viking-Figurine-Freya.jpg). Not sure sure on this, but isn' t bases on figurine like that more of a modern thing? Like people used to carry those kind of figurines depicting their gods etc around with them for protection or what not?I think you might have a point. I was mostly going by action-figurine. ^^
Nice indeed, would prefer a slighly more generic figurine thoughYeah, I agree. Right now it looks a lot like the statue sprite. Personally, I would prefer something more distinct.
Just look at any type of RL figurine. They do have bases, how else would you put them somewhere? :PBut do we really need them to have bases, though? I too, actually, didn't think of figurines as things having a base untill you brought it up. It's not realism that's important, I think, it's our ability to recoginze stuff right away and distinguish one from another.
The gems are just highlights. It should keep it's colorOh, yeah then scrap it. It's fine if things that are meant to be circles look like circles.
- The mini-grid rooms with both wood and bags are the stockpile represantation, am I right?We can already name stockpiles, maybe displaying the stockpile's name on screen wouldn't be a bad idea. Kinda like Prison Architect, but that game goes with a whole "floor plan" kind of art style and this wouldn't work with very small stockpiles:
There is a small (?) chance to add some kind of way to differ each one of them depending on wich material are stocked in it?
Say, yellow for food, green for rough material, gray for weapons and so on...
Or... a way to add inscriptions on it? Don't know, something like "Food Pile 2", "Gems pile 34", "Wood Pile".... you get it, right?
OR EVEN both the ideas? hahah just dreaming high...
Not really related to the tileset, but now that you guys have a direct line to the Toad about graphical changes to the game, do you think it would be feasible at all to make movement animations more fluid? So that instead of teleporting from tile to tile, the sprites would actually slide along the path?
Here's an example gif of how it looks in KeeperRL:
https://cdn.discordapp.com/attachments/467795961406816276/531687892381335552/Peek_2019-01-07_15-15.gif
I'm just curious about the ramps, thank youCan you please show one without so many Z-levels, to get an impression how the ramps look in the context of an actual fortress? Because right now it's like the entire place is underwater, only there is no water, and it's very distracting.
They either work with multiple z-lvls, or get scrapped and replaced with something that does.I'm just curious about the ramps, thank youCan you please show one without so many Z-levels, to get an impression how the ramps look in the context of an actual fortress? Because right now it's like the entire place is underwater, only there is no water, and it's very distracting.
We can already name stockpiles, maybe displaying the stockpile's name on screen wouldn't be a bad idea. Kinda like Prison Architect, but that game goes with a whole "floor plan" kind of art style and this wouldn't work with very small stockpiles:
Problem about icons is that they don't work well with custom stockpiles and it could be confusing to tell what is just an icon of an item and what is an actual item.
So... I had a try at ramps myself.
(https://i.imgur.com/6BuwGO4.png)Edit: I do prefer the round-corners that Mayday displayed with the bottom smooth slopes that Meph made. :P
well it's certainly come a long ways from the reveal ramps
I'm not sure if I understand what you mean with underwater.Have you ever seen a lake with very clear water, and how it gets gradually more dark the deeper it is?
(https://i.imgur.com/6BuwGO4.png)I think Mayday's ramps look the most readable.
well it's certainly come a long ways from the reveal ramps
About the trees.. well as the z-levels goes up the game tend to shown not only the trunk but also the branches and not tend to be just a round top. Yes, I've read that this is just a mockup, but I wanted to do this heads up since the view of highest levels would be not that simple. I guess... Overall, it looks like the Zelda: Link to the Past and its fine heheheh.That... is only semi-correct. The trees in the mock-up are shown exactly like they would be shown ingame. Top level of a tree are only leaves, btw, in my own tileset I do use the tree-trunk sprite from Zelda: Link to the Past. :D one of the easter eggs in the set.
Highest level profession determines the sprite which does not always match their current job, which has already been mentioned. I have a suggestion for this.No way. That's a game-play mechanic change adding new items and uniforms, just for graphics. That won't be done.
Add tools/outfit that dwarfs must equip to be able to convert to a new profession, which in turn would change their sprite. Blacksmith hammer/apron could be equipped when the dwarf uses that professions workshop for example. Similar to how dwarfs change into a military uniform.
For instance someone mentioned how a dwarf missing a limb would be represented visually? Why not draw different arms and legs which could be drawn to visually represent different conditions.That's what we are doing already with the equipment and procedually generated stuff. If injuries are shown, it will work the same way.
This could also be used for forgotten beasts and were beasts to better match their descriptions and save time creating hundred of unique sprites.yes we are planning to do just that.
To go one step further this could be used to create body parts for corpses when limbs are severed.corpses get a fitting sprite per creature.
Everything gets drawn separately then I Frankenstein them together. This reduced my workload tremendously.I know. ;) That's how I made 1000+ civ sprites 2 years ago: https://imgur.com/a/6jUOL
Trees should get the same treatment as walls. There isn’t any other way to properly represent them with the canopy in mind. Meph I would add shadow showing where the canopy is for the ground layer of the tree.I really hope that trees get the same directional context as walls, otherwise they would look... bad. They need to know where the border is between leaves and open-space. The shadow is a cool idea, someone else already mentioned that yesterday. Here a mock-up:
(https://i.imgur.com/6BuwGO4.png)I really like the look of Meph's ramps.
well it's certainly come a long ways from the reveal ramps
[no idea] how feasable that tree-shadow is though.I can't imagine it being much different from other "layer projections". In fact, it seems easier to give everything a shadow - i.e. use darker shaded tile everywhere where there's a solid object on z+1 - much like you would show lower elevation levels. The top-down view on the trees looks much better by the way.
Edit: Floodgates... Do you think they are a bit like a dam?If you consider that floodgates are only one tile big, they're probably more comparable to the floodgates in irrigation channels. But on the other hand, they're powered by mechanism, not by hand. And... They're totally binary, so not really floodgates in any modern sense at all. I haven't found any information on how medieval floodgates could have been different. But if you consider that they block an entire tunnel without any part protruding to the above z-level and basically disappear when open, the "double door" style of floodgate might be most appropriate.
(https://i.imgur.com/Y5UR8SK.png)
Mh... technically they should look like this:
(https://i.imgur.com/93nzpA5.png)
But that's not really 32x32, but 46x66. :/
Heya Meph, I like your figurines, but I have a nagging feeling they would look too similar to living beings in a room full of people. What about flipping them horizontally (weapons on the right) instead?Rotating them so they're lying on their backs as if discarded would probably be even more distinct.
Non directional shadow on the ramps looks also much better I think (the ones titled "Meph"). I think it would look better when the gradient between floor and ramps leading upwards is more soft, and there's a more visible barrier between the floor and the ramps leading to the level below. It makes it visually clearer that the "up ramps" belong to the current level and the "down ramps" are just "up-ramps" of the level below.It's a first try, I just wanted to know if people understand that style better than the ramps with directional shadow. I kinda like that they blend in that well, but it would be easy to add something like a 1-pixel edge somewhere to make it clearer.
That way it's communicated to the player that a level consists of a floor and its wall/ramp etc on top. The shadow seen on the middle mockup ("Mayday") feels wrong to me for that reason.
No way. That's a game-play mechanic change adding new items and uniforms, just for graphics. That won't be done.
That's what we are doing already with the equipment and procedually generated stuff. If injuries are shown, it will work the same way.
It does look good, but... why do trees give shadows, but a roof wouldn't? The game has inside/outside light/dark tiles, which are ignored. Trees would be the only exception, and the tiles below them are certainly outside/light... yet darkened by shadow. ^^
I just make new figurines. ^^
:P
Yeah I understand that, and figured as much. Contradictory visuals is a big negative for me. Maybe I am the minority with this line of thought, but I can't help but think this is going to be a common thing being seen in the con categories on steam reviews.We have a lot of time to figure this out before the release. :)
That's great. I didn't see it anywhere that you had plans on matching the descriptions beyond the heads and equipment. Is this the plan for all the races or just dwarfs?Current plan is to do hair/beard/skin for entities (dwarf, human, elf, goblin, kobold), equipped weapons/armor/shield (for everyone) and frankenstein FBs, Demons, Titans and Nightcreatures together (that will be a difficult one). Maybe equipped axe or pick for woodcutter and miners, since they are the only professions that requires tools to work.
What I meant by flipping them horizontally is, what if all items/constructions that looks like humanoid looked to the other side (right) instead of to the left. Might make it easier to differentiate dwarves/creatures and items(figurine)/construction(statue if they looks like humanoid)I might want to do that to undead. They turn undead... muhaha. ba-dum-tsss.
I just make new figurines. ^^
But if everyone thinks that they look like creatures, so be it.
Community feedback bonus round: Kennels!
Kennels are only used to tame small animals. That's it. They only need 1 boulder, block, log or bar to be build. Kennels are 5x5. Kennels are weird.
In vanilla DF, kennels are shown with 4 grates and 2 earrings (?), which makes no sense to me. Instead I'd go with 4 animal-traps and 2 chains/ropes, since that has something to do with catching animals. I would make the kennel floor tranparent, with rock/dirt at the animal-traps, like a little barn or cattle shed.
What do you guys think? (#1 vanilla setup, #2 my idea, #3 on constructed floor with vermin added for fun, #4 on grass.)Spoiler (click to show/hide)
vanilla DF, kennels are shown with 4 grates and 2 earrings (?), which makes no sense to me.I never really questioned the use of earrings in kennels, but now it seems 100% dwarven that they'd tag their livestock and the like with earrings rather than, well, tags.
It doesn't have to be a literal edge, making all lower level tiles consistently darker (including the ramps) would be enough I think.QuoteNon directional shadow on the ramps looks also much better I think (the ones titled "Meph"). I think it would look better when the gradient between floor and ramps leading upwards is more soft, and there's a more visible barrier between the floor and the ramps leading to the level below. It makes it visually clearer that the "up ramps" belong to the current level and the "down ramps" are just "up-ramps" of the level below.It's a first try, I just wanted to know if people understand that style better than the ramps with directional shadow. I kinda like that they blend in that well, but it would be easy to add something like a 1-pixel edge somewhere to make it clearer.
That way it's communicated to the player that a level consists of a floor and its wall/ramp etc on top. The shadow seen on the middle mockup ("Mayday") feels wrong to me for that reason.
(https://i.imgur.com/6BuwGO4.png)The Mayday ones look graphically fancier, but the Meph ones do solve this one problem I mentioned before:
I like the ramps a lot, but when you have them just on one side, then there isn't really much indication that you're looking at ramps:I think the gradient from low to high could be more uniform though.
(https://cdn.discordapp.com/attachments/382518915630366721/555928800504840213/ramp.PNG)
Current plan is to do hair/beard/skin for entities (dwarf, human, elf, goblin, kobold), equipped weapons/armor/shield (for everyone) and frankenstein FBs, Demons, Titans and Nightcreatures together (that will be a difficult one). Maybe equipped axe or pick for woodcutter and miners, since they are the only professions that requires tools to work.One of the screenshots showed beakdogs with slightly different appearances. Are those not actually planned for the released game or are they an exception?
Some really interesting stuff here! How will items made of unusual materials be handled? E.g. artifact floodgates made of ruby? It seems a bit excessive to make sprites for every edge-case, but it would still be weird for them to have regular appearances when they're made of such an exotic material. Would applying some sort duocolor filter, with RGB values given in the raws work? For example, a "ruby floodgate" would look something like this:I agree it would probably be best if there could just be a colour filter automatically applied to a thing's graphic sprite that depends on its raw file. Not sure how feasible this is code wise, but if modular sprites for proc gen'd creatures are feasible, then maybe this could be, too?
Some really interesting stuff here! How will items made of unusual materials be handled? E.g. artifact floodgates made of ruby? It seems a bit excessive to make sprites for every edge-case, but it would still be weird for them to have regular appearances when they're made of such an exotic material. Would applying some sort duocolor filter, with RGB values given in the raws work? For example, a "ruby floodgate" would look something like this:My current idea is sets for items of stone, wood, metal and glass. Gems would just use the glass version.
(https://i.imgur.com/xm1uNeY.png)
As a bonus, maybe add a "PRECIOUS" flag in the material defines, with PRECIOUS materials possibly having a sparkle or two superimposed on the image itself.
Also, how hard/easy is it to make the appearance of specific items modular? For example, making the jewel on the crown actually change color depending on the gem used (if any)?
(It'd be nice if he made the military "gear" system like gnomoria, that was very simple to set gear for your "gnomes")I have no idea what you are talking about :D
Also, people keep discussing "profession=appearance" and having concerns about dwarfs not holding appropriate weapons, etc. I was under the impression - reading Meph's comments - that this really would only apply to the color of clothing (similar to the colors of faces in ASCII). Is that correct? I would prefer that a dwarf not be shown holding anything unless they're actually holding it / armed with / equipped with it.It's up for debate. I'd prefer if professions are visible, even if it means adding tools that aren't there; Mike takes your stance, with professions being not very important.
Color filters ARE automatically applied in DF. Which is actually kind of a problem.With creature graphics, you can already choose to let the game color it or use them as is with ADD_COLOR/AS_IS. Why not expand that to all graphics?
Regarding trees, I think one thing that will help them not looking like stumps is to have the center black, just like the way stone walls are right now.Good idea... Trick question for you: With the current rock-wall style we use (inside is black), how would you portray a rock-wall that is revealed from above, without being mined, without it bordering on a floor tile?
QuoteI was thinking the game could do it, more like- someone makes a mod of new type of mushroom, and they point the raws at the built in sprites for stock mushrooms with a red filter over top, so you get visually distinct objects that fit right into the look of the stock art.I'll ask Tanya. In theory it should be fine for the Steam version, as long as they don't use the sprites in the free version. Recolors would be the easiest way, yes. If nothing major changes, people can just do that in the raws btw, no need for changing the pictures. Just change the color values in the text files.
Regarding trees, I think one thing that will help them not looking like stumps is to have the center black, just like the way stone walls are right now.Good idea... Trick question for you: With the current rock-wall style we use (inside is black), how would you portray a rock-wall that is revealed from above, without being mined, without it bordering on a floor tile?
Unrelated: Maybe a trade depot design closer to vanilla?
(https://i.imgur.com/t3mA51T.png)
We have thicker walls, for soils and ores and the like. The thin walls are rock (not important) and the thicker ones, with more surface area to show info, are flux, ores, gems, etc. (important)Spoiler (click to show/hide)
Can't make them any thicker than that, otherwise they start to merge in the center.
We have thicker walls, for soils and ores and the like. The thin walls are rock (not important) and the thicker ones, with more surface area to show info, are flux, ores, gems, etc. (important)
(https://i.imgur.com/9RU8kQ3.png)
Can't make them any thicker than that, otherwise they start to merge in the center.
@LordBalkan It was rather easy before to tell between flux, ores ect because the graphics for them were quite different. Of course maybe it was just because I did some graphics work on spacefox after he left, so I knew exactly what those tiles were used for.
And gems... well:Spoiler (click to show/hide)
Those are 8 wall tiles, getting 8 embedded gems. Next one is 16, 24 and 32. That way you can tell the value, the more gems in a cluster, the higher the value. In case that isn't liked, we could also just increase the size of the embedded gems, but I do like the first example more.
Note the two rock walls on the top: Thin rock for "normal" stuff, thick rock for interesting stuff. ;)
Ignore the glimmer, that's something I did in my own set. ^^
Community feedback bonus round: Kennels!I don't think the vanilla actually has rings, but rather, it has some item which is most closely represented by the same character that rings are. In any case, I think your take on it is solid, with the exception that it has the same flaw as a lot of your workshops do: The cages lack an appropriate appearance of depth. Seriously, just extend the tops like 2.5* as far back, and their appearance will be greatly improved.
Kennels are only used to tame small animals. That's it. They only need 1 boulder, block, log or bar to be build. Kennels are 5x5. Kennels are weird.
In vanilla DF, kennels are shown with 4 grates and 2 earrings (?), which makes no sense to me. Instead I'd go with 4 animal-traps and 2 chains/ropes, since that has something to do with catching animals. I would make the kennel floor tranparent, with rock/dirt at the animal-traps, like a little barn or cattle shed.
What do you guys think? (#1 vanilla setup, #2 my idea, #3 on constructed floor with vermin added for fun, #4 on grass.)
(https://i.imgur.com/Q666UeG.png)
It's up for debate. I'd prefer if professions are visible, even if it means adding tools that aren't there; Mike takes your stance, with professions being not very important.If you consider things from a factual perspective and look at the actual design of the game, professions are not only not very important, they're very nearly meaningless. There is no such thing as a profession in-game, dwarves are just colored by highest skill (or a few specific gestalt cases) because that was most convenient when dwarves were first added to the dwarf game many years ago, probably closer to two decades than to one, and since then it has never had opportunity to be changed until now. It's important only in the sense that there's a tradition among spriters to account for it, since it's the only element that was available to account for. But it isn't actually very meaningful in its own right; not only is the information conveyed of limited importance (thus suggesting that the value is not higher than other opportunities that could be derived from color) but it implies itself to be of higher importance than it is, which means it could lead players unfamiliar with the game to assume that their master cheesemaker and accomplished weaponsmith is useful, because how important is cheese? In this very much non-rare situation, the value of showing profession prominently can even be negative. How, then, can it outweigh the value of giving people what they pay for, and using graphics to represent what's going on in the game as accurately as is feasible? It's sacrificing a primary goal of the tileset in favor of something of arguably negative utility.
Good idea... Trick question for you: With the current rock-wall style we use (inside is black), how would you portray a rock-wall that is revealed from above, without being mined, without it bordering on a floor tile?The only valid answer I see is that you need a ninth tile per stone type, one a bit more like the old wall tiles in that it's designed to fill the tile (or at least most of it) without respect to its surroundings. In other words, a circle or star within your 32 pixel tile showing stone, ore, or whatever else may be there; where your current stuff patterns stone/etc moving away from the line which is the exposed edge of the wall, this would have the same patterns moving away from a point in the middle of the tile. Anything you bodged together using the eight wall tiles so far developed would look bad, and digging downward is an often enough occurrence that this shouldn't look bad. But I think it's find if these revealed tiles don't actually tile well with each other, since there'll rarely be even two adjacent cases revealed, much less many.
I bet the screwpumps are going to confuse people...Not gonna lie, screwpumps confuse me without any tilesets.
Realistic looking screwpump aka the archimedes screw:
(https://i.imgur.com/okLMNJX.gif)
I bet the screwpumps are going to confuse people...I would hope not. Besides being common tech, they're readily googlable.
The small boxes in the kennels are animal traps btw, cages look like this:Oh. Well then, they don't look like what they're meant to be at all. Aside from the appearance, they also don't seem to support this use case. I'm not sure how widespread cage traps would have been in DF's time period, but they really aren't something I could see someone using to house critters in a kennel regardless, except if they had no other option. Of course, you could suppose that the kennels in DF are woefully underequipped based on what is required to build them, but that applies to all workshops; it's assumed to be an abstraction.
(https://i.imgur.com/h6qthsM.png)
The water is in the bottom part where you can't see it anyway. Otherwise it'd just fall out. That two frame animation looks pretty good to me, aside from being one more case where the mix of top down and side-on is going to really make things weird.I bet the screwpumps are going to confuse people...Not gonna lie, screwpumps confuse me without any tilesets.
Realistic looking screwpump aka the archimedes screw:
(https://i.imgur.com/okLMNJX.gif)
anyways, is there a way to make a separate sprite for it when it's pumping a liquid, so we could see water traveling up the screw when it's activated?
The water is in the bottom part where you can't see it anyway. Otherwise it'd just fall out.Fair enough. I've definitely seen water actually travel along the thread of the screw, but I'm used to seeing these things with an overpowered motor instead of a dwarf.
Oh. Well then, they don't look like what they're meant to be at all. Aside from the appearance, they also don't seem to support this use case. I'm not sure how widespread cage traps would have been in DF's time period, but they really aren't something I could see someone using to house critters in a kennel regardless, except if they had no other option. Of course, you could suppose that the kennels in DF are woefully underequipped based on what is required to build them, but that applies to all workshops; it's assumed to be an abstraction.The tiles in the kennels are not cage traps but animal traps.
Flood gates block a tunnel top to bottom. Could they be an amazing feat of dwarven engineering (and more so pixel artist , lol)and be an iris door?That could be a cool idea. I actually went with a round hatch for my first design, but somehow it always ended up like a floor hatch or sewer entry to me. As if the round opening would go straight up-down, instead of left-right.
https://cdn.thingiverse.com/renders/7d/47/b9/7a/7d/IMG_2100_1024x768_preview_featured.jpg
The stockpiles with the little type designation icon in the corner make me unreasonably happy, cheers!Just an idea so far. ;) The color change idea was also good. Both have one obvious weakness: Custom stockpiles and stockpiles that accept more than one type.
I hope that makes the final cut (and that someone steals the idea and puts it in Phoebus over the weekend! Come on guys!)
In general, I think you have the tendency to make small things too oversized. Specific examples:I whole heartily agree. I sneakily asked 4 months ago about that on Reddit: https://www.reddit.com/r/dwarffortress/comments/9u0g5b/working_on_improving_the_meph_tileset_your/ My own opinion is that things should stick to their relative size as much as possible, Mike prefers the largest, clearest images to be available. Both have their merit. Our internal discussion often goes like "Mike draws a perfect, wonderful bar/block sprite." "Meph shrinks them down and stacks them, yelling incoherently about stack size and how dwarves can't lift a bar that is as large as them." "Mike facepalms". ;)
- Weapons lying on the ground. (Compare them to the size of wielded weapons.)
- Tiny items (Meph's crafts posted recently.)
- Meph's tree trunks (they are huuuge... the size of a bed.)
- The cats!
It seems like you always try to use the whole tile. It allows you to use more pixels, which allows you to make fancier graphics but I'm afraid it's a bit counterproductive. Let's take Meph's crafts or the weapon items. I'd say you're adding too much visual details to the game - while the crown graphics are fancy indeed, the actual in-game item is very unimportant and doesn't deserve so much focus. It really shouldn't be the size of a dwarf! You need to realise that by making unimportant things big you're stealing visual focus from more important things (creatures) which harms clarity. Items should be small and easy to ignore, almost merge to the background. If a dwarf walks through a stockpile, he/she should be clearly visible even in the corner of your eye. I'm afraid that with these huge items, dwarves would be drown in visual bloat and unnecessarily hard to spot.
Item sprites should only be as large as you need to in order to make them distinctive, and not a single pixel larger. Take the weapon items. You are already able to make weapons distinctive enough when wielded in hand, and there really isn't any reason to make the item sprites any larger than that just for adding more detail – that's just a visual distraction.
Making small things oversized also makes you want to make big things even bigger - see the elephant debate. I understand that if a cat is almost the same size as an elephant, you want to differentiate them a bit. Instead of making the elephant bigger, make the cat (much) smaller.
While theoretically, showing the actual items that the dwarves wear seems cool, you have to realise that the in-game economy / clothing system is very primitive. IIRC, dwarves currently have only 3 different dyes, and everybody wears the same set of clothing. Showing realistic items would only have one effect: everybody would look the same, it would be a visual mess, and you would lose any ability to tell different dwarves apart. You can already test this in Stonesense - all dwarves are interchangeable, you can't see individuals.True, and one of the main reasons I'm against it too. They mostly just wear identical items in either brown (leather) or white (pretty much everything else, from pigtail fiber, sheep yarn to silk).
Telling dwarves apart is critical! You need that for narrative purposes, to be able to create stories in your head. Anything that makes all dwarves look the same is the exact opposite of what you want to achieve.Again agreed. But fear not! We will probably end up with a really nice compromise, because again, Mike and me have different opinions. So he'll stand up for everyone who thinks that professions are not important, while I'll stand up for everyone who thinks they are. :D I hope in the end we get a bit of both.
Even just using profession colors gives you much more variety that using the 3 dye colors that the game has. But forget about professions! Much more important are the unique profession sprites, like mayors, nobles, priest, guard captains. You really want these to stand out from the crows, not to merge with everyone else.
And please allow me one wish: different tiles for different tree species! This would probably mean different bark and different leave sprites. Trees are so omnipresent that it would be a shame to have them all look the same.Is planned. While not officially on any list atm, it's firmly in my head to do that. At least a couple of barks, leaves and especially leaf vs needle vs saguaro/cactus.
Screwpump looks a bit jiggy for me. Maybe it would be better like that? (https://i.imgur.com/Z2RoCt9.gif)That's better. 1px fewer to the side, I guess?
If you consider things from a factual perspective and look at the actual design of the game, professions are not only not very important, they're very nearly meaningless. There is no such thing as a profession in-game, dwarves are just colored by highest skill (or a few specific gestalt cases) because that was most convenient when dwarves were first added to the dwarf game many years ago, probably closer to two decades than to one, and since then it has never had opportunity to be changed until now. It's important only in the sense that there's a tradition among spriters to account for it, since it's the only element that was available to account for. But it isn't actually very meaningful in its own right; not only is the information conveyed of limited importance (thus suggesting that the value is not higher than other opportunities that could be derived from color) but it implies itself to be of higher importance than it is, which means it could lead players unfamiliar with the game to assume that their master cheesemaker and accomplished weaponsmith is useful, because how important is cheese? In this very much non-rare situation, the value of showing profession prominently can even be negative. How, then, can it outweigh the value of giving people what they pay for, and using graphics to represent what's going on in the game as accurately as is feasible? It's sacrificing a primary goal of the tileset in favor of something of arguably negative utility.
And I know I'm repeating myself here, but it bears repeating. This graphical overhaul should be seen as an opportunity to significantly improve how the game is presented, not just to make incremental upgrades to the methods which the very premise of this endeavor holds as inadequate.
Hi everyone, great work, you're making me very excited about the game. Some humble feedback:
In general, I think you have the tendency to make small things too oversized. Specific examples:
- Weapons lying on the ground. (Compare them to the size of wielded weapons.)
- Tiny items (Meph's crafts posted recently.)
- Meph's tree trunks (they are huuuge... the size of a bed.)
- The cats!
===
As for the clothes debate:
While theoretically, showing the actual items that the dwarves wear seems cool, you have to realise that the in-game economy / clothing system is very primitive. IIRC, dwarves currently have only 3 different dyes, and everybody wears the same set of clothing. Showing realistic items would only have one effect: everybody would look the same, it would be a visual mess, and you would lose any ability to tell different dwarves apart. You can already test this in Stonesense - all dwarves are interchangeable, you can't see individuals.
By the way Meph do you have a list of all the beard and hair styles per gender/entity?
Sure. The types are head hair, sideburns, moustaches and the beard. Lengths are clean-shaven, stubble, (very) short, medium, (very) long. And styles are braided, double-braided, unkempt, neat combed and ponytail (ponytail only for head hair, rest for everything)
So it's 4 types * 5-8 lengths * 4-5 styles = 80-160 sprites.
I was referring to cage traps as in the things in real life upon which your animal trap tiles appear to be based. The fact that cage traps are also a thing that exists in DF could perhaps be seen as an argument against making animal traps also be traps which are cages, but that wasn't what I was getting at.QuoteOh. Well then, they don't look like what they're meant to be at all. Aside from the appearance, they also don't seem to support this use case. I'm not sure how widespread cage traps would have been in DF's time period, but they really aren't something I could see someone using to house critters in a kennel regardless, except if they had no other option. Of course, you could suppose that the kennels in DF are woefully underequipped based on what is required to build them, but that applies to all workshops; it's assumed to be an abstraction.The tiles in the kennels are not cage traps but animal traps.
We'll see once we have a test version running and actually see it ingame.Yep, unless you're about to tell me that it's supposed to be a windmill, it reads clearly. I'm wary of how things will look in practice (a top down waterwheel next to a side-on screw pump?) but independently of one another, they're quite good.
Anyone can guess what this should be?
(https://i.imgur.com/hU58bLB.gif)
By the way Meph do you have a list of all the beard and hair styles per gender/entity?Sounds like a lot, but if you consider that shorter ones are basically just moving the end up a pixel, it's really just 17 sprites (for each style/type combo) with eightish variants each.
Sure. The types are head hair, sideburns, moustaches and the beard. Lengths are clean-shaven, stubble, (very) short, medium, (very) long. And styles are braided, double-braided, unkempt, neat combed and ponytail (ponytail only for head hair, rest for everything)
So it's 4 types * 5-8 lengths * 4-5 styles = 80-160 sprites.
I bet the screwpumps are going to confuse people...
Realistic looking screwpump aka the archimedes screw:
(https://i.imgur.com/okLMNJX.gif)
-snip-
Sounds like a lot, but if you consider that shorter ones are basically just moving the end up a pixel, it's really just 17 sprites (for each style/type combo) with eightish variants each.
I'm also excited to see how you tackle wormy tendrils!I do have wormy tendrils, (all grasses in fact), but Mike urges caution from adding too distracting grasses. There are 40 grasses and 7 growths, and the sprites I made for those might be too much.
windmill: Maybe this?
(https://i.imgur.com/FcHkvkz.gif)
Oab: Our sprites don't do different facial features like noses, eyebrows, etc. They are 1px max each. Not sure if Toady would code up something that is not being used in the Steam release. :/
IIRC, dwarves currently have only 3 different dyes,Four, RGB and black but the latter is hard to get because it's only in evil biomes. But making the dyes actually visible seems like it would bring dye diversification up in priority. Keep in mind that the system decided here is not just for the initial steam release, although it should be good at that time, but is likely to remain the foundation of the game's graphical system indefinitely.
They mostly just wear identical items in either brown (leather) or white (pretty much everything else, from pigtail fiber, sheep yarn to silk).Well, an increase from sixteen colors to allow shades of brown and white would be pretty nice. But common colors being common only makes it cooler when you either find an exotic leather, dye your clothing to make a uniform, or get an artifact item of clothing made from gems or something. Personally, I think that the diversity of faces (the skin and hair colors you've mocked up are already quite distinct, and will only become moreso with hair styles and lengths added, even if facial features are probably never going to be representable at this scale) will do more than enough to diversify individuals, and unlike clothes and professions, those don't change. Although I think the styles of clothing are also relevant to appearance, even if colors wind up being similar. Remember the old dungeon master, wearing several cloaks and nothing else?
In general I would vouch for the clothes being profession-based. Sure, I might personally prefer the clothes and all that to be shown in detail to get a more "realistic" view of my fort, but this is still a commercial release with the target audience being new players, who need/want graphical support. I don't believe focusing on the color of a sock should be the kind of graphical support prioritized before the dwarves' professions.This is predicated on two ideas that I think are wrong. Firstly, that professions matter. I've already written a bit about this. Secondly, that it is rare for the typical player to care about their dwarves' outfits. For this latter point, I'd like to call your attention to the existence of scores of games with literally no goal other than playing dressup, to the hours that countless people put into designing their characters in RPGs, to the premium that aesthetic items command in MMOs and microtransaction-based games, and to games where dressup has overtaken the original premise of the game, such as Soul Calibur. Furthermore, I would like to point out that megaprojects are generally pointless endeavors of purely aesthetic merit, and that their popularity shows that dwarf fortress players are not immune to a penchant for the aesthetic.
You also can't assume the players will have their dwarves wear different clothes, as there is also the option to mass-produce identical clothes locally, and if they don't very little information is gained from looking at each dwarf.If a player wants their dwarves to match, shouldn't that be fine?
Cruxador: Oh... so what should an animal trap that catches live prey be? I thought it's a tiny cage.A cage-style trap can be used for that purpose, but they don't look much like what you depicted. They're smaller and they've got trappy bits at each end - an opening at one that closes, and a trigger at the other, usually with bait. You could also use a snare for live capture, you just have to set a stop or what you catch will usually end up choking out.
I'll change the screwpump to be top-down.Good luck with making the slope/directionality look right then, I don't know how I'd go about doing that.
I do have wormy tendrils, (all grasses in fact), but Mike urges caution from adding too distracting grasses. There are 40 grasses and 7 growths, and the sprites I made for those might be too much.In general, I agree with him here, but the evil biome grasses would be the exception. Wormy tendrils and staring eyeballs are supposed to be a horrendous writhing mess. Don't back down from making them that way in the official graphics.
Ehm... ... ... YES! *runs awaywindmill: Maybe this?
(https://i.imgur.com/FcHkvkz.gif)
Now I'm not an expert in how windmills work, but are the wooden poles supposed to become longer than the panels when the blades are diagonal?
ah, cool idea. :)Oab: Our sprites don't do different facial features like noses, eyebrows, etc. They are 1px max each. Not sure if Toady would code up something that is not being used in the Steam release. :/
I meant that I plan on making 18 different looking faces determined by the skin tone.
I'll change the screwpump to be top-down. I made a north/south aligned one, it looks too different from the east/west one.Also consider where the dwarf is supposed to pump from: The tile near the intake. The tile near the output is impassible to fluid and dwarf. (I imagine it's a solid block with a borehole drilled through it for the screw. I guess you'd show the screw through the above view, due to the z-level slicing.)
Well, players can't play dress-up with their dwarves, because you can't tell them what to wear. Unless you mean via military squads, and assigning individual armor for everything is hidden behind so many menus and such a burden, I don't think people would use it much for ornamental purposes.And Adventurer. Remember that?
I think more people would dye their dwarves' clothing if they could actually see the results.I agree. People ignore dyeing because they can't see the results.
QuoteWell, players can't play dress-up with their dwarves, because you can't tell them what to wear. Unless you mean via military squads, and assigning individual armor for everything is hidden behind so many menus and such a burden, I don't think people would use it much for ornamental purposes.And Adventurer.
Cruxador: Well, players can't play dress-up with their dwarves, because you can't tell them what to wear. Unless you mean via military squads, and assigning individual armor for everything is hidden behind so many menus and such a burden, I don't think people would use it much for ornamental purposes.First of all, people already do that. I don't see why making the results more visible would cause less people to do so; rather I think it would be more common. And the military screen is one of the things Toady mentioned in the AMA (I believe) is on the short list to get another pass because it's intimidating. The current UI for a feature being inconvenient is not adequate reason to suggest that the feature shouldn't be counted when considering the future of the game.
--editIt's only a couple dozen sprites (or sprite elements) as far as I can think of. It's not trivial, but it's definitely feasible. Considering how often you encounter clothed people in the game, whether in fort mode or adventure mode, I'd say it's well worth it.
Sorry, that's not meant to sound like a demand. Unfeasible is unfeasible, that's understandable. I just don't think "Not doing it because no player would do it in Fortress mode" is a good enough reason.
Meph, about professions, I'm pretty sure everyone only has the normal worker professions. Miners, nobles and other special cases obviously do deserve specific sprites. This, in connection with the fact that most clothes are brown or white, definitely makes me stay away from the idea of such accurate depiction of worn clothing."Obviously" seems like a bit of a hot take considering that if you go back over the past couple pages, it looks like most posters aren't in favor of profession-based icons and those who are levy significant caveats, while nobody else has applied a caveat similar to yours to the idea of having accurate representations.
Even without being able to see the results, people do use dyes.I think more people would dye their dwarves' clothing if they could actually see the results.I agree. People ignore dyeing because they can't see the results.
I'm guessing nobody will program DF to make the wool's color match the description of the alpaca it came from,It wouldn't surprise me at all if Toady were to do that. He just hasn't as of now, as Meph says. But while I would hardly consider this a particularly immediate priority, it would be reasonable for some gameplay elements of a particularly visual nature were considered in light of the Steam release. With regards to color property throughput, I suspect it would be a relatively significant timesink (and Toady doesn't really go off on tangents any more the way he did a decade ago) but I could be wrong, and other things might be on the table.
It's only a couple dozen sprites (or sprite elements) as far as I can think of. It's not trivial, but it's definitely feasible. Considering how often you encounter clothed people in the game, whether in fort mode or adventure mode, I'd say it's well worth it.It's a couple hundred sprites, because the same clothing sprites that fit dwarves wont fit humans, wont fit kobolds, wont fit legless animal men, wont fit very large or small animal men. ^^
most posters aren't in favor of profession-based iconFrom my 2 year experience in running a tileset, most players are in favor of seeing professions. Of course I could be wrong. I assume that we'll make a big poll at some point, with all the undecided, rather binary design choices and see what is more popular. Even then the popular vote might not help much, because players are not designers. ^^
...it looks like most posters aren't in favor of...
Yeah, I should clarify that I doubt it will be worthwhile to fully support every possible combination, just the four civilization-building races and whatever low-hanging fruit (say, if animal men have similar torsos to humans) take little extra work. Considering that, and considering that the racial variants are modifications rather than whole new sprites, I think that it should remain similar in magnitude to doing the hair sprites.QuoteIt's only a couple dozen sprites (or sprite elements) as far as I can think of. It's not trivial, but it's definitely feasible. Considering how often you encounter clothed people in the game, whether in fort mode or adventure mode, I'd say it's well worth it.It's a couple hundred sprites, because the same clothing sprites that fit dwarves wont fit humans, wont fit kobolds, wont fit legless animal men, wont fit very large or small animal men. ^^
I don't think that's really a meaningful point of reference, since the tileset you made was for Dwarf Fortress without any new graphical capabilities. Certainly, if profession is the only thing you can show, you may as well show profession. But Toady is going to be working on improving what the game can show, so there's no need to remain bound by what has been possible in the past.Quotemost posters aren't in favor of profession-based iconFrom my 2 year experience in running a tileset, most players are in favor of seeing professions. Of course I could be wrong.
I assume that we'll make a big poll at some point, with all the undecided, rather binary design choices and see what is more popular. Even then the popular vote might not help much, because players are not designers. ^^Yeah, Toady is the designer. Nobody's contesting that. But as it happens, lots of DF players know a thing or two about design. I agree that going by raw numbers isn't meaningful, which is why I only mentioned that with regard to whether something could be considered obvious. But the content of posts shouldn't be disregarded solely on the basis that the person making it isn't Toady, there are plenty of good and meaningful arguments made in this very thread, which should be read on their own merit.
What he said.Hang on now, a moment ago you were saying that players are not designers; that the backing of the majority does not imply that an option is the correct one. Now you're implying that an option can't be correct unless it's backed by the majority? The fact that the people in this thread are not sampled randomly from the entirety of the population that will play the Steam release is not a bad thing. Didn't you yourself say in another thread that the steam forums, for example, are a mess of ignorance (or something to that effect)? This thread biases towards those with a greater level of interest in the game and its presentation, who therefore will have a more solid understanding of the game and of game design both with regards to presentation and otherwise. That makes the posts here more worthy of consideration, not less.
Feedback like this always has to be enjoyed with a bit of erring on the side of caution. Have a look at this: https://en.wikipedia.org/wiki/Pareto_principle (https://en.wikipedia.org/wiki/Pareto_principle) It wouldn't surprise me if the loudest 80% with the strongest opinions make up about 20% of the player base. ;)
Hmm. I'd prefer sprite pieces using raw-defined color associations rather than hardpainted colors for each possible hair color or however, unless I'm understanding the purpose of that mockup.It was a mock-up to show Mike and Toady how it looks using raw colors. I'm not going to make 3700 beard sprites, no worries. The colors should be taken from the raws, maybe, hopefully.
Now you're implying that an option can't be correct unless it's backed by the majority?No? That's not what I meant at all. I'm saying that the majority of the feedback comes from a minority of the players.
Didn't you yourself say in another thread that the steam forums, for example, are a mess of ignoranceI didnt say that.
You said someone was complaining that the women have beards. Which is more polite than my phrasing, but same general idea.QuoteDidn't you yourself say in another thread that the steam forums, for example, are a mess of ignoranceI didnt say that.
Perhaps I read too much into it then, but otherwise I must have missed what you intended to convey by choosing to point that out when you did, sorry.QuoteNow you're implying that an option can't be correct unless it's backed by the majority?No? That's not what I meant at all. I'm saying that the majority of the feedback comes from a minority of the players.
gchristopher: Color-coded levers would be great. You can put color-coded notes next to it though... atm lever would look like this:
(https://i.imgur.com/PHoA78P.png)
Red/green and I/O for on/off, for the colorblind players. :)
No idea about colors yet.
I do have wormy tendrils, (all grasses in fact), but Mike urges caution from adding too distracting grasses. There are 40 grasses and 7 growths, and the sprites I made for those might be too much.In general, I agree with him here, but the evil biome grasses would be the exception. Wormy tendrils and staring eyeballs are supposed to be a horrendous writhing mess. Don't back down from making them that way in the official graphics.
Couldn't you put related tools on top of their clothes? E.g., a blacksmith has a tool belt over their clothing. You could also give them a color-coded sash instead of coloring their whole outfit.A coloured sash was my thought earlier in this thread (or micro-tabbard/whatever, sufficient to be seen even over similarly-hued underlay, but not to be deemed 'clothing'), then I morphed this idea into maybe an effect like an aura, halo (https://tvtropes.org/pmwiki/pmwiki.php/Anime/TimeOfEve) or some sort of floating hula-hoop band around them at a handy height. If animated enough to demonstrate its disconnection and lack of ingame reification.
Top-down screwpump with an impassable tile:Looks pretty great. As Japa says, you've got it pumping towards the pumper, which isn't how it works, but just mirror the actual pump part. It does look like it has a relatively low water capacity (shallow threads) for its size, so it might make sense to allow an extra two pixels or so between each thread, but it's basically fine now - I'm just picking at nits since of course I want it to be as good as it possible can. I'm not sure the handle works as well; it looks like it's staying up but just wobbling back and forth, I think because the perspective doesn't change.
(https://i.imgur.com/Gs6VTJf.gif)
With 3 frames more and some shading:
(https://i.imgur.com/Z5k9m1Q.gif)
Maybe we can add a color overlay when it has liquids inside:It's a good thought. Those specific colors look too saturated though, it's like water with blue and red food coloring. It might need actual spriting rather than just a color overlay to look good, unfortunately.
(https://i.imgur.com/Y0LYhOB.png)
Sashes would be cool, or toolbelts, or whatever, but... there might not be that many pixels left for clothing, clothing color, sash and profession-somethings. ^^This works way better than I expected, it looks great. You could probably knock off a whole sash pixel from the rightward side of the image (the dwarf's left) and still have enough sash if you're concerned about using too many pixels, but honestly I think it's good now.
Remember, this is the size we are using: (red shirt, brown vest, brown skirt, green/farmer sash)
(https://i.imgur.com/Q1P5oFl.png)
What about showing clothes, but have an easily changeable option to either show real colors or job colors? Stonesense does it this way.Well, it's definitely an option. Having seen the sash, I think that would make a good default that compromises between the possibilities, but I do reckon adding an option to hide the sash for purists would be significantly easier on the Toad (and possibly on the CPU) than having two separate systems for how clothing colors work.
I believe this might be a case of Toady getting screw pumps a bit backward to start with? All the images I get up of an archimedes screw imply the operator would stand at the end of it, pumping towards himself, whereas the DF version works the opposite (and would imply the operator is pumping while underwater/magma, or somehow be standing under/over the pump).That would be typical, but I'm assuming Toady made a modification to the design for gameplay purposes so that dwarves could pump water or magma without drowning or immolating themselves. It would only take like two or three gears to transfer the force to where the dwarf stands (definitely over, since a screw pump takes from the level below it; this is why a dwarf can stand on the downward side of the pump without being immersed in anything) regardless of which end the handle is connected to. Figuring out what the hell is actually going on with a DF screwpump could be a good idea for spriting, but actually I think a relatively simplified version where there's a handle on the downside could be fine, even though it wouldn't be very ergonomic in real life.
Come to think of it, it might look good with half the number of threads.That would be five whole pixels of additional spacing. Maybe it's worth a try to see what it looks like, but I think it would be less aesthetically pleasing than a more moderate change.
•¬ Handle/input
/_\ Chain/belt drive passing from handle to screw with large mechanical advantage.
( \ ) Around a rimmed part of the screw (rim+belt snug-enough to the unshown pipe housing, without catching)
~~~ The liquid sloshing up, and presumed base of the screw-rim with belt and (still unshown) pipe.
Remember, this is the size we are using: (red shirt, brown vest, brown skirt, green/farmer sash)Hmm... How about as a belt around the waist, instead? Or maybe you could make the sash thinner without sacrificing visibility?
(https://i.imgur.com/Q1P5oFl.png)
That's a bit (a lot) over my head.You bike, right? Imagine the chain of your bike, with a gear at each end. Well, in this case instead of powering a wheel, it powers the screw. And instead of going forward parallel to the ground, it goes up, and receives power from a handle rather than peddle (the only difference being that it's powered by hand, rather than ped, or foot). That's the basic mechanism he's discussing.
It a screw, a tube section and a block. That's it, according to DF. Even the handle I invented, because it's on pictures of old RL archimedes screws. Certainly no chain or belt involved.Like forging tools with no hammer or tongs, lot of things have to be thought of as abstracted. A chain might be going a bit too far since you'd think that would be hard to manufacture at dwarven tech level, but the items needed to construct something can't be much more than a guideline. Still, with regards to the chain specifically, you could also just have two connected gears, one connected to the screw (presumably at the end, by means of a short axle) and another above, interlocking directly without the aid of a chain.
(https://i.imgur.com/TgnGxYd.png)Minecart and wheelbarrows look good, although I'm not sure if that kind of pipe-based wheelbarrow would be period accurate. Based on the contemporary images I can find, it seems like the most common depiction is of a wheelbarrow where two staves, often curved, stretch wheel (usually just one, but sometimes two on an axle) to the point where they become handles, and between the two are slats to make a surface on which to pile things. Many examples of this type of wheelbarrow don't even have sides, much less that relatively difficult to produce (with pre-industrial tech) pipe frame.
Minecarts, Wheelbarrows and traction bench.
How do you show a duke using a sash? And distinguish him from a baron? How do you show the mayor, the bookkeeper, the captain of the guard, a bard, a priest, the chief medic, the dungeon master?I don't really agree that it's important to recognize unique positions at a glance; I think seeing a purple sash should be enough to judge if you have some reason to loo[k] more closely. However, I also think it wouldn't be too hard to put some one or two pixel badges or metals on such a sash, or for very important positions such as king, lots of gold edging or embroidery or whatever looks good.
You keep talking about professions but professions aren’t that important. It’s the unique positions that are crucial and need to be seen at glance. And their in-game clothing isn’t any different.
I don't really agree that it's important to recognize unique positions at a glanceI don't even know what to say anymore.
LMAOQuoteI don't really agree that it's important to recognize unique positions at a glanceI don't even know what to say anymore.
Well, not as important as Jiri is saying, at least. And why should it be? If you need them for something, it's not like you're going to comb your fort for them manually. That's what the unit list is for. If you see them in the dining hall or tavern or whatever and you happen to care about their position at that time, but don't generally care about them enough to recognize their faces in the new system, you can [v]iew them, and you'll have plenty of info right there. They pretty much all either do their job with little player input (the leadership positions) or else you tell them what to do specifically on rare but specific occasions (book keeper, military leaders, broker) and you'll find them individually and check them then. Unless you do something silly like drown your fort in bards, then it's not such a big problem. I think little modifications to the sashes are totally adequate for that.QuoteI don't really agree that it's important to recognize unique positions at a glanceI don't even know what to say anymore.
The period changes with every new world. There is no "period".I mean the pre-1400 tech level to which Toady roughly limits the game. I know details can vary depending on actual implementation, and there's also the whole scholarship system (which doesn't tie all that directly to tech) but more modern industrial type designs should still probably not be a source of primary inspiration for the vanilla graphics.
I don't really agree that it's important to recognize unique positions at a glance; I think seeing a purple sash should be enough to judge if you have some reason to loo[k] more closely. However, I also think it wouldn't be too hard to put some one or two pixel badges or metals on such a sash, or for very important positions such as king, lots of gold edging or embroidery or whatever looks good.Frogging. Braid. Trim. Something a mere pixel (the current 'edge' line, or the next pixel in?) in size, 'gold' in hue (whichever off-yellow RGB you prefer) or silver (a light grey) or just a good colour to contrast with the base 'field' of the sash (defined as "XOR what's below with White", in the code, a possibly useful feature to build into the sprite-generation engine - though exceptions to make an override so low-saturation grays 'contrast' by the most distant no-saturation and hueless luminosity level), and intermittent in proportion to the hierarchical rank (solid for monarch, widely spread individual pixel spots for Expedition Leader).
Sashes would be cool, or toolbelts, or whatever, but... there might not be that many pixels left for clothing, clothing color, sash and profession-somethings. ^^
Remember, this is the size we are using: (red shirt, brown vest, brown skirt, green/farmer sash)
(https://i.imgur.com/Q1P5oFl.png)
To be honest I wouldn't be super opposed to some kind of colored bar with stars/stripes in it, below/above the dwarf. An icon, depicting skill/profession. Something optional that can be toggled.
If only everything could be a snarky flying skull. Would make spriting much easier. :P
"if you use utilities"... you have to keep in mind that this tileset is for new players coming from Steam. With no third-party utilities at the beginning.To be honest I wouldn't be super opposed to some kind of colored bar with stars/stripes in it, below/above the dwarf. An icon, depicting skill/profession. Something optional that can be toggled.
If only everything could be a snarky flying skull. Would make spriting much easier. :P
Professions isn't nessecarily 100% required i don't think, if you use utilities like stonesense for instance that give visual feedback on what dwarves are wearing therefore making it more incentivised to use dyes and exotic clothing pieces.
Especially since you can have dwarves go between jobs, with the other personal features it seems restrictive to overlay a uniform when layered pieces can be in effect to especially hammer home the aspect of your dwarves as having individual flair and improve the adventurer sprites rather than have a generic (adventurer) uniform or citizen base sprite for your hero dressed in 3 cloaks and metal armor appearing as if they are wearing a tunic.
To be honest I wouldn't be super opposed to some kind of colored bar with stars/stripes in it, below/above the dwarf. An icon, depicting skill/profession. Something optional that can be toggled.
With no third-party utilities at the beginning.Imo, but DF is unplayable (literally unplayable, i say!) without Dwarf Therapist
This green sash looks nice. I just think that when you keep adding badges, pips and crowns for nobles etc., you end up hiding so much of the original sprite that the base clothing isn't really visible any more. At this point you may as well draw a unique noble sprite.I was thinking those would be on the sash. Maybe in extreme cases (the king) could expand beyond it, but more as an exception to the rule.
Professions. (~100)With the sash method, professions are just 1+color, which seems adequate to me. Skill level of the top skill could be represented by simple pips on the lower end of the sash, upgrading to a band or chevron on legendary. But it again runs into the issue that you're obscuring skills other than the highest by implicit focus, which is a pretty questionable choice from a game design perspective.
Maybe skill in some form. (~15)
Positions. (Nobles, ~100)You definitely don't need a unique sprite for every possible position. Even with the positions that you encounter rarely, there's only like two or three dozen types by function, tops.
To be honest I wouldn't be super opposed to some kind of colored bar with stars/stripes in it, below/above the dwarf. An icon, depicting skill/profession. Something optional that can be toggled.That's the exact same thing as the sash, functionally. Of the two, I think the sash is less destructive to the aesthetic and immersion of the game.
Text needs tons of pixels, you need 4*7 per character at absolute minimum. That's not gonna work out on anything that can be always on. It might be cool to have a mouse hover thing that's like a middle ground between no focus on the character and using a key press and a click to [v]iew a character, though. Depends on where Toady goes with the UI improvements. That wouldn't be on my shortlist, personally. A context-specific right click to [v]iew a unit if there is one, else to [q]uery a building if there is one, else to loo[k] at the tile would cover most functionality you'd want from something like that and more, and might well be easier to add besides.To be honest I wouldn't be super opposed to some kind of colored bar with stars/stripes in it, below/above the dwarf. An icon, depicting skill/profession. Something optional that can be toggled.
I guess if Toady could somehow easily whip up an extra info toggle to support something like that that'd be ideal, maybe even tack on first name/initials unless that gets too bloated, but sounds like a lot to hope for for now.
I know this might not work, but have you thought about doing a triangular shadow for the darkest points of the ramp?
(https://i.imgur.com/9XSKngk.png)
With no third-party utilities at the beginning.Imo, but DF is unplayable (literally unplayable, i say!) without Dwarf Therapist
It even takes a while for me even to use Tilesets/ Lazy Newb Pack. Ever played Ascii, until my Bfriend at this time get´s sick of me playing this because he couldn´t get what I´m doing. So I decided to use graphics so he could see that this is a game and no cryptic "Matrix" style programing language (so he called it before I used Graphics) ;)Speaking of which, I hope you're still on for our 'business meeting' at the Θ. You bring the §s, I'll bring the ÷ and ¶s...
What? ^^It even takes a while for me even to use Tilesets/ Lazy Newb Pack. Ever played Ascii, until my Bfriend at this time get´s sick of me playing this because he couldn´t get what I´m doing. So I decided to use graphics so he could see that this is a game and no cryptic "Matrix" style programing language (so he called it before I used Graphics) ;)Speaking of which, I hope you're still on for our 'business meeting' at the Θ. You bring the §s, I'll bring the ÷ and ¶s...
Ever played Ascii,
Had Forts with 150 Dwarfs upward and was fine doing everything manualy.Suuuure you did. Problem is, it's 2019 now, and i'm (and lots and lots of other non-ascii-hardcore ppl) not going to browse zillion of keyboard ascii-style tables. Most DF interface have... super bad usability.
It even takes a while for me even to use Tilesets/ Lazy Newb Pack. Ever played Ascii, until my Bfriend at this time get´s sick of me playing this because he couldn´t get what I´m doing. So I decided to use graphics so he could see that this is a game and no cryptic "Matrix" style programing language (so he called it before I used Graphics) ;)Speaking of which, I hope you're still on for our 'business meeting' at the Θ. You bring the §s, I'll bring the ÷ and ¶s...
Will this tileset alleviate the headache of having a microcline vein run through the middle of your nice black gabbro temple? :P
In more serious news, when i looked at the images posted in the announcement, it looked to me like this new graphics set layers some textures over the top of others. How is that achieved, or am i just seeing things that arent there?
Have a question. Have you considered that ramps are often used in keeps and generally world gen buildings instead of stairs? How would that look?
The question is, it will now be possible to smooth/engrave into "dirt" tiles??No, it won't. It's not a thing in the base game and it makes sense that it isn't.
Or was already a thing and I've never managed to figure this out?
I kinda just made all of them, since it's the same automated process for anything smoothed/engraved.The question is, it will now be possible to smooth/engrave into "dirt" tiles??No, it won't. It's not a thing in the base game and it makes sense that it isn't.
Or was already a thing and I've never managed to figure this out?
Business is slow on the project forum for now, so I wanted to check your opinions on this solution:
Smoke and ooze: Yes, we have sprites for that.Heyy, we actually have a use for that! (http://www.bay12forums.com/smf/index.php?topic=173393.0)
@Superforf: that's actually a pretty accurate mockup of what it'd look like in a castle, yes.I'm flattered. :)
Business is slow on the project forum for now, so I wanted to check your opinions on this solution:Looks good to me. At this point, although there can be aesthetic concerns, I don't think there's much issue of whether it reads correctly. It still looks overly steep but that's about it.
Only thing is... do you intend to put back the rounded edges from your last mockup? I really liked those.He said that was cut (and why) almost immediately after posting it.
Business is slow on the project forum for now, so I wanted to check your opinions on this solution:Looks a lot better I think, but could you post mockups of single tile ramps?
(https://i.imgur.com/l1FDuZ7.png)
A suggestion for grass and other natural ramps:I think you're probably right. Quick mockup:
(https://i.imgur.com/hW1O5hI.png)
Currently what you have is on the right.
Left looks a little more natural.
Kinda like this?
(https://cdn.discordapp.com/attachments/504754524079259678/558338087881670668/unknown.png)
It does sorta make the inside corner tile look higher up than it actually is though.
No, it won't. It's not a thing in the base game and it makes sense that it isn't.Well, is never too late for dwarfs to learn how to do new tricks hehhehehehe
That's just Meph being Meph ;))Better be safe then sorry....
Most of those sprites are not currently planned for use in the base game anyway.
Business is slow on the project forum for now, so I wanted to check your opinions on this solution:WARNING, as the text says, this is not something currently being considered for DF by Tarn, it's a solution I'd like to propose.Spoiler (click to show/hide)
Only thing is... do you intend to put back the rounded edges from your last mockup? I really liked those.I know, right!!
WELL, I'm afraid smooth ramp corners would make multilevel view a LOT more difficult for Toady. So I'm skipping that one for now, sorry.Why do smooth corner sprites make multilevel view more difficult?
That is correct! Thanks Meph and JapaI don't like that as much. What you have with that is the inner point of the ramp being the only 'steppable' access up the ramp from the bottom. If you tried to come straight south in the midde of the tile (also straight east) you'd come up a cambered slope and have half a Zed's step to climb up unless you moved somewhat to the corner then back to the midtile position upon crowning the slope.
(https://i.imgur.com/EM0o1mC.png)
*LLLLLLLLL*
L000001234U
L000012345U
L000123456U
L001234567U
L012345678U
L123456788U
L234567888U
L345678888U
L456788888U
*UUUUUUUUU*
Business is slow on the project forum for now, so I wanted to check your opinions on this solution:
(https://i.imgur.com/l1FDuZ7.png)
WARNING, as the text says, this is not something currently being considered for DF by Tarn, it's a solution I'd like to propose.
That is correct! Thanks Meph and Japa
(https://i.imgur.com/EM0o1mC.png)
<snip>
Hey Meph - I'm super into the Egyptian themed tileset you posted a while, and I'm wondering if such things as greco-roman, egyptian, nordic, celtic, and so on would be available in the new tiles? Or if there's any plan to have such themes selectable by default?That would be a ton of extra work. ^^ I don't know if the code will support stuff like that, but for now you can have your cake and eat it at the Meph tileset.
I don't think this is going anywhere.They actually look the best in my opinion. You'd need to check how the look with the rest of the shaded sprites, tho. On a different note, Japa's solution is indeed the most eye-pleasing. It would make sense to have ALL the ramps with a piece of the lower level floor (since while you stand on the ramp tile, you are on the lower floor). This would also solve the problem with canyon-like ramps (wall-ramp-wall), which you didn't consider, up to now!
What exactly was negative about the directionless top-lit ramps? Did anyone misunderstand those; did anyone mis-read them as walls or confuse up with down?
We'll add the nice cyan/blue fog shading, and that's it. I even made a version that simply uses a shading overlay, without any new sprites. Mike I know you are putting a lot of work into the ramps, but I don't think they'll ever work with the directional shading, next to top-down terrain.Spoiler (click to show/hide)
Kinda like this?
(https://cdn.discordapp.com/attachments/504754524079259678/558338087881670668/unknown.png)
It does sorta make the inside corner tile look higher up than it actually is though.
What about this, that would add a slight curve:
(https://i.imgur.com/IZa8cyo.jpg)
Because the smoothing needs to be extended to neighbouring tiles, which means extra coding and lots of extra considerations. I'm not saying it's impossible, but I'm trying to keep things minimal for the first release.Because of how Steam release hype tends to work, I reckon that the first release should be as complete and polished as possible. Maybe Kitfox have some knowledge of this that's more specific to indie games than my experience, but I don't reckon that this is a time to err on the side of conservatism.
Hey Meph - I'm super into the Egyptian themed tileset you posted a while, and I'm wondering if such things as greco-roman, egyptian, nordic, celtic, and so on would be available in the new tiles? Or if there's any plan to have such themes selectable by default?This, on the other hand, is something that definitely isn't needed at release.
The main problem I have with this is that it still looks like walls to me.I don't really think there's a way around this without switching from geometric to a more painted rolling hills type look, which would also require adjacency awareness.
Yes, the perspective wouldn't make sense, but my brain still screams "walls".
What exactly was negative about the directionless top-lit ramps?Not as pretty. It may be a worthwhile tradeoff from a game design perspective, but this is meant to sell copies largely on looks as well.
What exactly was negative about the directionless top-lit ramps? Did anyone misunderstand those; did anyone mis-read them as walls or confuse up with down?The grass near the underground just looks like a lighter shade of grass that's flat. Maybe with a different gradient it would look better.
[...]
(https://i.imgur.com/lV8ZeWM.png)
Bit of both?Looks great honestly, it keeps Mayday's aesthetic but really helps with the "looks like a wall" problem. Only thing is that the bottom of the ramp has too distinct of an edge against the ground, but I think that's a problem that can be addressed if it's not just overlayed on an existing mockup.
My question is do they even need to be visible?Well... Yeah. You definitely need to be able to tell where your dwarves (and every other thing that walks) can go up a z-level and where they can't.
Bit of both?
Bit of both?Yeah, I agree. Though the latest Mayday mockup (https://i.imgur.com/l1FDuZ7.png) did already have a bit of that additional shading.
I just made a 5 second mockup of what the Mayday directional shading ramps would look like with an additional shading gradient:
(https://cdn.discordapp.com/attachments/382518915630366721/556542053337530389/unknown.png)
I think this is the direction to go in.
I don't think this is going anywhere.The problem with these directional-shading lacking ramps is that they don't look plastic enough. They look more like differently coloured, flat ground to me.
What exactly was negative about the directionless top-lit ramps? Did anyone misunderstand those; did anyone mis-read them as walls or confuse up with down?
We'll add the nice cyan/blue fog shading, and that's it. I even made a version that simply uses a shading overlay, without any new sprites. Mike I know you are putting a lot of work into the ramps, but I don't think they'll ever work with the directional shading, next to top-down terrain.Spoiler (click to show/hide)
EDIT: I just realized basically any configuration of walls and ramps with opposing walls would be pretty hard to draw... and there's a ton of possibilities! If math doesn't fail me, there should be 256 possible configurations. Considering rotations, you'll need less. But still a lot.There are 'only' 51 ramp combinations, if you boil all rotations and reflections down to one ur-example that can cover each set.
.._
_^#
it's a tile approximately 3x3x3 feet wall + 3x3x1 floor?
Yeah, I agree. Though the latest Mayday mockup (https://i.imgur.com/l1FDuZ7.png) did already have a bit of that additional shading.I'm curious what that looks like with multi-level rendering. Word from Mike was that rounded edges didn't play nice, but we haven't yet seen a mockup of the result.
I also made a similar mockup some pages ago:
(https://cdn.discordapp.com/attachments/382518915630366721/556542053337530389/unknown.png)
Top-down screwpump with an impassable tile:Damn those look good!
(https://i.imgur.com/Gs6VTJf.gif)
With 3 frames more and some shading:
(https://i.imgur.com/Z5k9m1Q.gif)
Maybe we can add a color overlay when it has liquids inside:
(https://i.imgur.com/Y0LYhOB.png)
Sashes would be cool, or toolbelts, or whatever, but... there might not be that many pixels left for clothing, clothing color, sash and profession-somethings. ^^
Remember, this is the size we are using: (red shirt, brown vest, brown skirt, green/farmer sash)
(https://i.imgur.com/Q1P5oFl.png)
If you managed to secure enough blood, is there liquid graphics? Not even sure if blood has liquid mechanics, but hey...figured someone out there might want to make their vampire-castle of the damned.Blood does not have liquid mechanics, but you can have bloody water.
What will the giant animals look like? Will they use the same graphics as the ordinary-sized versions?With a big capital letter painted on their sides, so you know they're giant. :)
What will the giant animals look like? Will they use the same graphics as the ordinary-sized versions?Giant creatures will look a lot bigger. In most cases we will probably go with the same sprite, 2x the size. In case of the giant insects we probably have to make new sprites.
ReindeerI thought it was an elk. The color is more like a reindeer, but it lacks the distinctive lighter chest. Then again the hump on its back is not only bigger than a reindeer would have, but also bigger than an elk would have, more moose like, and the head doesn't distinctly look like any of them. So maybe it needs another pass.
That Troll(?) looks so friendly!All good trolls do. That's part of why they say trolling is a art.
That Troll(?) looks so friendly!Yes
Will war/hunting trained animals have different sprites?
All this negativity... Trolling?No point even having this thread if there's no feedback.
Seriously though that peacock needs another pass in order to look like a peacock.I'd say at most a pixel or two nip'n'tuck to the head and upper neck.
The only way to call it a peacock is in the very broad sense that there aren't any birds that look closer to it. Like how a kid's poorly made clay sculpture of a four legged animal tends to parse as a dog. But the posture isn't one you'll normally see, even if you've managed to find a photograph that looks that way.Seriously though that peacock needs another pass in order to look like a peacock.I'd say at most a pixel or two nip'n'tuck to the head and upper neck.The 'erectness' of the tail-fan is also slightly different, but that is probably a function of the bird's current dedication to the display. Otherwise I say it's undeniably a peacock, within the general caricaturing scheme, and nothing else. (Peahens/chicks will be much harder to differentiate with their counterpart fowls.)Spoiler: First picture found that has much the same pose (click to show/hide)
I think it is important to keep the open tail posture, since it is the most iconic thing about the creature, what do you think?I mean, no, but then I do see them more often than most people probably. The presentation of the tail is definitely over-represented on Google images, which is the closest proxy for general perception that came to mind, although even then it's mostly in a head-on angle. I don't think that means it definitely needs to look that way in DF though, especially if it doesn't look good. This seems to veer uncomfortably close to "other people did it wrong so we will too" way of thinking. It's an option, sure, but it's definitely weird to have peacocks walking around with their tails up. And it's not related to not doing the anatomy or colors thoroughly.
The only way to call it a peacock is in the very broad sense that there aren't any birds that look closer to it.There are also effectively no birds to which it looks closer. If you want to differentiate a peacock from anything else then the colour (the famous Indian variety mostly, the Green variety not so much), the eye-fan and the hovering-crest are pretty much the key markers. I don't know if you think the fan looks more like a turkey's (noting that a turkey is there, as well, for comparison, and obviously not a retouched version but a fresh depiction) or if, like me, you think the neck and head could be marginally less duck/goose-like (although, comparing to the others, again it's not the same), but I don't consider minor details of that kind disqualification from it clearly being an iconic¹ representation of an iconic² bird.
even if you've managed to find a photograph that looks that way.That was for direct comparison. As you point out there are a lot of pictures, disproportionate to reality, of their display posture, I wanted a part-angle on the head and neck to match the Meph version and that was maybe a dozen or so pictures along in the search results, as opposed to the overwhelming head-on (or tail-on) set that didn't help so much. The raised fan was incidental, whatever differences it also may have presented to a critical eye.
This seems to veer uncomfortably close to "other people did it wrong so we will too" way of thinking. It's an option, sure, but it's definitely weird to have peacocks walking around with their tails up.
I always assumed plump helmet men were entirely purple.... although they might very well not be since I never actually checked that in the raws hehYou're right, that definitely needs fixing. Probably still not as bad as changing the floating guts into a pile of guts though.
According to the raws, they are entirely purple. But if you look at RL mushrooms, the cap usually has a color, while the stem is pale/milky white.
(https://i.imgur.com/8p1wzdY.gif)
Have at it, then. :P (That one is a floating guts. Amoeba with clear skin and visible organs)
Edit: Cave floater?
(https://i.imgur.com/lDPd6Py.gif)
(https://i.imgur.com/osKHrMq.gif)(https://i.imgur.com/4e8iQhg.gif)
The most iconic RPG enemy. ^^
Edit: And a flesh ball, liked for their calming roundness:
(https://i.imgur.com/KD1MoXm.gif)
Like this?
(https://i.imgur.com/Iw2imis.png)
[Probably still not as bad as changing the floating guts into a pile of guts though.
No. Floating guts don't actually float. It's the guts floating inside of the blob.[Probably still not as bad as changing the floating guts into a pile of guts though.
I second the request, please make the floating guts float.
I agree that it's better, but it would still be more accurate for the entire body to match the head. The helmet is notable for its plumpness after all, not its color.Like this?
(https://i.imgur.com/Iw2imis.png)
Yeah, definitely better in my opinion at least ^^
I like their current coloration. I think the flesh balls are the ones that currently best capture the surreal absurdity that is present in the raws and descriptions of the cavern creatures. At least of the first batch, I like the creeping eye too. Although for an animation I'd have rather made the the digits creep than the eye bob and blink. But I appreciate that it would be more work.Edit: And a flesh ball, liked for their calming roundness:These look a bit flat. Do they look better against a cavern floor? I would also argue the flesh-ball could have more of a meat-ball texture, though that might be a strange (and uncommon) preference.
(https://i.imgur.com/KD1MoXm.gif)That's what we're talking about. Right now, they're just piled up with a layer of blob on top. If that's how the creature looked, it would be called "slimy gut pile". The guts should instead be suspended within the blob so that they appear as though they're floating. Your depiction also has more actual guts than the creature should. Remove a lot of guts and leave the space blank, and your guts will float appropriately within the gooey mantle. But it might work better if you draw a digestive system and heart and draw a gooey perimeter around that rather than having it match the other slime as a default.No. Floating guts don't actually float. It's the guts floating inside of the blob.[Probably still not as bad as changing the floating guts into a pile of guts though.
I second the request, please make the floating guts float.Floating guts are named for their guts... thought I best show those.As shown now they look more like brains. Keep in mind that few taxa have absolute masses of small intestine like humans and other advanced mammals.QuoteCave floaters are indeed clear (white). I somehow automatically made them green, because green=poison gas, in my mind. Will be corrected. Or yellow, like their tile.It's definitely a good idea to double check the raws on Toady's fictional creatures. It's easy to have a mistaken perception of them that never really changes after it's initial formation, and that's more true the more alien they are.
Yeah, the thing is how to make it apparent that they just float inside a transparent blob, instead of simply a transparent slime with guts on the bottom.No. Floating guts don't actually float. It's the guts floating inside of the blob.[Probably still not as bad as changing the floating guts into a pile of guts though.I second the request, please make the floating guts float.
I agree that it's better, but it would still be more accurate for the entire body to match the head. The helmet is notable for its plumpness after all, not its color.
Maybe I missed an update on the subject, but was the whole animated creature sprites thing happening then, or still undecided but these being done just in case? Looking great either way!Sorry that I missed this earlier: Animations are a possibility. As far as I understood Toady, the coding side would not be too hard; the game already has alt-tiles for vermin creatures anyway.
Now that you mention twigging appendages, have you guys and toady worked out the overview of how procedural creatures are going to be represented yet?Sure, we frankenstein them together from bodyparts. They will not look 100% their description, but close enough to make a difference. :)
Oh, I'm sure that will be just lovely to handle! Since it looks like we can't be pleased with the small creatures even when we agree on how they look. I don't envy you.Oh, I'm pretty hardened up when it comes to user feedback. I love getting it, but I have no issues ignoring it when it makes no sense. Even if a sprite (or mod feature) would look/work perfectly as indented, there will always be people that simply have a different personal taste.
Maybe Toady can make the game color your sprites based on the creature's body material? That already works to a certain extent, right?
Maybe; it would be cool to use ingame colors, but they only effect parts of the sprite. How should the game know which parts are the skin, or the feathers, or the hair, if we don't make a pre-set for every creature manually. It's possible but would mean a lot more work.It's probably still worth it for common creatures like dogs, though, and it wouldn't be much more work for many single-colored creatures, of which there's a few - Llama, sheep, horse, and donkey could work that way in the sprites Mayday posted. In fact, cats and dogs fit that criteria anyway.
Maybe; it would be cool to use ingame colors, but they only effect parts of the sprite. How should the game know which parts are the skin, or the feathers, or the hair, if we don't make a pre-set for every creature manually. It's possible but would mean a lot more work.Frankenstein everything, but at least with a single creature you can plausibly match each overlay (from the entire body of a given fur colour to the perhaps single-pixel of eye-colour, if you so wish) so that it matches perfectly rather than your 'attempt to make the &/FB sensible from endlessly permutative nonsensical body layout list' dilemma.
Maybe; it would be cool to use ingame colors, but they only effect parts of the sprite. How should the game know which parts are the skin, or the feathers, or the hair, if we don't make a pre-set for every creature manually. It's possible but would mean a lot more work.
Spoiler (click to show/hide)
Raised paw dog would be nice, agreed. Would need to see how it would look in 32px goodness though.Wouldn't it look kind of weird sliding along with one paw raised?
Then what did toady mean by software rendering in latest fdf?Here's the conversation he had with mifki on the subject (and whatever else they may have discussed offline).
Blizzard men = A large humanoid monster from the wild tundra. It has translucent skin, icicles for teeth, red glowing eyes and pointed ears.Sounds like the golem body shape is maybe not the best fit then? Between translucent skin and pointed ears it sounds very elfin. Just, a very northerly elfin monster, with big teeth. Definitely not seeing the ice-sculpted blue thing you've drawn.
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
Pretty standard humanoid, except for the skin, teeth and eye color.
@Meph will you and Mayday be making colored variants for sprites of players, friendly and enemy units? I am currently confused by the hordes of goblin-raised dwarves invading me.Ehm... not really, but the equipped item sprites might depend on the civ. That's just spitballing here, but there is a small chance that their equipment will look goblin-like.
On the fence with the peacock - did some changes and I think I'll leave it at that.It's a big improvement, and definitely it could be hard to get it much better with respect to the form of the creature. But considering that the wings are visible in your sprite, they should probably be the colors of peacock wings (white, black, and orange) and not just blue. Whether you can actually see them when the animal is displaying depends on the angle a lot but it's not unbelievable for it to be visible from the angle you've got.
Oh, I just realised what feels weird with the peacock, the body/plumage proportions are just waaay off:Eh, I think that's fine. Everything in this art style is a bit caricaturized, for example look at the human for scale in Meph's image; his head is nearly a third of his total height. The main problems were shape/giss, but although there's still some things a bit off there (I think the breast is too fat, for one) it's definitely recognizable as a peacock now, and would be even without the color or tail.Spoiler (click to show/hide)
Probably intentional what with the limited space? Still, probably better to reduce the body size a tad at least even if it makes them seem a bit too small in comparison to the other birds. If one were to not leave it at that that is.
Eh, I think that's fine. Everything in this art style is a bit caricaturized, for example look at the human for scale in Meph's image; his head is nearly a third of his total height. The main problems were shape/giss, but although there's still some things a bit off there (I think the breast is too fat, for one) it's definitely recognizable as a peacock now, and would be even without the color or tail.
Everything in this art style is a bit caricaturized,Which is, ultimately, necessary. Photorealism (especially within 32x32-or-whatever limitations) would make it far less clear to differentiate possibly similar creatures (https://choice.npr.org/index.html?origin=https://www.npr.org/sections/goatsandsoda/2014/12/21/371714463/is-this-a-goat-or-a-sheep-its-harder-than-you-think) that wouldn't even be an issue under the default ASCII-like tiles.
though I've no doubt there'll be subtle style-wars waged behind the scenesGenerally we stick to Mikes designs, while I make the majority of the sprites, sticking to his ideas for the most part. I usually just yell angrily at clouds whenever things are too small/too large in comparison to their RL size, that's about it. ;)
Damn, those are some grimdark sprites, I love them!No reason why not. I will say though, in addition to the legs being very slender, they look a bit mechanical; you should probably break the line that defines the tip of the kneecap in keeping with the general use of lighting.
See, the thing is that Patrick and Tarn DO want to have the sprites of the megabeasts to take up more space. Of course we could squish it to nearly 32x32px, but it's not
Are you guys cool with having all the semis use the same general body sprite?
(https://i.imgur.com/IG0kLhC.png)
Damn, those are some grimdark sprites, I love them!
See, the thing is that Patrick and Tarn DO want to have the sprites of the megabeasts to take up more space. Of course we could squish it to nearly 32x32px, but it's not
Are you guys cool with having all the semis use the same general body sprite?
(https://i.imgur.com/IG0kLhC.png)
Maybe a sitting dragon then, that exceeds tile limits mostly in height? Something like this:Yeah, not fitting in corridors is fine, it's just a question of whether it looks good while not fitting. I think it's fine in its current state.Spoiler (click to show/hide)
It might not really matter too much though, as the dragon not really fitting in the corridors might just showcase how big it is, in which case the current sprite can be used with no repercussions.
So... I had a try at ramps myself.
(https://i.imgur.com/xYXyBcL.png)
(https://i.imgur.com/Y0LYhOB.png)
So I'm very new to dwarf fortress having started to play this week, before even seeing the store page for it, so I feel like I can act like a good "new player" sounding board in this thread.When I look at that image all I see is flat groundSo... I had a try at ramps myself.
(https://i.imgur.com/xYXyBcL.png)
To start with, when I saw the steam page yesterday for the first time the ramps were the most jarring part of the screens that was immediately confusing to me. I looked through the entire thread to see if anyone had brought this up but meph you, on your first try, already got what I would say is the easiest way to make this much more easily read than just playing with shadows - directional texture. Just taking the regular texture and twisting it about 45 degrees immediately seems to solve the corner issue in the picture but unfortunately it looked like further down the pages people started to ignore this bit. If I were brand new, which I basically am, I can immediately see that the ramps here are a different tile from the grass around it and at that point its a simple scroll of the look cursor over to see its a ramp and bam! I now know that those tilted textures are ramps. Basically serves the same purpose as the arrows while looking a bit nicer.
The same. I try hard but all i see is flat grass plate with just different shades of grass. I saw once such grass distinction. There were two types of gras that cannot live together for some reason so the grass created sort of patched coloured terrain pretty much the same as i see on this pic.So I'm very new to dwarf fortress having started to play this week, before even seeing the store page for it, so I feel like I can act like a good "new player" sounding board in this thread.When I look at that image all I see is flat groundSo... I had a try at ramps myself.To start with, when I saw the steam page yesterday for the first time the ramps were the most jarring part of the screens that was immediately confusing to me. I looked through the entire thread to see if anyone had brought this up but meph you, on your first try, already got what I would say is the easiest way to make this much more easily read than just playing with shadows - directional texture. Just taking the regular texture and twisting it about 45 degrees immediately seems to solve the corner issue in the picture but unfortunately it looked like further down the pages people started to ignore this bit. If I were brand new, which I basically am, I can immediately see that the ramps here are a different tile from the grass around it and at that point its a simple scroll of the look cursor over to see its a ramp and bam! I now know that those tilted textures are ramps. Basically serves the same purpose as the arrows while looking a bit nicer.
(https://i.imgur.com/xYXyBcL.png)
By the way, Meph - not really about the tileset, but do you know if there is proper mouse support&interface planned (in paid version only maybe)? Because harcore keyboard controls in 2019 for wide audience, well... :-\
By the way, Meph - not really about the tileset, but do you know if there is proper mouse support&interface planned (in paid version only maybe)? Because harcore keyboard controls in 2019 for wide audience, well... :-\I'm sure I've seen it mentioned here and and another couple of Bay12 threads and also Steam (when I lurked a bit, but unable to reply) that there will be something of additional use for the mouse.
What about the large scale map being simplistic and small scale (adventure mode) map looking realisticProbably something like this.
What about this level of detail?Those hills and mountains are 64x64. We want to work with 16x16.
(https://www.attractiveape.com/wp-content/uploads/2015/12/ADOM-with-tiles.png)
I like the beach but favor the water in the third one with just the gradation instead of waves. I like the waves in 4 too, but may look weird around a whole continent un broken.It's not really waves, it's lines like in a map of this style:
Ooh, painterly is nice... elegant, readable, and just a little bit archaic.That's a hand-crafted map, though. You can get a painterly look with tiles (see for example, Orteil's NeverEnding Legacy) but it's not easy and it gets less easy the more different kinds of things you intend to show.
(see for example, Orteil's NeverEnding Legacy)I was just playing that some days ago. Here is what the map looks like there if anyone's curious:
(Btw2 please also consider releasing the game on for example GoG, for people that dislike Steam.)Not only is that not the business of the guys in this thread, it's not even really Toady's job, since taking care of business like that is the reason Kitfox gets the publisher cut.
(Btw2 please also consider releasing the game on for example GoG, for people that dislike Steam.)
Thanks for renaming the thread. That should help counter some confusion.Or just talk about "Dwarf Fortress" and occasionally mention the "premium tileset/soundtrack". There's not much need to differentiate is there? The more we do, the more chance of confusing new people into thinking some regular part of the game is a "premium feature", when it's not.
When it comes to version naming, "Dwarf Fortress" vs "Dwarf Fortress Classic" works fine in marketing material where both versions are mentioned, but not in discussions, as there is no way to distinguish between "Dwarf Fortress", the game, from "Dwarf Fortress", the commercial version of the game, apart from context, and the context may not be unambiguous. Thus, there's a need for a specific term for the commercial version ("Dwarf Fortress Premium/PremiumDF" vs "Dwarf Fortress Classic/ClassicDF would work, for instance).
That's looking prety decent, but I feel the hills could use a bit more in-between hills to break it up a bit.Yeah, it would be great if for each border between two hill tiles there was another hill sprite placed overlapping with a random offset from the middle of the edge on both axes with a value in pixels ranging from zero to like three quarters of tile width. And then slap an offset on the center hills as well, of maybe 25% of tile width, and the grid look will be fixed. This kind of randomization would work prettily with mountains and trees too, I reckon, and eliminate the grid-like appearance which is the biggest detriment of the current draft.
Tarn wrote up a little script to test worldmaps, and Mike came up with a beautiful, simplified design that's very readable. It's still very WIP, but I'm curious if you guys have some good ideas. :)
This is without sites/constructions, good/evil biomes or lakes/rivers.
We used up to 5 variations of different borders and corners, to avoid straight edges; and fill out biomes like mountains or forests with copies of sprites across tiles.
Looks like a very good starting point for a map using the info that's currently used. I assume you've verified that the tile selection/composition logic actually has access to border information (i.e. what's on the surrounding tiles). Tropicality, Evilness, and Savagery will complicate things, of course, as do rivers, while lakes probably won't be trickier than oceans. Covering all biomes (if that's a goal) will probably be tricky, though as Evilness+Savagery will probably eat up most of the color spectrum.Sand color is very important to the look of a place, losing that info would be a big aesthetic step back. What's more iconic than the red color of the tablelands of the American west, for example. Portraying iconic scenes in a way that resonates is something that the graphic set, in order to be an upgrade, definitely needs to preserve.
I see hilly desert, which isn't shown in the current version, but on the other hand the deserts don't have the colors of the different kinds of sand. It shouldn't be consider a complaint, but rather a thing to consider whether to keep or not.
That's looking prety decent, but I feel the hills could use a bit more in-between hills to break it up a bit.Agree with both of these.
Also maybe a line of sand along the coastlines, unless toady's secretly working on coastline cliffs, which would be amazing.
Sand color is very important to the look of a place, losing that info would be a big aesthetic step back. What's more iconic than the red color of the tablelands of the American west, for example. Portraying iconic scenes in a way that resonates is something that the graphic set, in order to be an upgrade, definitely needs to preserve.I have to agree, to a certain extent. I wonder if a bright/dark coloration for good/evil biomes would be better than the current color change...
Sand color is very important to the look of a place, losing that info would be a big aesthetic step back. What's more iconic than the red color of the tablelands of the American west, for example. Portraying iconic scenes in a way that resonates is something that the graphic set, in order to be an upgrade, definitely needs to preserve.
Iconic or not, can you actually find a map of the United States that shows accurate sand colors?Google maps satellite images?
Strongly disagree. Of all the useful details that could be shown on the world map, the color of the functionally identical sand is near the very bottom of my list.When it comes to "useful", ASCII is already fully functional. My understanding is that the premium version intends to go beyond functional on a basic level, and instead be aesthetically a large improvement. And yet, even the ASCII version has powerful aesthetic elements. The beauty of a field in bloom or waves crashing against a beach is something that tilesets in the past could rarely preserve, because of the limited options, and it's because of things like that (as well as generally muddy or poorly readable sprites) that have kept a substantial portion of the player base from considering tiles an upgrade. But even tilesets before now haven't stripped something as simple as representing color, as Toady already does, from easily recolorable things. And sand is easily recolorable - you don't even need more than one color channel, really. I wasn't being hyperbolic when I said that to be (and, perhaps more importantly, to be perceived as) an upgrade, the graphical version can't cut content.
Iconic or not, can you actually find a map of the United States that shows accurate sand colors?
I was wondering if trees could be smaller and doubled by four.
It would change a cartographic style a bit to make more sense in scale-wise. Right-now those trees won't give me an impression of real forest, they are more like small park. They also make mountains look too small.
What do you think about something similar instead?
(https://i.imgur.com/yz7fG5N.png)
I was wondering if trees could be smaller and doubled by four.I think that makes the mountains look better, but everything else look worse. That suggests to me that a better action would be to make the mountains bigger, perhaps making a set of multi-tile mountains for when there's a 2x2 (or other shapes) area of mountain and tiling that, with little 1x1 mountains only coming into play in border areas where bigger mountains don't fit.
It would change a cartographic style a bit to make more sense in scale-wise. Right-now those trees won't give me an impression of real forest, they are more like small park. They also make mountains look too small.
What do you think about something similar instead?
(https://i.imgur.com/yz7fG5N.png)
@Cruxador: It can be noted that DF displays the color of sand in deserts at the expense of showing the Evilness. It took me a fair while to realize that desert color did NOT represent Evilness but sand color, as opposed to most other biome types.The wiki says that good deserts are cyan and evil deserts purple, is that not true?
This has probably already been answered, but I'm too lazy to look -- so feel free to flame me:You... You haven't been following along at all, have you? This is for the premium version that Toady is making. It's all features that are part of the game, or will be at the time it's released.
Looking at some of the examples here, you'd need some of the current hacks and auxiliary plugins to produce this tileset and accompanying sounds. Is Toady providing a new platform to launch this tileset off from or is dfhack and sound plugins now a part of the release?
This has probably already been answered, but I'm too lazy to look -- so feel free to flame me:
Looking at some of the examples here, you'd need some of the current hacks and auxiliary plugins to produce this tileset and accompanying sounds. Is Toady providing a new platform to launch this tileset off from or is dfhack and sound plugins now a part of the release?
Basically, all (or most of?) the stuff that those plugins do now will be coded in and made baseline for both the premium and classic version, along with whatever other graphical upgrades are easily done or Toady feels are worth doing. Lots of stuff that's been talked about and shown all throughout the thread so worth a glance if you feel up for it ^^
My personal choice would be something like this for evil/good biomes:It conveys the information effectively, and is extensible to cover additional spheres, but it also mars the general aesthetic. I think it's fine as long as it can be toggled, but then that would still be better if combined with variant tiles.
Two examples with smaller trees. Half size and quarter size.Spoiler (click to show/hide)
My personal choice would be something like this for evil/good biomes:This looks way too jarring to me. It looks like a construction site or a restricted area. Could end up too distracting on the world map.Spoiler (click to show/hide)
Two examples with smaller trees. Half size and quarter size.I think I prefered the bigger trees, but my real problem with these are the repetitive patterns on the forest and mountain areas.Spoiler (click to show/hide)Spoiler (click to show/hide)
Idea for savage lands: Patches of missing map scattered through the tiles.wut?
I like the way it looks, though I fret over the details lost on the trees. I've already suggested sparser but bigger mountains, so I'll try to mock it up and we'll see.
I obviously don't want to spend time making too many mockups when it's something we'll be able to work on "live" later on.
Yeah, sorta a fog effect. Basically the concept that a savage biome would be "uncharted".Idea for savage lands: Patches of missing map scattered through the tiles.wut?
savagery could actually be done with color saturation, which nicely combines with fog/sparkles(rays) for good/evil
Yeah, sorta a fog effect. Basically the concept that a savage biome would be "uncharted".Idea for savage lands: Patches of missing map scattered through the tiles.wut?
savagery could actually be done with color saturation, which nicely combines with fog/sparkles(rays) for good/evil
He's talking about the look of "uncharted" areas on fantasy maps in general, not saying that details should be obscured.Yeah, sorta a fog effect. Basically the concept that a savage biome would be "uncharted".Idea for savage lands: Patches of missing map scattered through the tiles.wut?
savagery could actually be done with color saturation, which nicely combines with fog/sparkles(rays) for good/evil
Uhh. That sounds like it would be seriously irritating. I want to know what my embark's gonna be like.
He said "patches of missing map" to represent savage biomes. That would be seriously irritating.He's talking about the look of "uncharted" areas on fantasy maps in general, not saying that details should be obscured.Yeah, sorta a fog effect. Basically the concept that a savage biome would be "uncharted".Idea for savage lands: Patches of missing map scattered through the tiles.wut?
savagery could actually be done with color saturation, which nicely combines with fog/sparkles(rays) for good/evil
Uhh. That sounds like it would be seriously irritating. I want to know what my embark's gonna be like.
you are talking about a parchment tileset when you say parchment style map.
We are currently discussing the worldmap. Since 32x32 is a bit large, the idea is to use 16x16 tiles for it, to show more map at a time.So no changes to the "engine" in the ragard of zooming and panning?
BTW, did I ever post these here?Nope, you did not. First time even I see the Hydra. :P
(https://i.imgur.com/OAwbvlv.png)
BTW, did I ever post these here?
(https://i.imgur.com/OAwbvlv.png)
BTW, did I ever post these here?I feel like the abdomen and cephalothorax of the spider aren't adequately delineated. It would help a lot to darken just a few pixels, like so:
(https://i.imgur.com/OAwbvlv.png)
The first Myth&Magic release will include a major map data rewrite, and it's unlikely the tile set support work for the Premium version will touch these issues. Thus, it should be highly unlikely that Toady would delve into that only to rip it up as soon as the Premium release is out. It's out of the question that the Steam specific version of the Premium version would have a graphics feature the Premium version doesn't have (i.e. that Itch.io or any potential additional outlets of the Premium version would be discriminated against in that department).We are currently discussing the worldmap. Since 32x32 is a bit large, the idea is to use 16x16 tiles for it, to show more map at a time.So no changes to the "engine" in the ragard of zooming and panning?
If it's somehow possible it would be super nice, if we could zoom/pan around smoothly (not in huge steps as it is right now). Like in RimWorld.
Is this possible?
Will it maybe be in the Steam Release?
The huge back and the short legs make the GCS look more like a tick to me, which I guess is also a spider, just not the kind I was thinking of.1. Although also an arachnid, a tick is not a spider and in fact they're more closely related to mites.
Since we have the option to show multiple gem-colors on one sprite, I don't think the flickering will be necessary anymore.
and how many animals/monster parts must be made when we get "intersexual breeding" ???You mean inter-species breeding? Like half-elves?
Seeds, wild plant (terrain), picked (object).
Prickle berries, straw berries, fisher berries and sun berries also have a separation of plant (full of berries) and plant (devoid of berries).
To be honest, making super-tiny individual seeds for plants is fun, but in the long run (112 plants/seeds) might be confusing for players. I do like the option to give them unique sprites, but maybe a single seed-sprite would suffice, while at the same time would be easier to recognize for the player. On the other hand, seeds are mostly in bags or planted in farmplots anyway. What do you think?
I also proposed the idea of growth-stages for farm plots, like this:
(https://i.imgur.com/CQG4x8V.png)
It hasn't really been discussed yet. It does raise the plant sprite count up by about 560 extra sprites though. :D (I just dislike how farm plots change from "empty" to "fully grown plant" in 1 ingame tick, giving players no warning that their food might be ready)
Plants aren't even visible until they are ready to harvest or recognised in the T inspection screen other than seeds, i agree to disagree with the creeping in of a feature that won't be represented in the vanilla game in any capacity that simply makes more work for yourselves. How would this convert to steam-versions ascii alternative with no mechanical detail to base it on?I'm not sure I understand the meaning of your last sentence. Surely the ASCII version would simply have the ability to show this while in actuality retaining current visuals?
Regarding seeds, I somewhat disagree with Manveru. In real life, just about anyone who gardens can tell most seeds apart readily at least to the level of genus, and someone who has specific experience can tell apart similar seeds of closely related species such as mustard and cabbage. Furthermore, there's really no reason that they couldn't all be depicted to look like seeds while still looking distinct. But taking into account what you've come up with to represent seeds, and the fact that time spent here isn't spent elsewhere, I'm gonna say don't bother. Just make a few different seed sprites for broad groups of seeds and make special ones for any with especially unique seeds.
Plants aren't even visible until they are ready to harvest or recognised in the T inspection screen other than seeds, i agree to disagree with the creeping in of a feature that won't be represented in the vanilla game in any capacity that simply makes more work for yourselves. How would this convert to steam-versions ascii alternative with no mechanical detail to base it on?I got bad news for you then. Most if not all of the graphical enhancements that are planned won't be represented in the vanilla ascii version. Since when is this a negative? I've yet to see someone complain that rilesets have 200 profession sprites for dwarves, while ascii dwarves only have one icon. It would be the same for the plants: graphical version could show growth, while ascii shows an empty field till they pop up.
What the heck, this seems to be harmless enough. Plant_standard.txt. Criticism always welcome.
(https://i.imgur.com/b4JGiIv.png)
Thanks for the detailed feedback. ☺️
You can modify the files all you want, but I don't think community created sprites will go into the commercial df version. There are laws and such. 😉
Also: hahaha, I love this (please dont murder me). It's always fun seeing feedback on mods and sprites: two people commented on the strawberries: #1 says they are too large and should be smaller. #2 says they are too small and should be made bigger. 😆
I do, yes. Mike mayday too. We are both under contract. You are not. If you were to make changes to any sprites, Tarn isn't allowed to use them commercially anymore. (Or to be more precise: kitfox games)
I'm pretty sure sliver barbs are black...Only the dye is. Plant is dark gray, seeds are red.
I do, yes. Mike mayday too. We are both under contract. You are not. If you were to make changes to any sprites, Tarn isn't allowed to use them commercially anymore. (Or to be more precise: kitfox games)
Bit of both?
I added my shading on top of Mikes shading (only for the current zlvl, not the one above or below):
(https://i.imgur.com/qFiQfEH.png)
That makes no sense at all.
They are ramps, not steps. Just try to teach a wagon to move up that vertical wall you painted.
We are not making a sidescroller...
Mike Mayday has also improved them greatly since that picture was posted.
Dude you're overdoing your critique. If steam tileset looks that bad for you then make a new and better tileset when steam version is live. Actually you can start making it right now, so your tileset will be up for the steam release.Mike Mayday has also improved them greatly since that picture was posted.
that make no sense on you picture at the point where the dwarf stands is only 1 block !
and this block is one level high
the ramps are also 1 block long i dont know but this is to extreme it makes no sense visually because when you dig an 1 block wide corridor you hafe 2 ramps from both sides that stuck together
pls make an 1block corridor with the graphic option you tested and you can see it for yourself
Strawberries are larger than life, I needed the pixels to give them their recognizeable shape. Same problem as described above.I feel like strawberry plants look pretty distinctive regardless. It's just that your strawberry plants don't really have that distinctive look since you've made them so small and separate from each other. In fairness I've just image searched "strawberry plant" and the results were all pretty and manicured houseplants, and similarly regulated farm rows. Bougie shit, in other words.
Also: hahaha, I love this (please dont murder me). It's always fun seeing feedback on mods and sprites: two people commented on the strawberries: #1 says they are too large and should be smaller. #2 says they are too small and should be made bigger.He's right that if you could show the seeds, they would look less like tomatoes, but that applies in particular to the fruit on their own. I was speaking about the strawberries on the plant; in real life a strawberry plant is many times bigger than its berries. The size of the strawberries on their own isn't really relevant to this.
the strawberry have to much green on their top the real ones has green that only makes 5-10% of the whole mass of the berryMass doesn't relate to appearance in that way. It doesn't matter to the appearance how much the leaves weigh. The real issue with them is just that they stick up, not that they are large. Setting aside the big flavorless supermarket cultivars, the sepals are generally similar in width to the berry, or in wild ones even extend further, wild strawberries (or cold weather strawberries) are not very large at all.
Shouldn't dimple cups (♥) be cup mushrooms?In addition to making more sense, in context of both the name and the ASCII representation, it would be good to represent more than one fungal morphology.
I'm pretty sure sliver barbs are black...Only the dye is. Plant is dark gray, seeds are red.
[STATE_NAME_ADJ:ALL_SOLID:sliver dye]
[STATE_COLOR:ALL_SOLID:BLACK]
[DISPLAY_COLOR:0:0:1]
[PICKED_COLOR:0:0:1]
What the... ?
Of course the ramps are exactly 1 tile in size. And if there is a corridor with ramps up in two directions, it will show them correctly. They are context sensitive.
Honestly, looking at just these pictures, I can't understand what's going on at all. Upramps? Downramps? Which part is higher than which?
I suppose it's upramps, and the road is lower than the black unmined area, right? In that case, it's very difficult for me to "see" it on the middle picture, and almost impossible on the right one. Like those optical illusions where you can't see something on a picture at all until you somehow manage to see it for the first time and then it's easier.
(https://i.imgur.com/6BuwGO4.png)I like the first version
Have you seen those?
Yes; I just quoted that old post because someone was using really old steam-announcement shots and was trying to improve them. Mayday already improved them. ;)
Angled, unconnected, etc: (MOCK-UPS, not ingame)
(https://i.imgur.com/vIAWYzY.png)
(https://i.imgur.com/QmjYoZy.png)
I've been messing around with items lately and I had a stupid dwarf idea: What if furniture/items have "varied tiles", just like floors? Players could pick if they have 1 sprite or 4 sprites (and possibly cycle between them, to keep the symmetry if they like it).
(https://i.imgur.com/coHUZcL.png)
Minor variants of the same objects, like these cabinets, coffins and beds.
Just want to know what you guys think, this is probably nothing that will happen in the first release, but for example it's possible right now with TWBT.
Cruxador: good thing they are not wooden coffins, but stone sarcophagiThat purely nominative distinction isn't pertinent to my point at all.
It is. Stone sarcophagi don't have the shape of a wooden coffin. They are mostly rectangles or have curved corners. But not the wide shoulders of a coffin.They can be, and wooden coffins can be rectangular or have curved corners. These days, they usually do. Regardless of any of that, the sprite ought to be identifiable as what it's intended to represent. As it is now, the material (stone) is unambiguous, but the function and nature of the item is otherwise not apparent. It looks more like a table or altar than a sarcophagus. Hell, if we're talking about sarcophagi that people actual know about, the most famous ones are the Egyptian ones which have the form of an individual molded as the primary aesthetic aspect of their form. European ones are less well known, and also don't look much like what you've depicted. They have form. I'm not saying this is an easy problem with a single obvious solution, but suggesting that there's neither need nor room for improvement simply because what you made is rectangular and sarcophagi are often rectangular? That's the behavior of the fabled ostrich with its head in the sand.
Well, I could put RIP or a cross on them, to show that they have something to do with burials, but dwarves don't speak Latin, nor are they christians.Yeah, as I said there isn't a single obvious solution.
Btw, in case anyone is wondering why Mike hasn't posted here in ages... That's the reason 😉 (I'm ok with harsh feedback, delivered more and/or less friendly, I'm used to it from modding, but please consider that we are also human)If this is meant to be a point about civility, I should perhaps point out that all the other posters are also human. Most are adults, in fact, but even otherwise, are for the most part reasonably intelligent individuals – there's no call to go talking down to people all the time.
I don't want to butt in too much on this whole coffin thing, seeing as it's such a... hotly contested topic just nowI don't think the topic itself is, particularly.
but I'll just say: there actually do exist a bunch of medieval-European effigy sarcophagi, quite a few of them very dwarfy indeed in appearance. What if we did something like this?It's definitely a step in the right direction.Spoiler (click to show/hide)
(Pardon the mediocre mockup)
Maybe you can make it super simple and people will figure it out once they loo'k' at the object a few times like the good old days of ascii.If you have to loo[k] and memorize, then what's the point in paying for a graphical tileset? In addition to looking pretty, it's supposed to lower as many barriers to entry as possible, not just shift them.
Would it be possible to show empty coffins slightly open? I don't remember if they change tile in the ascii version already, but it should be a very easy AND useful addition, talking about lowering the entry bar.Whether it's "easy" or not depends on what information is available, and I believe it's Toady that writes the code, while the artists "just" provide the images that code selects.
Thus, that "easy" change can quickly snowball to a fair number of cases, each of which may be easy to do.Could be done with different half-transparent masks, probably...
I'm not worried about the graphical part, as we've got competent artists handling that, including judging what's reasonable to do and what's not, but about the underlying code Toady would have to write to select which tile variant to display.Thus, that "easy" change can quickly snowball to a fair number of cases, each of which may be easy to do.Could be done with different half-transparent masks, probably...
Would it be possible to show empty coffins slightly open? I don't remember if they change tile in the ascii version already, but it should be a very easy AND useful addition, talking about lowering the entry bar.
The moods could use being different colors.Yeah, no reason not to use color more for many of these.
The moods could use being different colors.
The moods could use being different colors.
I think this is a good idea, maybe as a soft glowing outline behind the symbols?
(https://i.imgur.com/4vKIsPb.png)
can we use colors or forms that are unique ? i mean some look the sameThose are purple, blue, green, orange, and red. They're as different as can be (well, almost, a limier green and a more neon orange are available since there's no yellow), they only look similar because the shade is similar and they're faded onto the speech bubble. I wonder if making the speech bubble colors other than white wouldn't be excessive.
Do you have any tips on making them more distinct?Play around with some different angles on the facing instead of just straight forward.
Can't we make him sign something and rip his?I'm not starting a legal battle over a 125^2 pixel image i dumped out in 2-3 hours (would've been far faster if not for constant interruptions) for someone who wanted simple feedback, but then i guess some other people are just that egotistic/petty on this 3 ring circus planet. If any of them were actually used even just in concept, i would be very surprised and happy about it and absolutely give my permission to use them.
Maybe Xs for eyes on the unconscious icon?x_x
Mm, maybe. Might look a bit too much like "dead".You could use the old ”spirals as eyes” (as in the Pokemon anime, and more, I’m sure). Then again, that might be confused for ”drunk”.
Now that I think of it, strange moods should probably show a workbench or something.I don't that would fit, because some moods are textiles/leather (soft), others rock/gems (hard), others make metal objects (smithing), and the workbenches and tools required would look different.
It's symbolic. Almost anyone should be able to recognize that a woodworking bench with a vice on it relates to crafting stuff.Now that I think of it, strange moods should probably show a workbench or something.I don't that would fit, because some moods are textiles/leather (soft), others rock/gems (hard), others make metal objects (smithing), and the workbenches and tools required would look different.
Not sure what can usefully be done, extra. I know I'd not be reaching for the mouse to right-click and start the necessary cascade of options and sub-options and sub-sub-options, etc, until they rejiggle the hotkey menu nesting too (which will probably annoy me for a while, but may be done so each input method matches the structure of the other) as also mentioned - all this as being under Zach's purview, I think it was said, to investigate.
I mean, Meph might be able to clarify better detail, but AIUI it's still way up in the air, so it'll probably change from what's imagined at the moment (even by someone closer to the project) anyway.
There is an internal discussion about showing things like individual limbs (for injuries) and how many different sprite-parts we can use (number of layers that are baked into one sprite) without making it too resource intensive. For now the focus is on improving the vanilla system, once that is done I can pester Toady a bit about mod support.
That being said, forgotten beasts should use correct sprites for their limbs, wings, etc, so I think at the very least, the basis should be there. Even if mifki has to TWBT-magic it together in the end for us modders. ^^
That being said, forgotten beasts should use correct sprites for their limbs, wings, etc, so I think at the very least, the basis should be there. Even if mifki has to TWBT-magic it together in the end for us modders. ^^
You could do that anyway by just modding the sprites and manually frankensteining bits together.That being said, forgotten beasts should use correct sprites for their limbs, wings, etc, so I think at the very least, the basis should be there. Even if mifki has to TWBT-magic it together in the end for us modders. ^^
Very cool, the possibility of modded races being able to mix and match body part sprites to retain the game's look is really exciting.
You could do that anyway by just modding the sprites and manually frankensteining bits together.That being said, forgotten beasts should use correct sprites for their limbs, wings, etc, so I think at the very least, the basis should be there. Even if mifki has to TWBT-magic it together in the end for us modders. ^^
Very cool, the possibility of modded races being able to mix and match body part sprites to retain the game's look is really exciting.
Just a little update: creatures, creatures, creatures. That's what we are working on atm.
Hum, will regular, raw-editable creatures going to be (able to) utilize "some assembly required" spritesheets as FBs?
Maybe Mike will post some. ☺️ We are working on regular surface animals at the moment,nothing super exciting.Just a little update: creatures, creatures, creatures. That's what we are working on atm.
Any you can post?
In general: Yes. I don't know what Mifki plans to do with TWBT, but I can port some of my tileset to the new DF. That being said, I might end up in Westafrica this winter for 3 months, so in that time I can't do much when it comes to DF/online things.If you find yourself in the eastern Yoruba villages of primarily non-Yoruba areas, see if you can confirm the origin of the word Lucumí.
I've just finished reading all 49 pages of this thread, and with great interest too! Very impressed with the quality and attention to detail - not to mention the mindboggling complexity of all the sprite variations (profession, hair, clothes, armor, weapons, etc). I'm curious to hear if you've got any tools for assembling a complete sprite based on a given set of properties, or if you manually compose each variant (e.g. in Photoshop)?So far we've been doing everything in Photoshop, but the plan is to have the large variations partly based on raws. Especially when it comes to civ members (hair/skin color, equipment) and procedurally generated creatures like Titans, FBs, demons, etc.
Thanks for giving us a glimpse of the future, and for opening up to community feedback - a little foolhardy, perhaps, but a commendable effort :)
Also the weapon racks and armor stands showing them being used are innacurate. They don't actually ever get used in-game :PClearly, Meph is an optimist. ;)
(https://i.imgur.com/ZXYSTTV.png)
Spoiler (click to show/hide)
What are the fifth and seventh row from the top?
Pipe sections. ;)I find the last one (metal?) to be lacking in its indications of roundness, with the 3:rd one doing the best job in that department (probably due to the indication of a light source shadowing the lower half slightly, and the first two could probably get some improvement in that respect).
I find the last one (metal?)Glass. Look at the corresponding table; you can see the legs through the surface.
If I'm being honest, the cabinets don't really fit the feeling too much. They have a very modern sleek look to them. But great job so far with everything. I especially like the tables and hatch covers although again, glass looks too modern in my opinion. Maybe make it a bit more stained glass like?I agree on the cabinets. It seems most medieval cabinets had doors rather than drawers (https://duckduckgo.com/?q=medieval+cabinet&atb=v110-1&iar=images) so just changing that up could work.
If I'm being honest, the cabinets don't really fit the feeling too much. They have a very modern sleek look to them. But great job so far with everything. I especially like the tables and hatch covers although again, glass looks too modern in my opinion. Maybe make it a bit more stained glass like?I agree on the cabinets. It seems most medieval cabinets had doors rather than drawers (https://duckduckgo.com/?q=medieval+cabinet&atb=v110-1&iar=images) so just changing that up could work.
Pipe sections. ;)I find the last one (metal?) to be lacking in its indications of roundness, with the 3:rd one doing the best job in that department (probably due to the indication of a light source shadowing the lower half slightly, and the first two could probably get some improvement in that respect).
Can you use another color for the description ? It'l almost unreadable ? (dark brownish over black)
This is good and all, but can we talk about how Meph was just ousted as a light mode heretic?A what?
Quick question. One of the great things about ASCII dwarf fortress is the need to be creative with your colors. For example garnierite. It's only useful, because it's the only thing that gives that amazing light green. Or black bronze that gives the dark purple. Will that still be the case with the tileset, or do you guys plan on adding more color variety?That's up to Toady One.
The implication is that, because of your choice of font color, you must browse this forum on light mode rather than the correct Toady-ordained dark color scheme.This is good and all, but can we talk about how Meph was just ousted as a light mode heretic?A what?
Increasing the color range would be a pretty basic improvement, and the current color limits are something that Toady has mentioned specifically when describing the array of limited display/usability features that are far short of what they ought to be. Although I know you're not wanting to make an official statement on something that isn't officially confirmed, from an unofficial perspective it seems pretty certain.Quick question. One of the great things about ASCII dwarf fortress is the need to be creative with your colors. For example garnierite. It's only useful, because it's the only thing that gives that amazing light green. Or black bronze that gives the dark purple. Will that still be the case with the tileset, or do you guys plan on adding more color variety?That's up to Toady One.
A couple hardcoded colors are nice for sprite making, to avoid the entire object looking purple or yellow, but I wouldn't mind more colors.
TWBT offers that option btw, if you want to try out more colors, you can use that. ;)
Thanks.The implication is that, because of your choice of font color, you must browse this forum on light mode rather than the correct Toady-ordained dark color scheme.This is good and all, but can we talk about how Meph was just ousted as a light mode heretic?A what?
An errant thought strikes my head: Adventure mode has visible view cones when sneaking.
1) Testing should probably include these; I recall some tilesets didn't handle the colorswap well.
2) Creatures could change facing depending on which way they face.
(http://goblinart.pl/upload/DF_small_creautres.png)
(http://goblinart.pl/upload/DF_large_creatures.png)
And here's some current WIPs of civs.
(http://goblinart.pl/upload/civs_1022.png)
-That's a Chinchilla, not a gerbil
-fire imp, sasquatch, Drunian
-GSC, giant toad, Draltha, giant cave swallow
You can see my first attempt at a draltha here. I decided it needs to be a bit more graceful, even if now it looks smaller.
(http://goblinart.pl/upload/dfd_resume.png)
Funnily enough, cave swallows lack the distinct swallow shapes: https://www.allaboutbirds.org/guide/Cave_Swallow/media-browser/68122171
(https://i.postimg.cc/1XRDZKyw/DF-small-creautres.png)
I can identify all animals except this one. Is it a mandrill or mythic creature?
I'm just kidding, but...
here between us ... you know something about the next release date and they don't say anything because they are contractually barred, right
I am very looking forward to the steam release :(
Any chance we could get a preview of the upcoming necromancer monstrosities?
How will this texture pack / Steam release work with the Masterwork mod and the monsters in it? I'm so used to playing with that but it's been ages since I last played DF because I'm waiting for official release lol. Also, how will the performance be with this texture pack compared to other popular texture packs?
I don't know if this has been discussed in this topic yet. Are there any plans (that can be discussed, I suppose) to increase the number of colors that are part of a color scheme for the steam release?Toady has mentioned color increases vaguely as a possibility, without specifics.
Regarding world map, why can't it be like the region-detailed map you get when exporting legends (example (https://i.imgur.com/4y31imz.jpg))? With perhaps sites, etc. put on top.Technical limitations...
Meph, Mayday,Hopefully the OP adds a link to this thread. It's very odd to see people discuss the state of the ramps all over again.
You might want to check the post at reddit that discusses the tileset:
https://www.reddit.com/r/dwarffortress/comments/eqiz53/opinion_poll_about_graphic/
Nope. Mike and me are pretty much waiting on Tarn to finish the bugfix villains, before everyone delves into the graphics proper.
Once we have sprites, I will make sure to share some.
Have some of Mike's gorlaks and green devourers in the meantime. Not sure if he ever posted them here. ;)
(http://goblinart.pl/upload/green_1020.png)
That's pretty much the same thing Tarn said. ;) They will be recolored to goldenrod. ;)Good to hear. You guys are doing an awesome job so far. (there is one other issue ive had with past screenshots, troll zombies should probabbly have cyan insides/blood instead of red insides/blood but maybe that's already changed)
Are we able to make graphics packs for the steamitch version of the game? Is the new graphics format much different? Do you think there would be any point to porting classic packs like Phoebus and Spacefox to the new format?It's probably too early to tell how much different the full format will be. However, since the baseline tileset of DF will be a character one, I don't see why it should be pointless to port classic tile only sets, although they would eventually have to compete with full alternative graphics sets (as well as the commercial one, for paying customers).
Are we able to make graphics packs for the steamitch version of the game? Is the new graphics format much different? Do you think there would be any point to porting classic packs like Phoebus and Spacefox to the new format?
On my phone, please excuse the brevity.
Current tilesets will still work, but will need updating for two reasons:
- updating to the new set of base files, like any tileset does for every regular new df version.
- new sprites, if they want to make full use of the new graphics; or remapping old sprites to remain looking like they are.
So Phoebus could look like it always did, but over time people might improve it by adding new sprites, just like they did with twbt.
The paid and free versions will be identical as far as tileset authors and modders are concerned and should be interchangeable. Only big change is that the steam graphics are copyrighted and can only be used with the paid version.
ASCII version will be available too of course, most likely with an ingame toggle, similar to the truetype font and tile-based font are switched atm.
Rounded ramps is something I'll do for my own private set. ;)
Any questions I missed?
Font images aren't really a thing. Truetype fonts use glyphs saved in a ttf file. Those are monochrome.
Df currently uses a single 256 tile tileset. It's impossible to add more than that.
Adding graphics for most items, plants, etc, requires the same setup he uses for creatures atm: external folder with files specific to the ingame item.
That's required for the new update, as well as lots of other stuff, like merging its own sprites from components; transparency; multiple sets for the map, the menu, ingame...
On my phone, please excuse the brevity.
Current tilesets will still work, but will need updating for two reasons:
- updating to the new set of base files, like any tileset does for every regular new df version.
- new sprites, if they want to make full use of the new graphics; or remapping old sprites to remain looking like they are.
So Phoebus could look like it always did, but over time people might improve it by adding new sprites, just like they did with twbt.
The paid and free versions will be identical as far as tileset authors and modders are concerned and should be interchangeable. Only big change is that the steam graphics are copyrighted and can only be used with the paid version.
ASCII version will be available too of course, most likely with an ingame toggle, similar to the truetype font and tile-based font are switched atm.
Rounded ramps is something I'll do for my own private set. ;)
Any questions I missed?
The reason for the commercial Premium version currently isn't listed for other OS' isn't related to graphics, as far as I understand it from Toady's comments, but the demands of development for those platforms in combination with the commercial outlet requirements combined with his crummy setups and limited knowledge. I haven't seen anything indicating the non commercial version should drop support for other platforms, though.Hopefully this means that if you have an OS other than windows, you can download the free compile for your OS, purchase the windows version, and copy over the media files from the paid version to the functional version, thereby gaining all the in-game benefits of the paid version and missing out on only a smidgen of the convenience.
Hopefully this means that if you have an OS other than windows, you can download the free compile for your OSYou cannot compile DF, Toady only offers binaries. You will probably be able to buy the windows version and move the tileset files into your linux or mac version. Ethically I think it is fine and mechanically it should not be that complicated.
Do you think action/position based variants will be possible? examples being standing and prone sprites or dancing, singing and playing an instrument sprites?Possible but not feasible. Since the sprites are meant to represent things accurately, each other possible state would need to include variation for clothing, facial features, and etc.
As the contracted artists how feasible/realistic is such a thing as procedural constructed facial portraits based upon the preexisting descriptors for fortress mode description screens and adventure mode conversations?Although this is doable, nobody made any mention of such a thing being planned, and it would require a certain amount of funding from Kitfox; since it's beyond what they've discussed, that may be a significant impediment. If not considering that, it's actually a pretty good idea for a way to extend support, but there would need to be some UI considerations for when dwarf faces would be shown. It would be a shame to do the degree of work that would be required and then sequester them into the unit description.
Will it be possible to mod in larger Tilesets like say 64x64 or 128x128 for the truly committed?Considering that's possible now and every indication is that strict requirements will actually become freer (E.G. transparency, units larger than their tile) I think you can be reasonably certain it will continue being possible.
Would/could it be possible for DF to switch between tilesets of different sizes depending upon zoom/scroll level?[/color] might make it possible to "expand" the official tileset after launch with higher definition tiles, provided DF sells really well.That seems like a really awkward way to implement it, to me. Why not just make a bigger tileset and then let it resize automatically when zooming out? That works fine for current tilesets, after all.
By that noun form of "compile" I meant "the result of having compiled" not "source code". What you said is also what I said; we agree.Hopefully this means that if you have an OS other than windows, you can download the free compile for your OSYou cannot compile DF, Toady only offers binaries. You will probably be able to buy the windows version and move the tileset files into your linux or mac version. Ethically I think it is fine and mechanically it should not be that complicated.
QuoteWould/could it be possible for DF to switch between tilesets of different sizes depending upon zoom/scroll level?[/color] might make it possible to "expand" the official tileset after launch with higher definition tiles, provided DF sells really well.That seems like a really awkward way to implement it, to me. Why not just make a bigger tileset and then let it resize automatically when zooming out? That works fine for current tilesets, after all.
It would be awesome if dwarves' hair matched their descriptions. It would be insane if their faces matched. What if a dwarf loses a leg? Does the graphic change? Could we see them in crutches?Those are not too unrealistic expectations. ;)
It's theoretically possible to work around this in DF by taking a tiled zone as a group and applying a texture to the block of tiles. Consider for example the old Sierra city builders were groups of four small houses would turn into a big four tile house. This is theoretically possible in all cases, but although it's a ridiculously poor use of time to do this for most cases, it might be a good idea for certain textures that are likely to appear in great amount (e.g. bare stone) to reduce the obviously unnatural appearance that tiling would beget. Random variety in which of several similar textures was applied to a tile or block of tiles would also be handy here.
Jester: The images you shown are amazing pixelart, but are not tile-based,
We had this idea for furniture, tbh. Merging tables next to each other into one large one. I have a working version of that, manually controlled by the player, in my own tileset using twbt. Not sure if toady will adopt something like this though. (Mostly because it's factually incorrect, showing 1 3x3 table while it's actually 9 tables)
But it's an unrealistically large amount of assets for most objects, especially the millions (billions?) of tree variants.
How it looks? Here an example dining room I build:
(https://i.imgur.com/7YtSvL6.png)
If one placed 9 square tables like that right next to eachother it'd probably look like 1 big one from certain angles/distances so I wouldn't necessarily agree it's always incorrect as such. Not really sure what Toady has planned for future larger constructions tho, may well be we'll actually get large tables or doors etc eventually when multi-tile creatures and constructions gets a pass.Except that tables and other furniture don't take up the entire tile which is why they don't block movement.
Spoiler (click to show/hide)
Except that tables and other furniture don't take up the entire tile which is why they don't block movement.
But it's an unrealistically large amount of assets for most objects, especially the millions (billions?) of tree variants.For something like trees, although making every possible tree would be ludicrous, there is a possibility that normal tile-built trees could look better with some procedurally placed joining pieces. Which isn't necessarily different than having ramps show slopes, it just means that what's shown for a segment is aware of what's in adjacent segments. Of course, if that segment is able to be a multi-tile sprite then that's a more powerful system, but I don't know what there's a lot to be gained from that with regards to trees specifically.
Yeah, I'm intentionally avoiding mockups... they look great but they're a lot of work that I'd rather spend working on the actual product.
Jester, you shouldn't expect DF to look as good as Stone Shard. That's especially well made art of this kind even among the professional world, and the people doing the DF pack are just modders who got contracts. They're only able to work according to their own skill level, and also weren't aiming for that style in the first place. They've already shown us enough samples, it won't have that kind of painterly quality or palette control. Additionally, things represented in Stone Shard don't necessarily cleave entirely to a tile system; making the 3D procedurally generated trees of DF look like those in your screenshots wouldn't be possible no matter the skill of the artists.
Do you think action/position based variants will be possible? examples being standing and prone sprites or dancing, singing and playing an instrument sprites?Possible but not feasible. Since the sprites are meant to represent things accurately, each other possible state would need to include variation for clothing, facial features, and etc.
QuoteAs the contracted artists how feasible/realistic is such a thing as procedural constructed facial portraits based upon the preexisting descriptors for fortress mode description screens and adventure mode conversations?Although this is doable, nobody made any mention of such a thing being planned, and it would require a certain amount of funding from Kitfox; since it's beyond what they've discussed, that may be a significant impediment. If not considering that, it's actually a pretty good idea for a way to extend support, but there would need to be some UI considerations for when dwarf faces would be shown. It would be a shame to do the degree of work that would be required and then sequester them into the unit description.
Will it be possible to mod in larger Tilesets like say 64x64 or 128x128 for the truly committed?Considering that's possible now and every indication is that strict requirements will actually become freer (E.G. transparency, units larger than their tile) I think you can be reasonably certain it will continue being possible.
QuoteWould/could it be possible for DF to switch between tilesets of different sizes depending upon zoom/scroll level?[/color] might make it possible to "expand" the official tileset after launch with higher definition tiles, provided DF sells really well.That seems like a really awkward way to implement it, to me. Why not just make a bigger tileset and then let it resize automatically when zooming out? That works fine for current tilesets, after all.
It would be awesome if dwarves' hair matched their descriptions. It would be insane if their faces matched. What if a dwarf loses a leg? Does the graphic change? Could we see them in crutches?Those are not too unrealistic expectations. ;)
Jester: The images you shown are amazing pixelart, but are not tile-based, and most things in it are just textures, not objects that can be interacted with or change. For example trees in df grow, lose leaves, change color, show flowers, seeds or fruits. Dwarves can cut them down, climb them, pick individual fruits...
In stoneshape, the trees are just images, with a "don't walk through trunk" clipping. Big difference.
Yeah, I'm intentionally avoiding mockups... they look great but they're a lot of work that I'd rather spend working on the actual product. Toady will soon start doing the coding, which will eliminate the need for mockups - you'll get actual screenshots instead! In the meantime, here's some creatures I've been working on recently:
(http://goblinart.pl/upload/manera-yeti.png)(http://goblinart.pl/upload/lobster-satyr.png)(http://goblinart.pl/upload/reacher.png)(http://goblinart.pl/upload/rutherer.png)(http://goblinart.pl/upload/creatures_1119.png)(http://goblinart.pl/upload/civs_1022.png) (http://goblinart.pl/upload/green_1020.png) (http://goblinart.pl/upload/creatures1014.png)(http://goblinart.pl/upload/cs_draltha.png)(http://goblinart.pl/upload/creatures1007.png)(https://goblinart.pl/upload/0217creatures.png)(https://goblinart.pl/upload/0218creatures.png)
Cave lobster, Manera, Yeti, Cave lobster old, Satyr, Reacher, Rutherer, Gorlak, Jabberer, Kobold, Elf, Dwarven plate armour, Gorlak (old), Green devourer, Giant tick, Giant cave swallow, Drunian, Giant Cave swallow (too big), Draltha, Giant toad, Dromedary, wolf, Sasquatch, molemarian, cave crawler, troglodyte, Stangler, naked mole-dog, giant mole, giant olm
Kobolds look too cute, I think. Imo, would be better to make them look more evil, or uglier, kind of like Warcraft's kobolds.Size is a bit weird in DF. Elves are tall and thin, dwarves are short and stout which comes to the same "size" number and inexplicably means they can wear the same stuff. But hey, a human can wear a helmet specifically made for a similar sized animal person regardless of how little sense that makes (and will look so strange with these new graphics as squads go through their equipment swapping routines). :)
Also, aren't elves a little too small? They are supposed to be the same size as dwarves. Though maybe it looks like that because they are thinner, maybe it's fine.
Kobolds look too cute, I think. Imo, would be better to make them look more evil, or uglier, kind of like Warcraft's kobolds.
That may be, I'm not familiar with the full body of what he's done, but just enough to be familiar with his style. But professional work isn't hitting a high note occasionally. Art is a competitive field, and professional work therefore requires being able to consistently output excellent work, and with an ease that allows it to be a financially rewarding use of time. As far as I'm aware, the only professional artist who does DF stuff is ......... and his art isn't really of the sort suitable to a tileset. Plus, he's presumably busy with his art career.Jester, you shouldn't expect DF to look as good as Stone Shard. That's especially well made art of this kind even among the professional world, and the people doing the DF pack are just modders who got contracts. They're only able to work according to their own skill level, and also weren't aiming for that style in the first place. They've already shown us enough samples, it won't have that kind of painterly quality or palette control. Additionally, things represented in Stone Shard don't necessarily cleave entirely to a tile system; making the 3D procedurally generated trees of DF look like those in your screenshots wouldn't be possible no matter the skill of the artists.
I've thought some of the stuff Meph has produce in the past was of "Professional" quality, ...
I wouldn't mark Stoneshard quality level as beyond them artisticallyI don't mean to belittle wither Meph or Mayday by saying this, but I'm not sure you understand the amount of knowledge on display in that game. The mastery of both palette and shading that's on display there is impossible to replicate without both training and practice, and not a tiny amount of either. Not only do I think it's beyond Meph and Mayday, but I think it's beyond anyone who hasn't spent years of their life with the primary aim of gaining skill in that style or in a similar style but in applications very nearly identical to that situation. Everyone who can do that is probably doing it for money right now, unless they've retired. Most games that make it to market don't have anywhere near that level of art, and it isn't because the idea of having better art never occurred to anyone on the dev team.
I was thinking Script trickery with the trees, with multi level view being slated for inclusion anyway I could see each level of tree above the current view level being shunted one tile north for the purposes of drawing them, then apply a semi-transparency thing to the branches and leaves to create that style of "tall tree", combined with a tileset that isn't top down but has a fake perspective like those posted on the first page and you get something like my hack job here.This would be less representative, and wouldn't look as good as your example game or necessarily better than what Mike&Meph are planning now anyway.
Even if the default tileset doesn't use it because of the reasons you've listed having it be a possible function of the graphics rewrite would be cool, then it could wither be added aftert eh fact or modded in by those willing but if the functionality itself never get done then it would end up as DFHack requirement thing, I would rather the functionality for this to be included in DF itself and not used then having to use DFHack to achieve it because it wasn't included in base.Sad as it is, the DF community isn't as alive as it was in the 40d-2014 era. If Meph doesn't do something, graphically, it's not reasonable to expect that someone else is going to do more. At least in the foreseeable future. The Steam release may bring in more people, but we should also remember that it's doing this by lowering the barrier to entry, so new people may not be more productive, especially in areas where the barrier to entry is actual rising, as when it comes to making tilesets.
Never said it was plannedWell yes, if you had then that wouldn't have been much of an answer from me, would it?
Them giant toads are real pretty. :DI like the cute olm. The mole as well.
Kobolds look too cute, I think. Imo, would be better to make them look more evil, or uglier, kind of like Warcraft's kobolds.They're meant to be a middle ground, based on previous discussion. Some people like their kobolds cute, some people don't.
Also, aren't elves a little too small? They are supposed to be the same size as dwarves. Though maybe it looks like that because they are thinner, maybe it's fine.
Well, there's an interesting discussion.
I can honestly say the art in Stoneshard is way beyond my skill level, but then you also have to remember that DF is a completely different game. I consciously decided on a more contrasting palette and simpler details because a typical DF screen is extremely crowded - so the goal is to provide a clear visualisation of what's going on. So it's not just a matter of skill and being strictly tile-based, it's a also a matter of what you might expect to see on the screen. Also remember the locations in Stoneshard are hand-crafted to look good - there's no such thing in DF, where the locations are procedurally generated with almost no attention to visual attractiveness - and then we have to slap a graphics set on top of that and have it all be be readable and good-looking at the same time.
So yes- even if we had as much skill as the Stoneshard artists, it's impossible for DF to maintain a similar style without huge art-oriented changes to the whole game - which, I assume, nobody is really interested in.
Ah, I wasn't meaning full isometric, but just that the "southern" face of the walls be perceptible, rather than entirely parallel with the player's view.
A quick, 1-minute mockup:
(https://i.imgur.com/3IrxY69.gif)
Yeah, and please mind that I'm a modder and curator of content first and foremost. While I do pixelart for fun, the "professional" work you've seen in my own tileset might as well have been some of the many free art assets by other authors (listed in each release post in the credits).
Mike is the actual digital artist here. ;)
That may be, I'm not familiar with the full body of what he's done, but just enough to be familiar with his style. But professional work isn't hitting a high note occasionally. Art is a competitive field, and professional work therefore requires being able to consistently output excellent work, and with an ease that allows it to be a financially rewarding use of time. As far as I'm aware, the only professional artist who does DF stuff is ......... and his art isn't really of the sort suitable to a tileset. Plus, he's presumably busy with his art career.
I don't mean to belittle wither Meph or Mayday by saying this, but I'm not sure you understand the amount of knowledge on display in that game. The mastery of both palette and shading that's on display there is impossible to replicate without both training and practice, and not a tiny amount of either. Not only do I think it's beyond Meph and Mayday, but I think it's beyond anyone who hasn't spent years of their life with the primary aim of gaining skill in that style or in a similar style but in applications very nearly identical to that situation. Everyone who can do that is probably doing it for money right now, unless they've retired. Most games that make it to market don't have anywhere near that level of art, and it isn't because the idea of having better art never occurred to anyone on the dev team.
This would be less representative, and wouldn't look as good as your example game or necessarily better than what Mike&Meph are planning now anyway.
Sad as it is, the DF community isn't as alive as it was in the 40d-2014 era. If Meph doesn't do something, graphically, it's not reasonable to expect that someone else is going to do more. At least in the foreseeable future. The Steam release may bring in more people, but we should also remember that it's doing this by lowering the barrier to entry, so new people may not be more productive, especially in areas where the barrier to entry is actual rising, as when it comes to making tilesets.
Plus, adding this functionality would use Toady's time. If it's very quick and easy then fine, but instead of graphical gimmicks that may never be used, he could also spend that time on the actual game.
Well yes, if you had then that wouldn't have been much of an answer from me, would it?No, but you talked about it not being planned when I said it was from suggestions forum, seemed redundant, my response was as tongue in-cheek as the initial "question" was a suggestion dressed up as a question.
Now after reading though the whole thread and seeing how you guys are in effect consultants on all things art I feel I should ask, both for your opinion and because, truthfully if the idea appeals to you, you might take it to Toady in house circumventing the suggestion forums processes altogether :P
That is more or less the look I'm planning already:
(https://i.imgur.com/VuaUFT8.png)
By that standard, there are even fewer professional artists since most art is lump sum or per-output and not wage-based. I don't think defining "professional" on the basis of the type of contract signed is meaningful for purposes of defining it (however loosely) as a quality or ability standard. While type of contract might make sense if you're writing tax policy, in practice I think who has or doesn't have that kind of gig is more based on networking ability and inclination than artistic ability. That being the case, I think being able to live off the money is a pretty solid (albeit somewhat variable, according to cost of living) metric for differentiating between a professional and a hobbyist that takes commissions.That may be, I'm not familiar with the full body of what he's done, but just enough to be familiar with his style. But professional work isn't hitting a high note occasionally. Art is a competitive field, and professional work therefore requires being able to consistently output excellent work, and with an ease that allows it to be a financially rewarding use of time. As far as I'm aware, the only professional artist who does DF stuff is ......... and his art isn't really of the sort suitable to a tileset. Plus, he's presumably busy with his art career.
We have different definition of professional, a professional is anybody good enough to earn a wage getting hired to do a thing, the text book definition is "a person engaged or qualified in a profession." and both Meph and Mayday have been "Engaged" to produce art for a commercial product, they are therefore professional artists as far as I'm personally concerned, are they at the very top of their field probably not but that is just the nature of art, nobody can ever be the very best because of stylistic BS.
At what point did I say "degree" or reference formal education at all? Doctors and nuclear physicists need formal qualifications to verify that they're as skilled as they say they are, because of the severity of the potential problems if they turn out not to be. Even then, you can do any research you can get funding for and publish in any journal regardless of your qualifications, if the research is good enough. But that's beside the point. No matter what populist view you take on it, the art you posted as an example showcases a lot of skill. Nobody has that skill who has not acquired that skill, and although talent can mitigate this, at the end of the day gaining skill always requires time spent learning. There's no "reverence" there, that's just how it works.I don't mean to belittle wither Meph or Mayday by saying this, but I'm not sure you understand the amount of knowledge on display in that game. The mastery of both palette and shading that's on display there is impossible to replicate without both training and practice, and not a tiny amount of either. Not only do I think it's beyond Meph and Mayday, but I think it's beyond anyone who hasn't spent years of their life with the primary aim of gaining skill in that style or in a similar style but in applications very nearly identical to that situation. Everyone who can do that is probably doing it for money right now, unless they've retired. Most games that make it to market don't have anywhere near that level of art, and it isn't because the idea of having better art never occurred to anyone on the dev team.
I got to be honest and just agree to disagree, But that is because I don't view professional art with same.... reverence you seem to, I'm not saying its not a skill as it definitely is a skill but it is not a skill that requires a degree to be considered a professional, unlike say a doctor or nuclear physicist where the degree is required.
That's not what representative means. Because what it shows you bears less relation to the actual situation (the trees don't lean north along the ground, but go up to the next z-level) it is less representative; it does not represent the "reality" of what happens in the game engine. Unless the game were converted to full isometric, it basically has to be top-down to not be confusing, games that use the method you describe have to have everything carefully constructed and make exceptions in all the right places where they won't be noticed. Otherwise you'll have tons of situations where you can't see what's going on because it's behind a tree or castle or mountain. Of course, most people's idea would be "like Stonesense but in the game" but the degree of rework would be substantial and might also necessitate functionality changes.This would be less representative, and wouldn't look as good as your example game or necessarily better than what Mike&Meph are planning now anyway.
I personally think it would be more representative as its showing you more info at the same time,
Just quickly about the trees: making them 3/4 view is really odd because you can go up/down zlevels and the trunk and crown would be shown in the wrong place. They have to be top-down. Walls too, just imagine multiple constructed walls on top of each other.Would a darker (but not black) tree trunk interior work (sorry, no useful critter feedback: I think you're doing a good job)?
Black interior for trees is something we tested, didn't quite like it, though it would be the logical fit to the black interior we use for earth/rock atm.
Is there any more feedback about the creature sprites posted? Because that's something we can work with. :)
Is there any more feedback about the creature sprites posted? Because that's something we can work with. :)
...what would you add to the giant mole specifically? Personally I was satisfied with it so I moved on.
Is there any more feedback about the creature sprites posted? Because that's something we can work with. :)
(http://goblinart.pl/upload/manera-yeti.png)(http://goblinart.pl/upload/lobster-satyr.png)(http://goblinart.pl/upload/reacher.png)(http://goblinart.pl/upload/rutherer.png)(http://goblinart.pl/upload/creatures_1119.png)(http://goblinart.pl/upload/civs_1022.png) (http://goblinart.pl/upload/green_1020.png) (http://goblinart.pl/upload/creatures1014.png)(http://goblinart.pl/upload/cs_draltha.png)(http://goblinart.pl/upload/creatures1007.png)(https://goblinart.pl/upload/0217creatures.png)(https://goblinart.pl/upload/0218creatures.png)I really like the toads, camel, wolves, mole, olm and swallows. It's hard for me to really understand what I'm looking at with the molemarian, I don't have a suggestion, it just seems indistinct. The Draltha, I'm a little confused by it's front legs, is it walking on it's elbows? The Rutherer body looks like a white crocodile to me, at first I thought it was a cave croc with a strange head.
(http://goblinart.pl/upload/rutherer.png)
The Rutherer body looks like a white crocodile to me, at first I thought it was a cave croc with a strange head.
My understanding is it's too early to tell.
That said, I really hope that the capability is put in, as well as for showing clothing.
Some new stuff, some variations. Lots of cats!Ice wolf, lizard, squirrel, chameleon, butterfly, ??(axlotls aren't in, are they?), olm,Spoiler (click to show/hide)
Some new stuff, some variations. Lots of cats!
(http://goblinart.pl/upload/0226creatures.png)
(http://goblinart.pl/upload/0302creatures.png)
Alces alces is freaking enormous, with "palmate horns"I imagine this must be what you're alluding to with those quotation marks, but they're technically antlers, not horns. They are unquestionedly palmate though, to my knowledge.
Some new stuff, some variations. Lots of cats!Imo, it's better to draw butterfly diagonally, to give it more sense of motion.
(http://goblinart.pl/upload/0226creatures.png)
(http://goblinart.pl/upload/0302creatures.png)
In raws, yes. In sprites, no.Seems like it would be well worth doing, though, and not very hard to just slap a dynamic channel under some shading.
We are not currently planning accurate representation of a creature's skin colour variants.
I'm worried their ancient computers won't be able to handle the graphics. My 2008 laptop could not run Meph and it could only run Mayday with Tallcastle's creatures after a fresh reboot.So don't play with graphics. They'll be completely optional as they always have been. Just play as you've always done.
My new 2012 laptop can handle Meph, but I'm worried about the developers computer.Toady's computer?
Yeah, do it like TWBT. Color in the bottom layer based on the fur color. Then the top layer adds the parts that don't get recolored. The game already has the ability to color in stuffAlthough it would work, that's not as efficient as a setting a channel. The downside of setting a channel, of course, is that the available selection of image formats and programs which support dymanic channels (beyond repurposing of aRGB channels) it is smaller, and fewer people know how to do it. But it's not like it's hard to pick up.
Everyone will say the fox is too big, but I love foxes so much that I couldn't help but choose a size that would allow me to give it sufficient detail.
(http://goblinart.pl/upload/0304creatures.png)
Oh man, that's great about the crabs because that's another animal I also really like!
Also, according to the wiki, they actually grow to be quite bigger than cats?!
@cruxador Are you talking about Forgotten Beasts, GSCs and other non-RL beings? I would argue them being fanciful by nature allows them to break the laws of physics even more than others, but I digress. Larger-than-life crabs are fine, my comment was mostly of a joke about the sillyness of the situation."fanciful by nature" isn't a thing in DF physics either. There aren't magic critters and normal critters, they all just work the same.
(http://goblinart.pl/upload/0305creatures.png)
Sharks! (doo doo doo doo doo doo)
Today I've noticed that my pixelart has (IMO) noticeably improved since I started working on this project. So... that's nice.
(http://goblinart.pl/upload/0305creaturesB.png)
The nurse shark doesn't look quite right, I keep trying to improve it but... it's a very weird fish!
(http://goblinart.pl/upload/0305creaturesB.png)
I think the elephant seal is actually perfectly fine in this case? In this position it should be roughly the height of a human.
Well, it is much bigger than the other seals though! For now I've made it 1px taller (to fill the square). Like I said, I'm not opposed to doing revisions later, for now I want to have all the 385 base creatures ready.
(http://goblinart.pl/upload/sealsizes.png)
Haha, ok! That was a child! I don't think seals have castes?
I was trying to draw them with somewhat of foreshortening to fit in the 32px square. There's not a single pixel left, unfortunately. The great white is definitely longer / less squashed.You can try to enhance the perspective effect with more dramatic shading.
Also, the wiki list of creatures by adult size (http://dwarffortresswiki.org/index.php/DF2014:List_of_creatures_by_adult_size) seems like a handy estimate, everything that's too large for bridge operation to work by the listed cutoff (as well as weird cases with protruding elements like giraffes etc) is probably something worth showing as being really large and thus slightly bigger than 1 tile (and are probably the main ones likely to be made multi-tile in the future as well).
I think I'm just gonna make the sharks larger, and the great white even larger than planned.
X-posting from discord: For DF "deluxe" we're facing a problem of having roughly 1500 undead sprites to create. There's no way for us to handle all of that for the initial release, so I've devised a "placeholder" edit that shouldn't take more than a few seconds for each sprite. I'm curious about your reaction:
(http://goblinart.pl/upload/undead.png)
Well, it IS a placeholder, but for many creatures it might hold this place for a long time. What colour would you suggest?
We are having an internal discussion about setting up the spritesheets. What would you guys prefer for creatures?
A. All adults in one file; all children in another file; all undeads in another file; etc.
B. All creature_domestic animals in one files; all creature_ocean in one file; all creature_subterranean in one file, etc.
A. Why do you want to open ten files when you draw a single cow?C sounds like the best solution.
B. This, as I understand it, is what most tilesets already have. Not bad, except for birds and creature_standard. My choice.
C. All creature_domestic animals in one folder, for each creature one file with all variations of castes, dead, children and hunter/war and other types.
I think I'm just gonna make the sharks larger, and the great white even larger than planned.I think those undead placeholders look awesome!
X-posting from discord: For DF "deluxe" we're facing a problem of having roughly 1500 undead sprites to create. There's no way for us to handle all of that for the initial release, so I've devised a "placeholder" edit that shouldn't take more than a few seconds for each sprite. I'm curious about your reaction:
(http://goblinart.pl/upload/undead.png)
Depends what you want to do. Lets say "I don't like the magenta hue on undeads, I want them to be green". That's an easy color hue change, takes a few seconds in Photoshop per file.I think that's a pretty niche case, though. Aside from this placeholder case, I can't think when else someone would want to batch modify all cases of a specific caste or form for all creatures.
Option A: You have to alter 1 file.
Option B: You have to alter 33 files.
Option C: You have to alter 819 files.
BTW, regardless of choice, the files will also be split into different sprite sizes by necessity.Does this mean we will get e.g. "graphics_large_tropical_32x32" for most creatures in "large_tropical", and "graphics_large_tropical_64x64" for the elephant, giraffe and rhino? Or just that the creatures will be sorted somehow within the files by size?
Some new stuff, some variations. Lots of cats!Is there a chance to make butterfly in more alive position?
(http://goblinart.pl/upload/0226creatures.png)
(http://goblinart.pl/upload/0302creatures.png)
Voliol: the formerNot sure is it going to be possible to fit it into such small pixel art, but it would be great to try! This is kind of an extreme detail, unlikely to be noticed by most. But DF is all about such details, right?
mko: oops, will look into that!
I think there's ~0 work on graphics until Villians updates are finished.My understanding was that Villains IS finished for now with 0.47.04, and that gears would be switched to graphics until the artists have enough to move forward. We'll probably know soon enough, though, as it's about time for a development update.
I think there's ~0 work on graphics until Villians updates are finished.
Last thing he said about graphic work is that it would start in a few weeks. There's lots of devlog content. Which part do you want me to check?Well, Meph already confirmed, but the last post on the devlog said Villains was finished for now and work on Steam was to start. Now we're waiting for the first update on that (which is late, but he said this month would start slowly too because he has things to do which aren't GDC - whatever those might be).
Last thing he said about graphic work is that it would start in a few weeks. There's lots of devlog content. Which part do you want me to check?
[...] the Villains updates are finished.They're set to resume after the Steam version. There's a number of things Toady didn't manage to complete.
Yes. We all know this. Finished for now. No more work right now. Steam has started. It's not waiting for more Villains work.[...] the Villains updates are finished.They're set to resume after the Steam version. There's a number of things Toady didn't manage to complete.
Teeth sprite - no problem.If the "multiple" still caps out at a finite (and, due to diminishing returns, relatively low) number, multiple items shouldn't be too hard to implement. From a code perspective it would need an exception case, but a pretty simple one*. Graphically, it could get jumbled and hard to read but this is hardly the end of the world since that's an expected trait of cluttered messes anyway. And it can be mitigated slightly by giving each stacked sprite a few pushrods of offset in a random direction, although that's another bit of code required, but again a pretty simple one if the current graphic system isn't written in a way to make it not so.
Multiple items per tile - probably a problem, we haven't discussed it in detail yet.
Teeth sprite - no problem.If the "multiple" still caps out at a finite (and, due to diminishing returns, relatively low) number, multiple items shouldn't be too hard to implement. From a code perspective it would need an exception case, but a pretty simple one*. Graphically, it could get jumbled and hard to read but this is hardly the end of the world since that's an expected trait of cluttered messes anyway. And it can be mitigated slightly by giving each stacked sprite a few pushrods of offset in a random direction, although that's another bit of code required, but again a pretty simple one if the current graphic system isn't written in a way to make it not so.
Multiple items per tile - probably a problem, we haven't discussed it in detail yet.
*given that layered graphics with transparency will be implemented regardless and it can just be a couple extra layers
Requiring all items to be only 16x16 just for this seems like a poor tradeoff, and it would look very artificial anyway.Teeth sprite - no problem.If the "multiple" still caps out at a finite (and, due to diminishing returns, relatively low) number, multiple items shouldn't be too hard to implement. From a code perspective it would need an exception case, but a pretty simple one*. Graphically, it could get jumbled and hard to read but this is hardly the end of the world since that's an expected trait of cluttered messes anyway. And it can be mitigated slightly by giving each stacked sprite a few pushrods of offset in a random direction, although that's another bit of code required, but again a pretty simple one if the current graphic system isn't written in a way to make it not so.
Multiple items per tile - probably a problem, we haven't discussed it in detail yet.
*given that layered graphics with transparency will be implemented regardless and it can just be a couple extra layers
That's what I was thinking about as well. The limitation here is size of the sprint - since tile sprite is 32x32, I think it would be reasonable to allow up to 4 overlaying sprites of 16x16 size in each corner.
For example, the tile could have an icon of cherry, small bone depicting goblin's parts, leaf/leaves and whatever else for the remaining one.
I wonder how would it look like though.
Any critique?Tiles are really pretty! It is too soon to tell, but I worry that it may be too visible and overwhelming, but maybe more boring grass will dominate noisier and more interesting surface tiles.
None of it is final, it's pretty busy and will be turned down.Did you already turn it down since posting the image? It looks pretty reasonable to me. If not, may be a question of which screen it's viewed on, since I'm seeing it on my phone at this moment. But either way, I've always liked the vibrant flowering meadows of Dwarf Fortress much better than the unnatural and homogeneous modern lawns which tend to inexplicably turn up in a lot of fantasy and historical games.
It would be great to see the grass in big picture. I love the initial screenshots for how clean and focused the graphic is - the grass is grass,To say "grass is grass" in this case is erroneous. Grass has never been a simple homogeneous backdrop unless it's specifically engineered as such. Furthermore, length does matter of you're using the grass to graze livestock, which as far as I can think of is the only case where it matters at all, in a practical sense.
I can focus on important things, rather than seeing mishmash of different tiles which represent the grass at different stages of growth (so basically, meaningless thing to me).
There needs to be a balance between realism and video game design. ;)There already is. That balance is decided by Toady. Wisely, because aesthetically pleasing scenes and graphics don't actually detract from gameplay, which is the premise under which this project is moving forward in the first place.
Once again, let's agree to disagree (?)You do see what the argument is, right?
I mean, that's your call to make of course and it's nice that you have full artistic control over your project, wouldn't want it any other wayIt's not my call, not my project, I don't have the artistic control. If I create a sprite that doesn't end up being used, it's wasted time and effort, nor would I get paid. I even volunteered to not get paid till after the release.
If you have a problem with the art style, talk to Kitfox, Mike or Tarn. I can only relay your messages and I'm the only one who comes by on a regular basis to talk to the people in the forum, that hasn't been permanently scared away.
And for those really concerned about the beauty of ASCII, well... ASCII is going to be there stillRelated to this, I got a question to kitfox: If they are only posted on Steam Workshop, are edits of the official Mephday/premium graphics okay? If they are, people could alter the graphics to their own preferences and conflicting standpoints like this would be largely dealt with.
If they are only posted on Steam Workshop, are edits of the official Mephday/premium graphics okay? If they are, people could alter the graphics to their own preferences and conflicting standpoints like this would be largely dealt with.
If they are only posted on Steam Workshop, are edits of the official Mephday/premium graphics okay? If they are, people could alter the graphics to their own preferences and conflicting standpoints like this would be largely dealt with.
Do you mean like a graphics mod that only adds more vibrant blooms but keeps all other graphics the same for example?
I genuinely don't understand some peoples' issues with this project. We're getting more than we have now, not less. If someone disagrees with the process then they are feel free to make their own tileset or use one of the many that are already available. At the very least least they should realize that their vision for the art style isn't the only one.It's because this isn't a mod, it's the actual graphics of Dwarf Fortress. People want to see this project succeed, because it means the future of the game.
So yes, coloured clothing, seasonal changes, multiple grasses - I really hope we'll be able to do all that, but for now we've gotta focus on the basics!Also, projects tend to be more complicated than expected. So it is a good idea to have minimum viable product before spending time on polishing some specific 1%.
I don't really know how armor works in this game. Does the game already keep track of which race made some armor? If you put on armor made by another civ, will you look like that other civ when you put it on, or will it look like your own civ's armor?
As part of the fight against clones - is it possible to make each type of armor have several alternative variations when displayed on a character?
So yes, coloured clothing, seasonal changes, multiple grasses - I really hope we'll be able to do all that, but for now we've gotta focus on the basics!Also, projects tend to be more complicated than expected. So it is a good idea to have minimum viable product before spending time on polishing some specific 1%.
I don't really know how armor works in this game. Does the game already keep track of which race made some armor? If you put on armor made by another civ, will you look like that other civ when you put it on, or will it look like your own civ's armor?
I'm pretty sure that, yes, the race that constructed each item is recorded. In adventure mode, it's already recognized in-game that armor you can wear is different depending on which race made it, since armor can be too large or too small for you, so it's probably at least possible to implement different-looking armor for different races.
If they are only posted on Steam Workshop, are edits of the official Mephday/premium graphics okay? If they are, people could alter the graphics to their own preferences and conflicting standpoints like this would be largely dealt with.
Do you mean like a graphics mod that only adds more vibrant blooms but keeps all other graphics the same for example?
Yeah. I imagine it’s an legal issue which is why the question is directed at Kitfox and not Meph/Mayday.
I don't really know how armor works in this game. Does the game already keep track of which race made some armor? If you put on armor made by another civ, will you look like that other civ when you put it on, or will it look like your own civ's armor?
I'm pretty sure that, yes, the race that constructed each item is recorded. In adventure mode, it's already recognized in-game that armor you can wear is different depending on which race made it, since armor can be too large or too small for you, so it's probably at least possible to implement different-looking armor for different races.
Hmm, no, I don’t think so. The armors are modelled after a certain race for size-reasons, and in fortress mode it keeps track of the items made in your fort, but afaik there shouldn’t be any data about what civ the armor was made in except that. This means e.g. dwarves serving a goblin (EVIL) civ will have to use the same iron armor graphics as your own dwarves, unless variables for tracking that is added.
If armor is to be specified for both race and civilization (and they have to be specified for race not to look strange) that means ~4 times as much armor graphics will need to be made. No idea how big the armor burden is though, perhaps that wouldn’t make much difference...
Personally I'd like smoothed walls to look smooth, built walls from blocks to look smooth and bricked, built walls from raw stone to look bricked and rough, and raw walls to look rough. This would allow me to see what is what, and not try to designate built walls for mining, for instance. It can be noted that I'm not the color etc. matching type of player who might have different priorities.
However, I won't complain if the decision goes in another direction, as the artists will do a good job with whatever direction is taken, and, to refer to clinodev's post, I'm quite comfortable with Phoebus' take on it as well.
Edit: If it's sufficiently quick to implement, a switch either in the game or a tileset manipulation order to use different or the same tile for constructed and built walls might allow multiple parties to be satisfied.
I see! No, the response wasn't scathing at all to me, it was very valuable. I didn't study art (all I had was some basic drawing / painting / colour theory classes when studying architecture) but I'm very careful about paying attention to colour balance - to the best of my limited ability.
The current desaturated look of the grass was intentional on my side, anything more saturated than that (the original grass tile I created was A LOT more saturated) I found personally tiring, distracting and too strong.
So I try to do exactly what you described when creating individual creature / object etc. sprites, but I try to keep it muted for sprites that cover large areas.
I'm very interested in talking about it more, perhaps I'm doing something wrong and there's a way to achieve both goals at the same time.
In any case, once I get my hands on the actual game to experiment on the fly, I'm definitely going to work on this subject a lot more.
Just see above: one comment is about how amazing it is that grass is just grass and doesn't distract from the gameplay. The next is about how grass should be wild and full of colors and flowers. Two opposite perspectives. Neither is right or wrong by default.
Sybir: Thank you, and thank you again for showing how different opinions can be. :)To clarify, I wasn't saying the grass in general needed to be brighter, but specifically the spring flowers. As for the grass in general, I like what you posted some pages ago and all I said about it is that since it's already a highly constrained palette, it doesn't need to change to even less contrast.
So what do I idiot do? Talk about a compromise, then get attacked for it, then say "ok, let's politely say that those are just opposing views", get attacked for it some more. Thanks. Really helpful, constructive criticism on the actual pixelart.To be fair, "agree to disagree" is an offensively meaningless banality when it's about something with wide reaching impact that you're going to either do or not do. Obviously, the stakes are very different, but imagine a politician enacting measures that you find heinous, and telling protesters "agree to disagree".
If they are only posted on Steam Workshop, are edits of the official Mephday/premium graphics okay? If they are, people could alter the graphics to their own preferences and conflicting standpoints like this would be largely dealt with.This was specifically endorsed in one of the initial Q&A sessions, on either Discord, reddit, or both – I don't remember exactly. The Community Management person treated it as if it was an obvious thing actually, which is a perspective I kind of agree with, but said that people shouldn't use it as a basis for mods released in public (free, non-workshop) cases. In other words, the policy is pretty much what you would expect.
What you must consider is that you are all familiar with the game. I just saw ASCII being called beautiful here, which by the definition of most people is a bit of a stretch. Show Dwarf Fortress vanilla ASCII to 1000 random gamers, and I don't think you will hear that word a lot.The problem with the ASCII is that it is dense and hard to get into, not that it is incapable of rendering beauty. There are plenty of works of art out there rendered in ASCII, with typewriter characters, or similar. And Dwarf Fortress in particular is great at not only revealing but emphasizing the beauty of certain natural scenes, whether they're spring flowers, autumn leaves, or the crash of waves against the beach.
If units show the equipped armor, and all races share a similar setup of items, the units will end up looking very similar, since a large portion of the sprite would be made up of the helmet, armor, weapon and shield.Just to clarify, but these are meant to represent typical loadouts and not equivalent loadouts, right? Since elves in particular can quite commonly be in non-elf civs and have metal equipment.
So, why not a set for every civ? (Freshly made WIP mock-up, not final, not ingame. ;) )
(https://i.imgur.com/ebZahCQ.png)
Guys, I've been reading the discussion here and I wanted to give a word of assurance.Although I agree with this in principle, I would consider MVP for a graphics enhancement to be superior in all regards compared to the initial graphics, and given the free tilesets made by you and plenty of other folks, that bar is sort of higher even though technically that's not the fair comparison. Although you're already far beyond that point when it comes to creature graphics, and I understand the reason for it since you've said it, but I'm sure you can appreciate why people would be more concerned for the other things.
I appreciate the unique beauty and elegance that Tarn managed to achieve by playing with just symbols and colours. I appreciate the insane amount of detail, variety and changes in the game. If I didn't find it artistically inspiring, I wouldn't have agreed to join the project. I'm going to do my best to translate all that into graphics.
The reason why I was mostly working on creatures for now is that there is very little interdependence between them. You just make a sprite in the right style and that's it.
Civilised multi-layer folks, ramps, walls, floors and trees however are a huge effort to produce a coherent, clear and good looking overall product - and that effort is so much harder when you don't have a version of the game to test on, which has been the situation until now.
Another thing is that (for me at least) it is important to release an MVP (minimum valuable product) as soon as possible to receive feedback from actual players, rather than from viewing screenshots. This means we're making a conscious decision to limit the amount of "flair" for the initial release. Like in the example therahedwig posted, it's silly to base a lot of work on a concept that might itself be completely rejected after user review.
So yes, coloured clothing, seasonal changes, multiple grasses - I really hope we'll be able to do all that, but for now we've gotta focus on the basics!
I'm not 100% sure on what you're talking about; I hope this is meant to be conditional based on details of the individual. If it was purely aesthetic and random, please reconsider or at least make it easy to disable; it's hard enough for uniforms to be uniform just based on how dwarves are with their items.As part of the fight against clones - is it possible to make each type of armor have several alternative variations when displayed on a character?
I'm certainly hoping we can do that as well. Not possible yet, but Tarn has only just started the actual coding (and it's going fantastic).
This is a more complicated question. Back when I added constructed walls, the intent, and as I recollect, the prevailing sentiment, was allowing you to patch up holes in your walls without the fort looking like a patchwork. I agree the smoothed picture will look better, but as I currently understand it, we shouldn't make constructed walls look different. Unless opinions have changed. Obviously an option would be best, but that's fiddly, and keeping the default the same way may avoid an outcry.I think with the greatly increased resolution, it should be reasonable to have the best of both worlds, where block-constructed walls can resemble smooth walls with only faint lines different that don't stand out much. For things that are rough (unsmoothed walls and walls constructed of stone) if they look patchwork it's fine since that reflects what's actually happened, which is that speed has taken precedence over aesthetic.
Love the details. Though I was wondering if it was an artistic decision to make the colours have a washed-out/desaturated appearance?It seems to me that generally they've desaturated landscape and background stuff, while this is much less the case with creatures. Although I've argued for exceptions to that even in this very post, it's not a bad principle.
I fear like there is going to be a LOT of such questions and I'm wondering if it's productive to focus on them.In this case it's fair grounds for clarification since the gem wall was specifically showcased in the screenshot. I reckon I know more about this project than almost everyone who isn't directly involved, and I couldn't have answered that.
No, it's just not been implemented, much like ramp graphics bleeding out to neighbouring tiles.
Please remember, we've only just begun the coding part! If you don't see something that was discussed, it's 90% because it wasn't tried yet.
Are you planning to introduce something like TwbT layer system for each tile with -bg and-top files?They're doing that, but it hasn't been specified whether they'll use alpha or index transparency. I would imagine alpha since the way they've been talking about this emphasizes stuff that's easy for people without specialized programs or knowledge, and that's how .png normally works, and nobody really uses index anymore anyway. I've argued in the past for arbitrary numbers of channels (which would imply tiff support normally) since that can have a channels for material colors, and whatever number of them is preferred, and then there can be a channel for alpha if DF gets coded to do that but I think it's slightly more resource intensive. And my suggestions of that nature have been more or less ignored, which suggests to me that Meph and Mayday don't really know how to do it in the first place and just a simple .png implementation is more likely. Not sure if they can say more on this; seems like it's one of those things where since Toady hasn't got to it yet it's still just up in the air.
I would not like to give the tile colorization just to the will of ingame color algorithm - I would like to indicate through translucent layers where and how much to color.
...
Manveru:
No, it's ok to post all feedback. But maybe we can agree that we will only provide minimum response on matters that we know are not finalised.
(https://i.imgur.com/TbuaIxo.gif)I know usually I'm more inclined to speak up when I think something isn't good than when I think it is, so I just wanted to make sure I say: This looks great. Aside from the tree trunk which is already changed, everything in this screenshot is well designed and aesthetically pleasing. The only thing that's potentially overpowering is the glimmer effect but it fundamentally looks good and I agree with Bumber's implicit statement that it's fine as long as they're just not constant. But if they can be made to do it relatively infrequently, then they're perfect.
There should probably be a bunch of frames where the gems aren't sparkling. Mock-up is a bit of an eyesore. Maybe you knew this already.From a technical perspective, lots of frames would require needlessly large filesize, it's better to just slap a delay on. That's one variable which ticks, rather than a variable which ticks AND something like 8 kilobytes before compression if the animation is the whole 32x32 tile. Plus, if you have delays you can make them dynamic and do things like making the animation happen a few times in unusually quick succession for all cases, when you jump to a new screen by choosing to go to event from the dialogue box saying your miners have struck a new mineral or cavern. That would allow the game to represent dazzling beauty without it detracting from the actual play/action of the game, as we discussed with the spring flower case. And this is something that isn't very beautiful in the base game, so it would be most definitely an enhancement in the graphical version, if Toady finds it viable.
The issue are gems with colors white, grey, black or brown. They aren't super visible with merged with the background rock. The red and cyan ones in the mock-up are very visible, but imagine a grey gem in grey rock.Cyan gems in microcline could also be a problem, if the microcline maintains its characteristic garishness going forward. One possible solution that could partially address this would be more dramatic highlights, even going as far as actual #FFFFFF white. But I like your glimmer solution better.
And I really dislike this kind of animations, but I hope that it will be easy to remove it with mod.(https://i.imgur.com/TbuaIxo.gif)I know usually I'm more inclined to speak up when I think something isn't good than when I think it is, so I just wanted to make sure I say: This looks great. Aside from the tree trunk which is already changed, everything in this screenshot is well designed and aesthetically pleasing. The only thing that's potentially overpowering is the glimmer effect but it fundamentally looks good and I agree with Bumber's implicit statement that it's fine as long as they're just not constant. But if they can be made to do it relatively infrequently, then they're perfect.
And I really dislike this kind of animations, but I hope that it will be easy to remove it with mod.
And I really dislike this kind of animations, but I hope that it will be easy to remove it with mod.Well, one thing that I would expect to happen would be an options menu added to the game. They're not that hard (just pure UI work basically) and although it's easy, modern gamers aren't accustomed to going into an init file to change things. That being the case, I would think disabling any/all animations to recoup a frame or two would be second on the list for graphical options, after a tileset selector which has already been discussed.
And I really dislike this kind of animations, but I hope that it will be easy to remove it with mod.
Just out of curiosity, what is it about the animation in particular? The color, the size of the sparkle, frame rate?
They would be less in-your-face as in the example; I tried to test out all the little sparkle animations I made in one picture. But apparently it does do it's job: Get peoples attention to that specific sprite. On this picture it might be a bit much, especially considering that nothing else moves.Something like KeeperRL's animations would be nice: no additional sprite work, just moving&tilting the entire creature sprites to show they are walking/digging. Somebody already proposed KeeperRL style animations on the previous pages.
Now imagine a fort with 100 dwarves, pets, some wildlife and vermin running around, flowing water...
Other places I'm considering animations (and that's just me, not Tarn or Mike, animations are pretty much a stretch goal so far. I just think it's fun to do.):
- Liquids like water/magma.
- Fire/Smoke.
- Tree leaves/Grass tufts gently swaying in the wind.
- Flower buds opening. (2-3 frames, then stay get a still image. Better than grass that suddenly pops up fully grown flowers)
- Workshops currently in use.
- Glows, for example glowworms or the embers in a forge.
- Machinery currently in use. (It already does that)
- Creature Idle animation. (There is a reason most old-school RPGs have gently bobbing/breathing creatures, makes them stand apart from the static terrain)
- Rain drops.
- Hives with single pixel ants/bees buzzing around.
- Mining/Woodchopping/Engraving with single pixel particles of rock or wood chips flying around.
- Sparks/Blood pixels flying around when a unit gets hit in combat.
- Plants growing in farmplots in stages. (Guess that counts as a very slow animation?)
- Smell from rotting food/bodyparts.
I'm aware that it's not to everyones liking, but for my own personal adaption or future tilesets, I'd certainly love to include animations. With TWBT they are causing instability; the Steam update fixes that issue.
And I really dislike this kind of animations, but I hope that it will be easy to remove it with mod.
Just out of curiosity, what is it about the animation in particular? The color, the size of the sparkle, frame rate?
1) not critically needed - OK gray gems in gray rock will be hard to see, but I do not really care about gray gems. Most of use for my gems is keeping them in walls as a decoration (in unsmoothed rock to have them visible in ASCII) and ugly animation would make me to mine them outAnd I really dislike this kind of animations, but I hope that it will be easy to remove it with mod.
Just out of curiosity, what is it about the animation in particular? The color, the size of the sparkle, frame rate?
I do not really care about gray gems. I hate animations in general, I disabled interface animation in my OS, I disabled them on the phone.Which means it has nothing to do with the pixelart itself. That's good to know.
[/color](https://i.imgur.com/FGNSC11.gif)
What I'd suggest is occasionally white light sweeping over the entire gem, giving it that reflective, brilliant quality.I like this. I'll make a mock-up.
[PLANT:BABY TOES SUCCULENT]
Fenestraria
[NAME:baby toes succulent][NAME_PLURAL:baby toes succulents][ADJ:baby toes succulent]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GRASS]
[GRASS_TILES:'.':',':'`':''']
[GRASS_COLORS:2:0:1:2:0:0:2:0:0:6:0:0]
[WET]
[DRY]
[BIOME:ANY_DESERT]
[GROWTH:BUD]
[GROWTH_NAME:baby toes succulent bud:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1]
[GROWTH_TIMING:240000:249999]
[GROWTH_PRINT:0:7:2:0:0:NONE]
[GROWTH:FLOWER]
[GROWTH_NAME:baby toes succulent flower:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1]
[GROWTH_TIMING:250000:260000]
[GROWTH_PRINT:5:5:7:0:1:250000:260000:1]
They would be less in-your-face as in the example; I tried to test out all the little sparkle animations I made in one picture. But apparently it does do it's job: Get peoples attention to that specific sprite. On this picture it might be a bit much, especially considering that nothing else moves.I hope you get the time/funding to add all* of this. Creature idle animations are probably not too likely due to the sheer amount of extra frames, but something like fire would only take even one frame to change from the tremendously unsatisfying state of fire which doesn't move to that which does. And of course, additional frames would make it prettier.
Now imagine a fort with 100 dwarves, pets, some wildlife and vermin running around, flowing water...
Other places I'm considering animations for my own personal sett (and that's just me, not Tarn or Mike, animations are pretty much a stretch goal so far. I just think it's fun to do.):
- Liquids like water/magma.
- Fire/Smoke.
- Tree leaves/Grass tufts gently swaying in the wind.
- Flower buds opening. (2-3 frames, then stay get a still image. Better than grass that suddenly pops up fully grown flowers)
- Workshops currently in use.
- Glows, for example glowworms or the embers in a forge.
- Machinery currently in use. (It already does that)
- Creature Idle animation. (There is a reason most old-school RPGs have gently bobbing/breathing creatures, makes them stand apart from the static terrain)
- Rain drops.
- Hives with single pixel ants/bees buzzing around.
- Mining/Woodchopping/Engraving with single pixel particles of rock or wood chips flying around.
- Sparks/Blood pixels flying around when a unit gets hit in combat.
- Plants growing in farmplots in stages. (Guess that counts as a very slow animation?)
- Smell from rotting food/bodyparts.
I'm aware that it's not to everyones liking, but for my own personal adaption or future tilesets, I'd certainly love to include animations. With TWBT they are causing instability; the Steam update fixes that issue.
Bamboo to replace the placeholder that was in the grass list earlier.I won't beat around the bush, this is bad. Worse than the placeholder. It looks like someone cut a few short stalks of bamboo and stood them there. This is not what bamboo, which is a live plant and not a harvested item, looks like. I get that you probably live somewhere bamboo doesn't grow, but at least find some reference images. Here, I'll do it for you: https://imgur.com/gallery/iI5EEJa (https://imgur.com/gallery/iI5EEJa)
(https://i.imgur.com/xVW36rK.png)
Mcipher: We discussed this. I'm not sure where we stand atm, but Mike is more of the opinion "lets use fewer pre-set colors that look good", while I lean towards the "lets use perfect representation of the raw values". We have to see and test everything ingame before we can see how horrid that would look or not.This stuff, on the other hand turned out a lot better. There's sort of an issue of density since plants don't just distribute themselves evenly over a field like this, but are either random (with heterogeneous spacing) or clumped. Only large woody things like trees have a strong enough murderous effect on their neighbors and live long enough for empty gaps to get filled in for the distribution seen in the meadowsweet, rush, marsh thistle, and cloudberry to be natural. Arguably the same is true of mountain avens but the different sizing achieves the same visual effect so it's fine. Other than that, the marsh thistle seems like it ought to be more magenta (their color isn't, overall, that dark) but honestly these flowers look great and I doubt most people would notice.
Grass growths. (Ignore the one static grass, it slipped in by accident)
- Babytoe succulents
- Pebble plant
- Meadowsweet
- Rush
- Marsh Thistle
- Cottongrass
- Ignore, has no growths.
- Mountain avens
- Cloudberry
(https://i.imgur.com/J8Ff2VZ.gif)
In general it goes "plant => plant + bud => plant + flower". Ingame the transition is staggered, invidivual tiles are slower/faster than the neighbours.
We discussed this. I'm not sure where we stand atm, but Mike is more of the opinion "lets use fewer pre-set colors that look good", while I lean towards the "lets use perfect representation of the raw values". We have to see and test everything ingame before we can see how horrid that would look or not.
Yeah, I know it's not a vote but I also agree that the graphics should represent the game as accurately as possible where the game actually models things; colors are free of those places where Toady put in the time/effort to make colors diverse so the official graphical representation should reflect that. A limited or alternate palette is more the province of mods, especially since strict palette control isn't apparently being employed anywhere else.And in case of tiles revealing that coloring is currently absurd/wrong/unwanted - then it may be tweaked. I see no reason to hide this.
Just wanted to update you guys on the ramp situation. Weird corner/edge cases looking much better now. :)
(https://i.imgur.com/safOGKC.png)
Just wanted to update you guys on the ramp situation. Weird corner/edge cases looking much better now. :)
(https://i.imgur.com/safOGKC.png)
I have a mock-up with grass transition on ramps flying around, it looks a little bit better. :)
Not really related to the tileset, but now that you guys have a direct line to the Toad about graphical changes to the game, do you think it would be feasible at all to make movement animations more fluid? So that instead of teleporting from tile to tile, the sprites would actually slide along the path?
Here's an example gif of how it looks in KeeperRL:
https://cdn.discordapp.com/attachments/467795961406816276/531687892381335552/Peek_2019-01-07_15-15.gif
I guess maybe this belongs more in the FotF.
I agree, having the sprites just bobbing around in general would make it really cool. There is an incredible amount of combat happens all at once. In a matter of seconds, several pages of combat logs can be filled. And with dwarves dodging from tile to tile, I'm having a hard time visualizing how this would look. Already, the blood, limbs, and teeth being thrown around gives some nice action to be seen.
Applying the bobbing would be to miners would be really cool too - having them shake around as they mine the tile. The graphics pack I currently use has the stone blocks go through a few different stages of being mined out which is also a really great way of showing something is happening. Wobbling around as they actively craft in workshops would also be nice.
No new animations are planned for now; those were all mock-ups showing Tarn how it would look ingame. We first have to do everything else; animations would be possible additions we might tack on at the end. That being said, if he adds a bit of code support for the community to create 2-3 frame animations using ALT_TILES for more objects/creatures, I'll be the first to make you guys a set with that. ;)
Now, it feels important for me to mention that I'm not talking about animations and redrawing of sprites, but more like, in the case of the zombie breathing example, taking the sprite, cutting it up by chest, legs and head, and disjointing them from each other, designating them as seperate parts, to be able to move them a bit around and create "animations" with one sprite. You could then generalize this method trough all sprites , to make a general idle animationThis is still an amazing amount of work. There are close to 3000 creatures sprites. Take them apart into pieces, lets say legs, arms, torso, head, means 6x3000.
One thing that has been bugging me since forever...
...is that the cat is absolutely monstrous. As big as a dog or a pig! I know you have limited options, having to show everything in a same-sized square, but the cats never stop bothering me.
Other potential scale issues (albeit not as strong ones): the goose and the muskox.
As someone who plays SS13, sprites are not exactly representative of the true size of something.
If you want everything scaled true to size it'd be hard to see (Somethings would be super tiny, others super large multi tile monstrosities), sizes would be all over the place and it'd no doubt be a massive pain to do that. Obviously the chicken and goose aren't as big as the horse for example.
If you want everything scaled true to size it'd be hard to see (Somethings would be super tiny, others super large multi tile monstrosities), sizes would be all over the place and it'd no doubt be a massive pain to do that. Obviously the chicken and goose aren't as big as the horse for example.I am pretty sure that noone wants this. See size of a dragon and what would happen with linear scaling (even if dragon can take a bit more than a single tile).
So I personally think it's perfectly fine but I'm also used to all things being in 32x32 pixels as a max limit regardless of their real size. What matters most is that you can make out what the thing is, even just having a basic "small things are 10x10, medium are 32x32 large are..." type thing would still be a pain.It is probably also hard, but cat, dog, goose are really weirdly sized in this example. Note that it may turn out that smaller animals are not much better - we see higher static images, in actual gameplay it will work differently.
And then to satisfy everyone, we'd have to make all relative sizes accurate. And then we'd have elephants that take up about 12 tiles...Accurate would not work. But ensuring that things drastically smaller than something else have at least a bit smaller image may cover nearly all real complaints.
Blazerules pretty much describes my approach to the problem.
For example, the big cat bothers you but the dog being over 3/4 the size of a cow is ok? Well - there's gonna be 100 people for whom the dog is the bigger problem. And then to satisfy everyone, we'd have to make all relative sizes accurate. And then we'd have elephants that take up about 12 tiles...
I won't be surprised if Meph prepares a mod that makes the relative sizes more accurate, but I chose clearer representation of the creature and more interesting details in favour of accurate sizes, because I believe the latter is a lost battle already, what with every possible creature occupying just one tile right now. If that ever changes? I'm all for it.
I'm open to a few small corrections, I'll try to do the cat somewhere down the line, but probably only after we have all other graphics ready.
Well, I don't have a tiger mane atm, but I can give you the formerly mightiest of all creatures:
BEWARE THE GIANT SPONGE!
(https://i.imgur.com/ihO6Jnu.png)QuoteNow, it feels important for me to mention that I'm not talking about animations and redrawing of sprites, but more like, in the case of the zombie breathing example, taking the sprite, cutting it up by chest, legs and head, and disjointing them from each other, designating them as seperate parts, to be able to move them a bit around and create "animations" with one sprite. You could then generalize this method trough all sprites , to make a general idle animationThis is still an amazing amount of work. There are close to 3000 creatures sprites. Take them apart into pieces, lets say legs, arms, torso, head, means 6x3000.
Please don't get your hopes up on any fancy animations.
EDIT: Toady is really fast. I'm impressed.
Ps: Where are those sponges supposed to.. grow i guess?
the combat mechanics of v0.40 have made it invulnerable no longer, due to the mechanics of pulping. Due to the sponge's weak material properties (even weaker than flesh), pulping sponge tissue with blunt weapons is surprisingly not too difficult. However, their large size means they can shatter bones, articulations, bruise organs or even kill a dwarf via headshot using their default push attack. They may also themselves pulp body parts beyond recognition, as the push attack is also a blunt attack.
(...)
If some hapless dwarf appears near their water, giant sponges may feel suddenly threatened and charge (!) the hapless dwarf and engage in combat - the only occasion when they move at all. They may also become enraged or unconscious or feel pain, as utterly improbable as that sounds.
Ps: Where are those sponges supposed to.. grow i guess?
See DF Wiki - http://dwarffortresswiki.org/index.php/DF2014:Giant_sponge - it has location info and gems such asQuotethe combat mechanics of v0.40 have made it invulnerable no longer, due to the mechanics of pulping. Due to the sponge's weak material properties (even weaker than flesh), pulping sponge tissue with blunt weapons is surprisingly not too difficult. However, their large size means they can shatter bones, articulations, bruise organs or even kill a dwarf via headshot using their default push attack. They may also themselves pulp body parts beyond recognition, as the push attack is also a blunt attack.
(...)
If some hapless dwarf appears near their water, giant sponges may feel suddenly threatened and charge (!) the hapless dwarf and engage in combat - the only occasion when they move at all. They may also become enraged or unconscious or feel pain, as utterly improbable as that sounds.
Just wanted to update you guys on the ramp situation. Weird corner/edge cases looking much better now. :)This looks great, but now I'm imagining how much work it will be to make water look good flowing down all these crazy procedural angles.
(https://i.imgur.com/safOGKC.png)
No new animations are planned for now; those were all mock-ups showing Tarn how it would look ingame. We first have to do everything else; animations would be possible additions we might tack on at the end. That being said, if he adds a bit of code support for the community to create 2-3 frame animations using ALT_TILES for more objects/creatures, I'll be the first to make you guys a set with that. ;)Animations are a big effort relative to the payout, but making sprites slide from one tile to another should be pretty simple, it only requires sprites to be displaced dynamically from the center of the tile, and the only big requirement for that is that they be able to overlap the edges of the tile which it seems is already in the cards for big creatures. Then, it needs to be set up different for each action that uses it, but unlike proper animations with frames, it doesn't need to be done differently for each creature and equipment has no effect on it. Of course, it's Toady working on it and not you guys, so I know you can't definitively say anything, but I would expect that he can do it pretty easily, and would be willing to. Aside from stuff that's already all but confirmed, I think this would have by far the biggest impact on the look of the game relative to work put in. In fact, I think the only things more impactful are having different dimensions on the text and map tileset, seeing the background tiles behind creatures and items, and having sprites accurately represent equipment, wounds, and distinctive characteristics, the latter of which is a huge effort from everyone involved. Even the multi-level view is, I think, slightly less of a big deal aesthetically. It just feels bigger since we've already become accustomed to it in TWBT. And it will, of course, be handy to new players who aren't accustomed to z-levels.
Blazerules pretty much describes my approach to the problem.I think part of the problem is that the smaller end of the size range is spread a lot less carefully than the larger range. The coney is pretty much exactly the right size compares to the cavy, and the duck and chicken also have pretty much real life size, while the goose is only slightly smaller than it realistic is compared to them. And that puts the goose at a size comparable to somewhat bigger stuff. I'm not saying that you should go back and redo all those or anything, and I'm also not sure that's entirely a bad thing (might as well have more sprites use more pixels, and thus be more recognizable, compared to the alternate possibility) but I reckon that's the methodological thing which lead to it.
For example, the big cat bothers you but the dog being over 3/4 the size of a cow is ok? Well - there's gonna be 100 people for whom the dog is the bigger problem. And then to satisfy everyone, we'd have to make all relative sizes accurate. And then we'd have elephants that take up about 12 tiles...
I won't be surprised if Meph prepares a mod that makes the relative sizes more accurate, but I chose clearer representation of the creature and more interesting details in favour of accurate sizes, because I believe the latter is a lost battle already, what with every possible creature occupying just one tile right now. If that ever changes? I'm all for it.
I'm open to a few small corrections, I'll try to do the cat somewhere down the line, but probably only after we have all other graphics ready.
I think the area marked in magenta here is supposed to be a single flat side, but the shading makes the 3 marked triangles look like they are all angled differently. The transition between the two tiles in the orange box don't transition seemlessly like the other tiles.
(https://i.imgur.com/N5kk8Gp.png)
Nope, all three magenta triangles are at a different angle (the top one is supposed to be floor). Due to my mistake, the sprite is missing some shadow indicating this (I forgot to enable a layer).
The orange rectangle- there's an edge there, hence the lack of smooth transition.
Can't remember if it's been brought up, but any particular reason to not just simply have ramps be a half-tile thing (that is starting at the top and ending in the middle of the tile), so they'll look the same no matter what configuration they are in? Some level of detail lost true, and might look worse than I imagine, but probably the most accurate depiction possible.
Can't remember if it's been brought up, but any particular reason to not just simply have ramps be a half-tile thing (that is starting at the top and ending in the middle of the tile), so they'll look the same no matter what configuration they are in? Some level of detail lost true, and might look worse than I imagine, but probably the most accurate depiction possible.
That idea has been rejected, Mayday said, because that would make the multilevel view less appealing.
Animations are a big effort relative to the payout, but making sprites slide from one tile to another should be pretty simple, it only requires sprites to be displaced dynamically from the center of the tile, and the only big requirement for that is that they be able to overlap the edges of the tile which it seems is already in the cards for big creatures. Then, it needs to be set up different for each action that uses it, but unlike proper animations with frames, it doesn't need to be done differently for each creature and equipment has no effect on it. Of course, it's Toady working on it and not you guys, so I know you can't definitively say anything, but I would expect that he can do it pretty easily, and would be willing to. Aside from stuff that's already all but confirmed, I think this would have by far the biggest impact on the look of the game relative to work put in. In fact, I think the only things more impactful are having different dimensions on the text and map tileset, seeing the background tiles behind creatures and items, and having sprites accurately represent equipment, wounds, and distinctive characteristics, the latter of which is a huge effort from everyone involved. Even the multi-level view is, I think, slightly less of a big deal aesthetically. It just feels bigger since we've already become accustomed to it in TWBT. And it will, of course, be handy to new players who aren't accustomed to z-levels.
But yeah, no matter how you slice it, the cat is too big
(https://i.imgur.com/DqSCKLW.jpg)
Here is my proposal I posted on discord, I guess it is very similar to what Rekov suggest.
Just so you all can see it on here as well
PS: Is the discord something you can join, and what is the name if so?vettlingr was referring to the Kitfox Games discord, a link can be found on the wiki main page.
Rules for creating ramps:
1. Each of these points only moves along the z axis.
2. The center point always ends up exactly halfway between z-levels.
3. Move remaining points up or down to connect with their equivalents on neighboring tiles.
To demonstrate this, here is the little scene with the magenta and orange markings recreated by this methodSpoiler: demonstration (click to show/hide)
(https://i.imgur.com/ZrlayXU.png)
Would you say this is reasonably clear as a track roller? Bottom shows one on tracks with a gear assembly next to it.
I couldn't find any RL references to rollers. ^^
... But where's da rope? You need a rope to build a set of rollers in-game.
I'm not sure if this is an accurate representation. On the image below, the magenta tile goes down a full level, but the yellow tile only goes down a half level. I'm not a game mechanics expert, but I kind of thought objects on ramps counted as being on the bottom of the ramp, not halfway up.
It is probably also hard, but cat, dog, goose are really weirdly sized in this example. Note that it may turn out that smaller animals are not much better - we see higher static images, in actual gameplay it will work differently.I'd like to think that people who are used to random single symbols representing creatures would be more ok with pictures representing creatures.
But lion-sized housecat seems to be unfortunate.
I agree, the payoff would be huge. I do think showing gear is more important though, and i think multiple z-levels are as well.Although in retrospect my phrasing wasn't clear, I was still talking about relative to effort. Showing gear accurately needs at the very least a separate sprite for each type of gear and type of creature to wear it. It may also require a but of code support per thing, depending on how it's set up, although based on how he normally does things I would expect Toady can and will go for an easily expansible and moddable solution.
(https://i.imgur.com/ZrlayXU.png)I always assumed that they were equivalent to the "roller" portion of a rollercoaster. After all, a rollercoaster is basically a minecart track designed by the kind of person who might play DF, and the first rollercoasters were gravity railways anyway. In case you're not very familiar with rollercoasters, it's basically Mala's first mockup but with a chain on the gear because normally they're linked over multiple gears and the chain is linked to an engine below, next to, or otherwise out of the way of the track.
Would you say this is reasonably clear as a track roller? Bottom shows one on tracks with a gear assembly next to it.
I couldn't find any RL references to rollers. ^^
Maybe me seeing it just as a representation of what is there rather than as a literal thing helps? I don't see it as a lion-sized housecat. I just see it as a housecat. It's scaled up to make it easier to make out what it is, which is the most important thing, and its a nice looking bit of pixel art. Which is all I care about at least.It's a representation, but the point of moving away from ASCII is to have a better (that is, more representative) representation. One where you don't have to learn to "read" DF to be able to tell what you're looking at; where new players can tell just by looking rather than always loo[k]ing. Obviously, perfection is not attainable. But that hardly means it's meaningless to identify things that ought to be improved, and in a game with lots of giant animals, an oversized cat does have a substantial potential to be misleading. Furthermore, the illusion of meaningful sizes in the graphics is important to provide context for the game's fictional creatures, and it relies in the known creatures being accurate. For this purpose, although it's not the situation "a chain is only as strong as its weakest link", still each imperfection weakens the overall illusion, and this error, besides being quite noticeable, is also in one of the most recognizable creatures.
The same way I don't see the c symbol for cat as a literal representation of a cat. It doesn't seem like that far fetched of a thing? Most pixel art games do basically the same thing.
(https://i.imgur.com/9XY5wfM.gif)Why is there two chains? And although this might be a nitpick, it seems like this mess would get in the way of the wheels as well.
Three rollers in a row, with the chain/rope visible.
(https://i.imgur.com/9XY5wfM.gif)I think this is good enough. Dwarves certainly don't have reference images when they construct theirs.
Three rollers in a row, with the chain/rope visible.
This is a fallacious line of reasoning. Although the game doesn't fully represent this, the dwarf can be assumed to be working from schematics or to already know how the thing is supposed to work. It's intelligent design, and with the exception of strange moods, stuff in the game doesn't come to exist simply because a dwarf was dicking around and happened to stumble on something that basically got the job done.(https://i.imgur.com/9XY5wfM.gif)I think this is good enough. Dwarves certainly don't have reference images when they construct theirs.
Three rollers in a row, with the chain/rope visible.
Would be interesting to compare with a one chain version and so on, also. Does the roller sprite include the tracks underneath or are they transposed above tracks thanks to transparency?Seems to me there's no benefit at all to adding another layer for the sake of the latter.
Seems to me there's no benefit at all to adding another layer for the sake of the latter.
(https://i.imgur.com/9XY5wfM.gif)Much better. It would probably not work in reality. But I cannot imagine any reality-adjacent mechanism that would explain how minecarts are powered and match ingame usage.
Three rollers in a row, with the chain/rope visible.
I'm not sure if this is an accurate representation. On the image below, the magenta tile goes down a full level, but the yellow tile only goes down a half level. I'm not a game mechanics expert, but I kind of thought objects on ramps counted as being on the bottom of the ramp, not halfway up.
You're basically correct, the solution I've proposed, and vettlingr's appears to be identical, only go to 'half-depth' in those narrow canyon sections. The reason to do this is that it lets you keep the same slope for all ramps, and it simplifies what you're looking at visually.
(https://i.imgur.com/28MjgOE.png)
(...)
Hi
I would like to add my two cents to considerations about half-depth vs full-depth ramps.
I am all for half-depth ramp, firstly because they are easier to parse visually, but also because they seem more physically-consistent, let me show some examples.
1. Consistent vertical position of creature or item standing on ramp.
For game physics, it is most logical to assume that a creature standing on a tile (and with position not determined more precisely), physically counts as standing at the very center of the tile rectangle.
So from the side view:
(https://i.imgur.com/TEB2xKC.png)
As you can see with half-height ramp creatures standing at the center of the tile are always at the same height.
While with full-height ramps creature's vertical position depends on the shape of the ramp, while imho it should not.
2. Physics of channel-digging and ramp-building.
Side view:
(https://i.imgur.com/bVQtMSz.png)
I don't think a dwarf who is digging a channel is supposed to fill a ground hole on the next tile, but with Full-height ramps apparently it does. :P
Is it possible to make the stockpile tiles partially transparent so they stand out less?Note that the "underlying terrain" consists of moss/grass, plants, saplings, and mud in addition to the floor itself (and I would assume you've got spatters of various substances, such as blood and vomit as well).
They completely obscure the underlying terrain as-is, and are distracting.
I'm sorry, but transparency results in something completely unreadable:I think that looks fine, but that's the beauty of the world... everyone has a different way of looking at things :)
(https://i.imgur.com/tCn0aLt.png)
I'm sorry, but transparency results in something completely unreadable:
(https://i.imgur.com/tCn0aLt.png)
You could make stockpiles like zones, where they are only visible when you are in the menu. This could even be made a setting. Always visible vs. Only in menus.I wasn't going to mention zones, because that requires coding changes, and I've read that future work by Toady is going to revamp zones and stockpiles anyway.
An alternative going in a completely different direction would be to do something like those construction marking stakes, or those grids of stakes and ropes that archeologists use to mark off their sites. Basically have a little flag in each corner of the stockpile, with the color indicating the type of stockpile.
(https://i.imgur.com/dwPIy0l.gif)
You would need to work out where to place the stakes, and how many to have along the sides of stockpiles, etc, but it seems easy enough to do. Basically offset the stake sprite to the sides/corner of a tile as needed.
If we do hide them, my idea would be using borders. Transparency makes both sprites (ground and stockpile) less readable.I love this idea! :)
(https://i.imgur.com/sOuVrFS.png)
Why do you want to see what is under your stockpiles?
Why do you want to see what is under your stockpiles? I've never heard of using them for sapling growth prevention before.I use them to prevent sapling growths a lot. ^^
With your flags, that's not bad at all... but what happens when you have irregularly shaped stockpiles that flow around stuff... LOTS of flags?
having a dotted line run between flags, so the shape of the stockpile is more clear
Well, with floors under them, it's not a big deal... but I build stockpiles outdoors, and just about everywhere. I hate having to use "k" to see the underlying terrain. Either your borders or Mike's transparency would help with that, although the borders are my favorite. They could be a bit less like mini stone walls and even be partly transparent themselves, then I would be on cloud nine.QuoteWhy do you want to see what is under your stockpiles? I've never heard of using them for sapling growth prevention before.I use them to prevent sapling growths a lot. ^^
No idea why you'd want to see what's underneath, I think it was more a matter of principle. Stockpiles are player-assigned zones, not dwarf-constructed buildings.
If you see what's underneath, you can color-code them by building different floors underneath.
If we do hide them, my idea would be using borders. Transparency makes both sprites (ground and stockpile) less readable.
(https://i.imgur.com/sOuVrFS.png)
A thought... is it easy or hard (or impossible) to make the borders different colors based on the type of stockpile chosen when designated?I thought about that, or adding a sign, icon or text to it. Made some mock-ups long ago. ^^
I'm sorry, but transparency results in something completely unreadable:
(https://i.imgur.com/tCn0aLt.png)
But... unreadable how? I like this a lot more, because it makes it clear a "stockpile" is an abstract thing, rather than a physical construction.
You're right, that's definitely a reason. There don't need to be separate tiles for each material, though. I've been assuming that the sprites will be per general class of material and then will just inherit color from the raws dynamically, as now. And there isn't really any reason that a sprite can't inherit more than one color from raws.Seems to me there's no benefit at all to adding another layer for the sake of the latter.
Well, I mean, what if we want the rollers and minecart tracks to change color per their materials? It seems more difficult and inelegant of a solution to create N^2 different roller tiles.
I'm sorry, but transparency results in something completely unreadable:Well, a transparent stockpile wouldn't necessarily need to keep the checkered pattern, that's the kind of thing that can definitely be reimaginied in this kind of big graphical overhaul. But actually, that looks fine.
(https://i.imgur.com/tCn0aLt.png)
If we do hide them, my idea would be using borders. Transparency makes both sprites (ground and stockpile) less readable.This looks good, but I wonder about very big stockpiles. What about having this kind of small line on/around all stockpile tiles, and not just the ones at the edge? In other words, a stockpile design with a lot of transparency but not one with homogeneous transparency like Mayday's example.
(https://i.imgur.com/sOuVrFS.png)
That's basically an exploit, though. It can be said that there's no wrong way to play a single player game, but even so this kind of thing should probably not be considered too heavily in design. Same as things like quantum stockpiling or atom smashers.QuoteWhy do you want to see what is under your stockpiles? I've never heard of using them for sapling growth prevention before.I use them to prevent sapling growths a lot. ^^
What if you had the existing opaque griddy-thing, but made it blink between stockpile and ground tile, sorta like how items blink over stairways now? Best of both worlds, or distracting mess?Distracting mess.
I'm not sure how to represent the "north-south" running ropes, so I left them out.looks good imo
I'm not sure how to represent the "north-south" running ropes, so I left them out.
(https://i.imgur.com/0aJgays.png) (https://i.imgur.com/gouaQ6q.png)
Obviously having a unique color for each kind of stockpile isn't viable, but you could probably group stockpiles into a few colors, and then the objects in the stockpile should help clarify too.
EDIT: Added alternate with flags in a different corner.
If we do hide them, my idea would be using borders. Transparency makes both sprites (ground and stockpile) less readable.
(https://i.imgur.com/sOuVrFS.png)
I don't think it's a good idea to depict a lot of stockpile infrastructure (i.e. floors) where the game doesn't have any. Now, I wouldn't be opposed to the game having the current quick and dirty storage area stockpiles as well as organized "warehouse" stockpiles with floors, shelves, etc. but the graphics should try to follow the game where possible/reasonable (and, to make it clear: I think the artists are doing a very good job), so any such enhancements should come when/if the game has them.
(https://i.imgur.com/rzkmVuq.png)I really like this one.
Me too!(https://i.imgur.com/rzkmVuq.png)I really like this one.
(https://i.imgur.com/rzkmVuq.png)
I do like the idea of poles and ropes, but it might be a bit hard to read in busy forts, especially since it uses the tile above for the poles as well.
Edit: I tried testing it with TWBT, but sadly the stockpile doesn't count as a construction and doesn't support transparency. Would have been nice just to test it ingame ^^
Not sure how happy Tarn will be about printing a potential 5 layers. For example Grass + Bush + Stockpile + Bin + Item. But I think he will be open to suggestions.
Made some mock-ups long ago. ^^
It's 18 types btw: 17 base + 1 for custom settings.
Probably most stockpiles will end up on stone floors given the ease at which dwarves can expand underground. Are you thinking of having different stockpile boundaries depending on whether it is on stone, grass, sand, etc?Absolutely not. They need to be easily identifiable.
They lack that scary Night creature factor, maybe give the sprites a spooky light source and glowing eyes. Extreme hunch and long claws would also be a plus. What differes werebeasts from animal men otherwise?Probably most stockpiles will end up on stone floors given the ease at which dwarves can expand underground. Are you thinking of having different stockpile boundaries depending on whether it is on stone, grass, sand, etc?Absolutely not. They need to be easily identifiable.
Let's assume you get visited by a werebeast... would these be sufficiently werebeasty? :P
(https://i.imgur.com/qj1zWb3.png)
Im wondering if the checked stockpile pattern isn't very ingrained in DF by now. Deviating from it is a little soul-crushing don't you think?Not if you look through those: http://www.bay12forums.com/smf/index.php?topic=175652.msg8091873#msg8091873 That's 49 images, with 3 sets using a chessboard design for stockpiles. Most go with a "=" sign. I don't mind the checkerboard personally.
Let's assume you get visited by a werebeast... would these be sufficiently werebeasty? :PYes, those look identifiable and good.
I did a slight modification, I don't urge you to follow my example at all, just to illustrate a bit what makes beasts scaryOh, that's cool. :) Really helpful, since I just started the first mock-ups for the werebeasts. The body is a copy of the Minotaur body we use, because we kinda want to limit the hand/body positions for possible equipment. Guess it will still work with your hunchback. :)
Without any scary light effects or dark colours
The posture is asymmetrical. <- This is the most important
One shoulder is higher than the other
The head hangs on a slight hunchback
The chest, while muscular, is slouching
etc. etc.
without any scary light effects or dark colours.He said, adding a glow to the eyes and darkening the sprite a lot. :P
Not sure how happy Tarn will be about printing a potential 5 layers. For example Grass + Bush + Stockpile + Bin + Item. But I think he will be open to suggestions.Are these layers per tile? It should be rare enough not to be a big problem, I think, if that's the case. Otherwise it would be excessive but then, so would giving bins their own layer. A bin is an item that contains items, might as well just let it be closed if the cost is high.
We will do a few designs for trees, yes. Broadleaf, Conifer, Saguaro, Giant Mushrooms, Palms... not all trees for now, just the most different-looking ones.There's a lot of tradeoff in time and all that, but it would be good to do a bit more differentiation than that. Like, stone fruit look a lot like each other so honestly the only real difference sometimes is flower color, but then they all look different from like oaks or walnuts. Of course, different kinds of oaks have some variety in how they look, and the different sections of the walnut genus can look pretty different too. But most of the part of that which can be seen in this resolution can also be covered by color.
As I understand that in stockpile settings menu you will need an additional window where you can select an icon/banner/flag. As well as the required background color.You don't necessarily have to, it can also be procedurally chosen by the game according to what stuff the stockpile accepts. Either way, it'd be more work for Toady.
Maybe worth noting, those faintly colored segmented lines work don't work at all if one is color blind (or at least the mild red/green version which isn't all that uncommon), which yeah, minority concern and all but to me at least it's kind of straining on the eyes and doesn't help with identifying what kind of stockpile it's supposed to be at all (though I suppose it depends a lot with which colours are chosen as well).Yeah, but it's not like it's worse than the current situation even in that case.
Let's assume you get visited by a werebeast... would these be sufficiently werebeasty? :PIt doesn't look bad but together with the defined musculature, those red banana hammocks make it look like these guys are out of some kind of animal strip club.
(https://i.imgur.com/qj1zWb3.png)
I did a little mock up just for fun with serious and ridiculous examples.The same could be said about ASCII.
I like the wood, though I find stone and metal rods with stone plaques a better fit.
Im wondering if the checked stockpile pattern isn't very ingrained in DF by now. Deviating from it is a little soul-crushing don't you think? :D
Edit: Mh...That looks very monstrous. Which is appropriate.
(https://i.imgur.com/v0h3EOt.png)
They lack that scary Night creature factor, maybe give the sprites a spooky light source and glowing eyes.That is neither spooky nor interesting.
So that's why you posted the werebeast list, Meph! I suspected it, but now I've gotten it confirmed.Yeah, it's interesting just being able to ask Toady about all kinds of details in regards to procedurally generated content. ^^
Stockpiles: Why not everything at once? Ropes, Stakes, Signs, Checkerboard, Color-Coding, Transparency. Lets do it all:
(https://i.imgur.com/fH4En7y.png)
Vordak: Even the turtle is scared of itself. XDWorks surprisingly well, but ropes may look weird with dwarves walking through it.
Stockpiles: Why not everything at once? Ropes, Stakes, Signs, Checkerboard, Color-Coding, Transparency. Lets do it all:
(https://i.imgur.com/fH4En7y.png)
Now that's a snazzy looking stockpile!
I think your grid of solid dashed lines reads a little better than the transparent checkerboard, although that might just be on the grass. Especially the yellow/orange/brown one just makes the grass look kind of bumpy, or like there's different sized tufts of grass.
Works surprisingly well, but ropes may look weird with dwarves walking through it.
Dwarves walk through furniture all the time. ;)
The effect is much stronger on more neutral background.Spoiler (click to show/hide)
Dwarves walk through furniture all the time. ;)
...
Yeah, but they rarely unless placed weirdly seem like a complete obstacle the same way an area being fully roped off does (especially an area which will have frequent traffic back and forth while carrying goods or carting around wheelbarrows etc). Bit harder to uphold suspension of disbelief basically.
Slight change:
(https://i.imgur.com/7aEG2kD.png)
(https://i.imgur.com/tCn0aLt.png)
I like both of these options a lot more than the constructed-floor-look from mockups. I lean towards the meph one, if you could designate the border color I think that would make people happier too. Could you place this one in the inside neutral background image?To piggyback on Pillbo's post, how about removing the outside border and just making it a collection of dashed-line squares (but more visible)? It's simpler perhaps. This whole discussion started when I mentioned making the stockpile squares partially transparent. It has snowballed into elaborate (although nice looking) stuff that maybe has gone overboard? I'm not sure what to think, actually. Sleeping on this may help us all.Slight change:
(https://i.imgur.com/7aEG2kD.png)(https://i.imgur.com/tCn0aLt.png)
I'm not a fan of the ropes and flags option. Trying to make it look like a physical thing makes me think it should take labor and resources to make and that takes more changes.
(https://i.imgur.com/WpF94VB.png)
We will do a few designs for trees, yes. Broadleaf, Conifer, Saguaro, Giant Mushrooms, Palms... not all trees for now, just the most different-looking ones.
Maybe a sign for the stockpile content? (Super rough mock-up)
(https://i.imgur.com/EO5id56.png)
Finally: I don't envy you artists, having to balance diametrically opposed comments from everyone and their dog. You're doing a great job.And between their own plan, what their boss(es) want and time limitations.
I added borders to stockpile mock-ups for SteamDF over a year ago. XDThe chain and mechanism looks good. There's still a bit that I consider short of perfect, though. This would require extra work from Toady, but it would look a lot better if adjacent cases didn't have those brown things. Perhaps not worth Toady's time just for this one case, but a more diverse and powerful system of conditional adjacency graphics would be very useful in general. Barring that, it might be good to reimagine that connection so it's at least not as obtrusive; they look a bit much (particularly with regards to implicit height) even when it's just one by itself.
Edit: haha! Fluid roller animation with a single chain. I'm finally happy with the result.
(https://i.imgur.com/YK3OJbq.gif)
(https://i.imgur.com/9GAYomc.gif)
Almost happy with the chains ;)Is conveyer belt logic actually what underlies it? I'm pretty sure the rollercoaster-like design is still the most likely, so a single roller is appropriate. Plus, one at each end would tile poorly.
I'd suggest one roller in each end rather than a single one in the middle (with power distribution from the center of the side), as that would tie in with the underlying conveyor belt logic, and also the possible misinterpretation of a giant cog in an axle.
Finally: I don't envy you artists, having to balance diametrically opposed comments from everyone and their dog.That's a pretty rare case, though. Most of these have way more than two suggestions going on. And it's not like they have to listen to anybody, so it's only a resource to make the quality better. Fortunately, both of the people are long-time modders who very evidently care about the quality of the final product.
(https://i.imgur.com/WpF94VB.png)
I like the middle (slightly slack) ropes best.
Could we see the checkered tiles on grass? Need to know how they look over a more complex tile.
How would the signs work (assuming they make it in?) Would they be user-selected?
...snip...
1. Different floors/furniture for workshops based on material used; or transparent workshop ground so that you can see the constructed floor underneath.
transparent workshop ground would make it too hard to find workshops quickly when zoomed out. Semi-transparent might work, but otherwise I prefer Different floors/furniture for workshops based on material used
2. Different sets of furniture and items for different materials.
Yes, please
3. ...snip... What if we leave the bin open, showing one or a few of the items inside?
Yes, please
4. Item variations. Just like grasses and rock floors come in 1-4 options, the sprites for objects could have a small variety to them.
Yes, as long as the variation are small, so an item can't be confused with other types. But this low priority in my opinion!
Also: Stockpiles signs. (Last one is for custom stockpiles). I won't spoil the rest, the intent is to see if any are very unclear. ;)
(https://i.imgur.com/ahtoDHS.png)
Regarding those workshop floors, is that the idea for smoothed tiles?
E: Of those icons, the first, fifth, sixth, the one after gems and last two are not clear immediatelly (I guess one is wood, knowing the game).
Also: Stockpiles signs. (Last one is for custom stockpiles). I won't spoil the rest, the intent is to see if any are very unclear. ;)
(https://i.imgur.com/ahtoDHS.png)
Oh, wait... so what is the second from left-to-right? Looks like a grate or something.Cage/Animal stockpile
(https://i.imgur.com/sEDZVOU.png)
Speaking of casting shadows... (Just testing workshops without floor. Quick mock-up, you can still see a bit of rock floor I failed to remove XD)Nice without floor!
(https://i.imgur.com/fVkKOvY.png)
Speaking of casting shadows... (Just testing workshops without floor. Quick mock-up, you can still see a bit of rock floor I failed to remove XD)
(https://i.imgur.com/fVkKOvY.png)
Yeah, lets focus on sprites. :)1. I think let the furniture source its color from the material's raws, but there's no need for a special floor. It doesn't make sense that dwarves would want to do that, in the first place, and it also doesn't make sense that you can make a whole workshop AND nine tiles worth of floor for one stone, when normally it's nine stone to make nine floor tiles. Furthermore, it only limits the variety of appearance, prevents come customization, and requires many exceptions for magma furnaces &c which don't necessarily have floor everywhere.
We had a few ideas we discussed, that aren't coded yet. I'm curious what you make of it:
1. Different floors/furniture for workshops based on material used; or transparent workshop ground so that you can see the constructed floor underneath. Examples show stone/stone, wood/stone, stone/wood, wood/wood. Pros are that it's more realistic and offer more variety and customization option by the player; cons are that it might look chaotic and less readable. (Hence why stone floors are dark and stone furniture is bright, to keep the contrast high. The wood example shows what happens if both have the same hue and brightness.)
2. Different sets of furniture and items for different materials. Again, more customization, but harder to build uniform forts. Sprite count spirals out of control fast considerin the amount of items to be made. I think glass had around 60-ish objects that can be made.
3. Items in containers. The biggest culprits of monotone copy+paste areas in the game are stockpiles. All the fancy new object sprites, all hidden inside the one bin or barrel sprite. What if we leave the bin open, showing one or a few of the items inside?
4. Item variations. Just like grasses and rock floors come in 1-4 options, the sprites for objects could have a small variety to them.
(https://i.imgur.com/sEDZVOU.png)
Also: Stockpiles signs. (Last one is for custom stockpiles). I won't spoil the rest, the intent is to see if any are very unclear. ;)I'm intentionally doing this without looking at anything anyone else has said about it. Tried to look at it as though I didn't already know the stockpile types, to varying success. From left to right:
(https://i.imgur.com/ahtoDHS.png)
(https://i.imgur.com/iST1uld.png)So it was arrows, and wood. The feathers on the arrows are pretty huge, but maybe it can't be helped given size constraints. The wood still doesn't look like wood to me, but I think it should be fine in context.
Speaking of casting shadows... (Just testing workshops without floor. Quick mock-up, you can still see a bit of rock floor I failed to remove XD)As expected, the transparent looks great.
(https://i.imgur.com/fVkKOvY.png)
They're representing totally different things, though. The stockpile borders are the main visual component of it, so they need to be a bit more noticeable, while the workshop borders are just to make it clear which area you can't build other stuff on top of.Speaking of casting shadows... (Just testing workshops without floor. Quick mock-up, you can still see a bit of rock floor I failed to remove XD)
(https://i.imgur.com/fVkKOvY.png)
I like this new border around the grassy floor better than the one from a few pages back (http://www.bay12forums.com/smf/index.php?topic=173474.msg8114917#msg8114917):
(https://i.imgur.com/rzkmVuq.png)
I don't noticed the stone floor below the tables unless I zoom in. It just looks like it could be shadow.
Imo, workshops should be with floor, or options for transparency. Because really, unless in emergency, why would you want a building without a floor?Why would you want a building without walls or roof? A workshop isn't a building to begin with, and if you want an actual floor, you can build one the normal way. After all, adding the appearance of a floor to the sprite now won't change what's actually going on. But much of the time, it'll be indoors anyway since that's how dwarves live. I don't think the apparent silliness of grass all around your workshop is inaccurate to the situation and actually, if you look at relatively comparable things, for example in reconstruction medieval villages aimed at tourists, this is totally normal. There are never floors specially built for outdoor tasks. By the time you get beyond "medieval village" level of development, you can just build a building, floor and all, if you want to not be underground.
For workshops definitely transparent floor, but please remove the border too; it ruins the realism, and I don't really see the need for it? Would be nice if there was more sawdust/stone chippings on the floor and worktops too.The reason for the border is that the workshop in game is always a 3*3 square like that, and the border shows its real perimeter. Although I agree that it would look better without it, forgoing that border has the strong possibility to be confusing to new players. For that reason, I think borderless workshops are the sort of thing that should be in the steam workshop - it's a good idea, but because it's mostly and improvement for people who already have an ingrained conception of the real situation, it's best as a mod option.
Yeah, lets focus on sprites. :)
We had a few ideas we discussed, that aren't coded yet. I'm curious what you make of it:
1. Different floors/furniture for workshops based on material used; or transparent workshop ground so that you can see the constructed floor underneath. Examples show stone/stone, wood/stone, stone/wood, wood/wood. Pros are that it's more realistic and offer more variety and customization option by the player; cons are that it might look chaotic and less readable. (Hence why stone floors are dark and stone furniture is bright, to keep the contrast high. The wood example shows what happens if both have the same hue and brightness.)
2. Different sets of furniture and items for different materials. Again, more customization, but harder to build uniform forts. Sprite count spirals out of control fast considerin the amount of items to be made. I think glass had around 60-ish objects that can be made.
3. Items in containers. The biggest culprits of monotone copy+paste areas in the game are stockpiles. All the fancy new object sprites, all hidden inside the one bin or barrel sprite. What if we leave the bin open, showing one or a few of the items inside?
4. Item variations. Just like grasses and rock floors come in 1-4 options, the sprites for objects could have a small variety to them.
(https://i.imgur.com/sEDZVOU.png)
Although since we're talking about workshops, I'll mention a criticism I encountered which I agree with. The combination of top-down walls and not so top-down furniture is already a stress on people's perceptive abilities and there are a lot of potentials that something imperfect shatters the illusion that things make sense.* Specifically, the forge overlapping with the ostensibly taller wall to the north of it doesn't quite work. Not sure there's a good solution to this.I suppose you could visualize the walls as being cut-aways at floor level, but you're right that it doesn't make much sense. I suppose it's too late to push for a complete re-think and instead of top down, going for a Stonesense style isometric view?
If the aim is to limit the display to things that make sense in the game world, what about doing the kinds of borders that dwarves might actually make themselves. I'm picturing those little stone path-markers you sometimes see.For workshops definitely transparent floor, but please remove the border too; it ruins the realism, and I don't really see the need for it? Would be nice if there was more sawdust/stone chippings on the floor and worktops too.The reason for the border is that the workshop in game is always a 3*3 square like that, and the border shows its real perimeter. Although I agree that it would look better without it, forgoing that border has the strong possibility to be confusing to new players. For that reason, I think borderless workshops are the sort of thing that should be in the steam workshop - it's a good idea, but because it's mostly and improvement for people who already have an ingrained conception of the real situation, it's best as a mod option.
Since workshops as they are now are ultimately going to be replaced with a system much like the hospital one
That sounds interesting. Could have a metalsmith workshop without an anvil. I'd be curious to see the tech tree for this systemThat's regular far-future dev log stuff, not related to the graphical release.
4. Yes to varied tiles, but have an option to turn it off somewhere like varied grass tiles. My opinion.Another possibility would be to let people cycle through variants each time they place a bed or a cabinet. So you do B - B, then you select the material or whatever, and then you select the visual variant. You could say it might get tedious, but if it always remembered your last choice, it would mostly end up just being one more Enter press.
Re: forge - I'm still heavily in opposition to Patrick's idea for it. To me it doesn't make sense visually or from a gameplay point of view.Yeah, this is way better.
My forge looks like this (just with the furnace made thicker):
(https://i.imgur.com/8gaLbNs.png)
Re: view - I was specifically proposing a 3/4 top-down view, but Tarn decided to go for 100% top-down for the initial release.It would be cool if there was something powerful like a customizable offset on both axes so people could make pseudo-isometric and other cool stuff.
However, the only thing the game needs to support 3/4 top-down is giving an offset to the layers in multilevel view. So that's not totally off the plate (my personal opinion).
Re: workshop borders - the stone path makes sense above ground, not so much underground. It's purely a visual cue for new players that this is something special, not a bunch of constructed furniture. Since workshops as they are now are ultimately going to be replaced with a system much like the hospital one, I believe this is a good interim solution.I mean, is that happening before the Steam release? If the interim solution is the one that's going to be at official launch, it shouldn't be treated as a placeholder. Therefore it's probably preferable by default to use a visual indicator which is less wrong and misleading, at least by default.
The problem here is that the diagonal floor tiles were used to reinforce that cue (to make the workshops stand out from other rooms). If we get rid of them and just leave normal grass underneath, the borders don't match the rest anymore.They don't really have to. The borders only represent a cordon indicating the workshop area. Coloring them according to material might be good but I don't think it's strictly necessary.
I don't have a problem with the size of the cat. It between the size of a bunny and a horse.It's also bigger than the duck, chicken, turkey, and even goose.
TTTLLLCCC
TTTLLLCCC
TTTLLLCCC
sssxxxbbb
sssxxxbbb
SSSSS
SwwwS
SwwwS
SwwwS
SSSSS
Not sure if this was asked yet, but why can’t stockpiles be toggled to only be observable when accessing them in the menu? I personally dislike the fact you can’t toggle them off as they are distracting.Ha, I'm so used to that dfhack option (dfhack can hide them), that I didn't consider that we could do an extra setting for that.
Modder’s are going to keep this game relevant over the long dev cycles, so catering to that in any way possible is the intelligent move here for Toady.Don't worry, I'll be doing my best to get as much mod-support as possible.
Imo, workshops should be with floor, or options for transparency. Because really, unless in emergency, why would you want a building without a floor?
Ha, I'm so used to that dfhack option (dfhack can hide them), that I didn't consider that we could do an extra setting for that.
QuoteRe: view - I was specifically proposing a 3/4 top-down view, but Tarn decided to go for 100% top-down for the initial release.It would be cool if there was something powerful like a customizable offset on both axes so people could make pseudo-isometric and other cool stuff.
However, the only thing the game needs to support 3/4 top-down is giving an offset to the layers in multilevel view. So that's not totally off the plate (my personal opinion).
Just like in Cataclysm: Dark Days Ahead. I always play it like that, it looks brillant in a simple way, adds (litterally) so Much depth to the image, by giving walls a sense of height. It just makes the worls come alive visually, and immerses me so much more. To me, that would be AMAZING for DF. I would absolutely love this. It would fit the aesthetic, if it could be made easily readable, with no walls overlapping tiles you should be able to see, and all that jazz.
Also, im in love with stonesense. Like, completely. Please
take as many of the qualities it has, and bring it to vanilla DF.QuoteSince workshops as they are now are ultimately going to be replaced with a system much like the hospital one, I believe this is a good interim solution.I have waited for this. Does this mean that we'll soon have to make appropriate tools for the individual workshops? Cant wait! Oh lord the immersion!
Just like in Cataclysm: Dark Days Ahead. I always play it like that, it looks brillant in a simple way, adds (litterally) so Much depth to the image, by giving walls a sense of height. It just makes the worls come alive visually, and immerses me so much more. To me, that would be AMAZING for DF. I would absolutely love this. It would fit the aesthetic, if it could be made easily readable, with no walls overlapping tiles you should be able to see, and all that jazz.Sure, we'll just redo everything. No biggie. :P
Also, im in love with stonesense. Like, completely. Please
take as many of the qualities it has, and bring it to vanilla DF.
Is it something that a regular tileset maker would be able to do if they wanted (once the update is done)? Or something CDDA does that's just fundamentally different?QuoteJust like in Cataclysm: Dark Days Ahead. I always play it like that, it looks brillant in a simple way, adds (litterally) so Much depth to the image, by giving walls a sense of height. It just makes the worls come alive visually, and immerses me so much more. To me, that would be AMAZING for DF. I would absolutely love this. It would fit the aesthetic, if it could be made easily readable, with no walls overlapping tiles you should be able to see, and all that jazz.Sure, we'll just redo everything. No biggie. :P
Also, im in love with stonesense. Like, completely. Please
take as many of the qualities it has, and bring it to vanilla DF.
Isometric isn't supported by the update we are making. I'm not familiar with CDDA, but I don't think it has multiple Z-levels (?)
The stockpile sign for leather had me stumped... maybe make the hide's legs a bit longer.
This is potential future stuff, neither of these features are currently slated for the next update, and even that will only be "soon" under quite a generous definition. Considering the amount of other stuff that's of higher immediacy and the general pace of Toady's work, it can still be considered quicker than expected if either of those things happens in this new decade.QuoteRe: view - I was specifically proposing a 3/4 top-down view, but Tarn decided to go for 100% top-down for the initial release.It would be cool if there was something powerful like a customizable offset on both axes so people could make pseudo-isometric and other cool stuff.
However, the only thing the game needs to support 3/4 top-down is giving an offset to the layers in multilevel view. So that's not totally off the plate (my personal opinion).
Just like in Cataclysm: Dark Days Ahead. I always play it like that, it looks brillant in a simple way, adds (litterally) so Much depth to the image, by giving walls a sense of height. It just makes the worls come alive visually, and immerses me so much more. To me, that would be AMAZING for DF. I would absolutely love this. It would fit the aesthetic, if it could be made easily readable, with no walls overlapping tiles you should be able to see, and all that jazz.
Also, im in love with stonesense. Like, completely. Please
take as many of the qualities it has, and bring it to vanilla DF.QuoteSince workshops as they are now are ultimately going to be replaced with a system much like the hospital one, I believe this is a good interim solution.I have waited for this. Does this mean that we'll soon have to make appropriate tools for the individual workshops? Cant wait! Oh lord the immersion!
I think it might be best if the artists didn't manually create each and every ramp tile, but instead there were some script baked into the build system that automatically pre-generates those tiles, before the game is even run. Then you save some tedium for the artists without creating any performance hit in the graphics processing while the game is running.
Depends on the floor sprites. Each floor material would need a pre-made set of ramps. There are 40 grasses and 231 inorganics, plus some river/brook/magma/ice/(a few) mushroom-cap ramps. Let's make it 300 possible floor materials. Now those can mostly be rough, smoothed or engraved. Makes around 900.Ouch. And that is without transitions between various tile types.
All of which might have a track-tile on top, of any of the track directions, of which there are 14. Those need the correct shading of course.
Rekovs set has 72 ramps.
So you have 900*14*72 sprites. Just a meager 907.200 sprites.
Obviously I'm exaggerating a tiny bit, but yeah, automated shading by adding a brightness layer is the nicer solution in the end. Especially for modders/tileset authors adding their own content.
Isometric isn't supported by the update we are making. I'm not familiar with CDDA, but I don't think it has multiple Z-levels (?)
Depends on the floor sprites. Each floor material would need a pre-made set of ramps. There are 40 grasses and 231 inorganics, plus some river/brook/magma/ice/(a few) mushroom-cap ramps. Let's make it 300 possible floor materials. Now those can mostly be rough, smoothed or engraved. Makes around 900.Although I don't know where 231 inorganic floors is coming from, surely they can mostly just be grouped as soil, sand, stone, smoothed stone, engraved stone, and like a dozen constructed types (even including blocks)? It's not like you'd have to apply it separately to dynamic stuff like material colors. Although representing different stones accurately is important for a game that spends so much player time underground, how many stone types really need their own texture? After all, their form is mostly determined by what's been done to them and things like grain size are gonna be
All of which might have a track-tile on top, of any of the track directions, of which there are 14. Those need the correct shading of course.
Rekovs set has 72 ramps.
So you have 900*14*72 sprites. Just a meager 907.200 sprites.
Obviously I'm exaggerating a tiny bit, but yeah, automated shading by adding a brightness layer is the nicer solution in the end. Especially for modders/tileset authors adding their own content.
Not every time it loads -- every time it's built.Since it's top down, there's no inherent need to use script for this. You can also just make ramps an overlay with either alpha transparency. Even though there's alpha, you only need one color channel so it'll still be smaller than normal images. (polychromatic images could be supported but I can't think why you would want to in this case, even in the context of modding.
This means the game ships with the pre-generated files, and without the generation script. The script would reside only in Toady's development directory.
I don't think the idea is to have a set of ramp tiles for every conceivable type of terrain. Instead you render terrain as two layers. You have your base layer, which is used to determine the color/pattern of the terrain. Then you overlay a shading layer over it to create the illusion of hills/ramps/etc.Correct.
I don't think the idea is to have a set of ramp tiles for every conceivable type of terrain. Instead you render terrain as two layers. You have your base layer, which is used to determine the color/pattern of the terrain. Then you overlay a shading layer over it to create the illusion of hills/ramps/etc.That's significantly more expensive than the way I described. I don't think it's that much harder for people to make two single channel images than one four channel image, is it? Even if it is, it would probably be better to have the game generate those two images from the four channel image rather than use it directly.
Here is the shading layer I've come up with. I use yellow for the highlights and blue for the shadows:Spoiler (click to show/hide)
The shading layer is placed over the terrain layer, in my case using the Overlay blend mode:Spoiler (click to show/hide)
I saw this on the discord so I thought I would post it here. Would it be possible to make 3d looking walls instead of the straight top-down walls?They said it would look weird with multi-level view.
Also, how are stairs going to be handled in the premium tileset?There's an image here: https://bay12games.com/dwarves/imgs/walls_floors.png
Engravings are directional--only the side the engraving dwarf stood on will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile.
:Provided the 'natural time' wasn't subjected to rather tight time constraints. Sure, I'd like the added ability to work different sides separately, but I'd rather have less confusing/more precise stockpile settings, for instance, if only one of the two could be implemented. Also, coding for enhanced wall manipulation is most likely wasted in the longer perspective, as the map rewrite probably will toss the current system away, so it would have to be implemented from scratch in the new system (which would be another 'natural time' for its implementation, again with fierce competition for the implementation of other worthy contenders).
It's a natural time to unify the graphics and the mechanics. Let people smooth/engrave walls from specific sides, and show the status of walls from multiple sides.
I made this, just as a proof of concept that 3D walls are fully possible witth the new system. Also it's up to you to decide wether filling in the black with a texture is a good thiing or not.Not with multilevel view.
Why wouldn't it work with multilevel? If multiple of these 3d wall tiles are on top of each other, only the topmost one should show, right?This is also my impression. I used the same method as all the other walls were made, seen below:
(https://i.imgur.com/uRFpQuT.png)
I made this, just as a proof of concept that 3D walls are fully possible witth the new system. Also it's up to you to decide wether filling in the black with a texture is a good thiing or not.
The problem with vettlingr's background is that it looks like it contains information, when there should be none. It's unexplored rock (and doesn't look like rock). Sure, it's possible to exploit how DF builds its biomes and geo biomes to show the boundaries you know are there because you know the rules (assuming you do), but I don't think those "arbitrary" design decisions should be made visible, as they're more unfortunate side effects than intended functionality.
Unexplored should be hidden (which is a conscious design decision in DF). The fact that it's unknown can be conveyed in various ways, with and without variation (vanilla DF has some variation, for instance).
The problem with the examples you gave with Oxygen Not Included, Rimworld, etc. is that those games don't have different types of rock, so it all might as well be brown or whatever, even if hidden.
However, in DF, you don't know what the color of stone is until it's been revealed. It makes no sense to make all the hidden stone a shade of brown or something like that when it's hidden, because there is large variety in DF with stone colors, and in the game world all that stone that looks brown would actually be white and blue and green and yellow.
Thus I think it's best to use black or dark gray or some other dark, neutral, "default"-looking color to represent hidden stone.
This is just me playing around in Photoshop again.
(https://i.imgur.com/DbzlguJ.png)
While pure black/dark gray does look fine, I think having some kind of subtle texture/adding details would be a positive. The little stars and crosses in ASCII don't only make for prettier mountains, they also make "flipping" through layers visible, which is very usable for a stairwell-user like me. It should also prevent some new players from accidentally shifting down a few levels, and then getting lost because they are not getting any visual response when trying to shift back up.
Maybe have unexplored rock be solid or have a super slight texture with occasional animated sparkles or something. Just to fill in the emptiness with something mysterious. Like voliol says, if everything is all grey, moving in z-layers won't have feedback. Maybe have some shadowy tendrils that shift through the darkness. Just anything to make different layers stand apart.
Maybe make it so that the deeper you go the more sparkles and tendrils you see. Just to emphasize that you might be digging too deep and too greedily.
Grey background is more confusing than black. It looks like it's floor tiles.
Can't it feel both tempting and a bit dangerous? Some sparkles to show that there's some riches hidding but also some swirls in the darkness to mean that there's unknown dangers too.
Here is part of what I was talking about, mocked up with what I believe are constructed walls made from blocks, not sure:
(https://i.imgur.com/c0BXhjK.png)
Obviously you could come up with a pattern that's less regular than a series of elongated blocks, but the idea is that single-tile-thick walls get filled in completely.
Simple test with a slight texture on the unrevealed tiles:Spoiler (click to show/hide)
While I'm working on making walls thicker right now, this look is very much in contrary to what the community apparently works.
Rough carved walls are supposed to look very similar to walls constructed from rough blocks.
Smooth carved walls are supposed to look very similar to walls constructed from smooth blocks.
Engraved carved walls are supposed to be almost the same as engraved walls constructed from smooth blocks.
So I'm basically working on some very different designs right now to support that.
Simple test with a slight texture on the unrevealed tiles:Spoiler (click to show/hide)
This is a more complicated question. Back when I added constructed walls, the intent, and as I recollect, the prevailing sentiment, was allowing you to patch up holes in your walls without the fort looking like a patchwork. I agree the smoothed picture will look better, but as I currently understand it, we shouldn't make constructed walls look different. Unless opinions have changed. Obviously an option would be best, but that's fiddly, and keeping the default the same way may avoid an outcry.
Speaking for myself, I love the idea of rough constructed walls matching rough natural walls, and block walls matching smoothed stone walls (after all, mere humans manage it pretty well.)
I don't like these walls for smooth walls of either variety, though. The general consensus for tileset artists has been that smoothed natural walls are marble tile in a bank smooth, which is a good look in a fortress when you've put the dwarfpower into it.
[snipped Phoebus pic]
Rekov: I have pretty much the same opinion as you, my wall sprites take up about 16px, so that they fill a square entirely.I really like themSpoiler (click to show/hide)
Simple test with a slight texture on the unrevealed tiles:Looks good though more variation would be nice (especially to give feedback that z level changed when entire level is black)Spoiler (click to show/hide)
While I'm working on making walls thicker right now, this look is very much in contrary to what the community apparently works.I just grabbed an example that seemed relatively easy to widen, I didn't mean anything else by it. As Bumber mentioned, didn't Toady talk about being able to smooth/engrave constructed walls so that they would resemble smooth walls?
Rough carved walls are supposed to look very similar to walls constructed from rough blocks.
Smooth carved walls are supposed to look very similar to walls constructed from smooth blocks.
Engraved carved walls are supposed to be almost the same as engraved walls constructed from smooth blocks.
So I'm basically working on some very different designs right now to support that.
Since many people like to patch up their forts perfectly, and others want constructions to be distinct, the current thinking is to go ahead and allow constructed walls to be smoothed and engraved like regular walls. Engraving constructions is a long-standing request, so even better.So then you would need constructed walls from logs/boulders, constructed walls from blocks, and smoothed constructed walls (or these would just resemble normal smoothed walls)? Who knows if constructed walls out of non-stone materials will be smoothable/engravable, and what that ought to look like.
Rekov: I have pretty much the same opinion as you, my wall sprites take up about 16px, so that they fill a square entirely.I'm definitely with you on this one. There's enough empty blackness in this game, no need to force more I to a situation where it can only serve to misleading people into thinking there might be something different in between two walls. Plus, a completed fortress area should appear solid and not full of the unknown anyway, just on general thematic principle. Empty void between wall edges just doesn't make sense, and limiting your walls to thin lines doesn't convey the physical gravity that the inside of a mountain very well ought to have. However, the idea implied by earlier in this thread is also viable; you can have a general stone texture in between the walls which is colored to match the stone type when that's known. Then other things can be done with different textures and the way they fade into each other and into the unknown area texture. This has the disadvantage that, being different from how anything in DF currently works, it would probably be a hassle for Toady. It has the advantage that it doesn't prevent him from adding stuff to reveal non-visible tiles in future releases. Although that could be done other ways too.Spoiler (click to show/hide)
Mike isn't a big fan of this, which is why we made both versions for now, thin and thick walls.
We also have little pebble-sprites to fill in a few random unrevealed tiles in the fog of war, just like the occasional # , . ' that you see in ASCII, but a variation of slight rock-like texture is a nice idea. Giving information about the unrevealed walls, like color or material is a no-go.The pebbles and the bad texture aren't incompatible.
Simple test with a slight texture on the unrevealed tiles:I think the way this is implemented is not a distraction or misleading, so it's a success in that regard, however the actual texture used is kind of gross. Looks like silty dead mud (as in, small particles without healthy organic matter) that dried out in the sun. If this gets implemented, please do something not gross. Also, keep in mind that it doesn't have to be drawn out on the same scale as everything else.Spoiler (click to show/hide)
Pretty sure ain't nobody voted on what you just described, and I haven't seen it said either. People voted that block-constructed walls should be able to look similar to smoothed walls so that your fort can look nice and tidy. Nobody voted on thin or thick walls, which I'm can't tell if you're trying to imply or if this is brought up as an incidental. I definitely don't think you can correctly infer from the poll that people want block-built walls to look like your current implementation of stone walls of any particular sort. But also, nobody voted on different kinds of block walls. Since the goal from everyone who described their votes and who said similar things in previous discussions over the years (including, at times, with regard to Stonesense) is to be able to patch up holes in places that look nice, I don't think raw stone and rough blocks, therefore, need to look totally similar to respect the intent of the public.Here is part of what I was talking about, mocked up with what I believe are constructed walls made from blocks, not sure:
(https://i.imgur.com/c0BXhjK.png)
Obviously you could come up with a pattern that's less regular than a series of elongated blocks, but the idea is that single-tile-thick walls get filled in completely.
While I'm working on making walls thicker right now, this look is very much in contrary to what the community apparently works.
Rough carved walls are supposed to look very similar to walls constructed from rough blocks.
Smooth carved walls are supposed to look very similar to walls constructed from smooth blocks.
Engraved carved walls are supposed to be almost the same as engraved walls constructed from smooth blocks.
So I'm basically working on some very different designs right now to support that.
It should be noted that the poll on walls is from before Toady announced he's going to allow us to smooth and engrave constructed walls. Not sure how much that changes the community's opinions, but they probably don't need to look too similar anymore.Did Toady actually announce this? I checked the devlog, the Steam announcements, and FotF and didn't see anything of the sort. Mind linking where it was mentioned, or at least pointing me in the right direction?
Did Toady actually announce this? I checked the devlog, the Steam announcements, and FotF and didn't see anything of the sort. Mind linking where it was mentioned, or at least pointing me in the right direction?
While I'm working on making walls thicker right now, this look is very much in contrary to what the community apparently works.
Rough carved walls are supposed to look very similar to walls constructed from rough blocks.
Smooth carved walls are supposed to look very similar to walls constructed from smooth blocks.
Engraved carved walls are supposed to be almost the same as engraved walls constructed from smooth blocks.
So I'm basically working on some very different designs right now to support that.
Simple test with a slight texture on the unrevealed tiles:Spoiler (click to show/hide)
I think this runs the risk of looking like asphalt floors with ramps on the level below. Maybe something more abstract is needed.
Ah, thanks. I guess I must have been distracted by the pretty pictures.Did Toady actually announce this? I checked the devlog, the Steam announcements, and FotF and didn't see anything of the sort. Mind linking where it was mentioned, or at least pointing me in the right direction?
http://www.bay12games.com/dwarves/
03/25/2020 entry, near the end of the second to last paragraph.
Maybe have unexplored rock be solid or have a super slight texture with occasional animated sparkles or something. Just to fill in the emptiness with something mysterious. Like voliol says, if everything is all grey, moving in z-layers won't have feedback. Maybe have some shadowy tendrils that shift through the darkness. Just anything to make different layers stand apart.
Maybe make it so that the deeper you go the more sparkles and tendrils you see. To emphasize that you might be digging too deep and too greedily.
Here is part of what I was talking about, mocked up with what I believe are constructed walls made from blocks, not sure:
(https://i.imgur.com/c0BXhjK.png)
Obviously you could come up with a pattern that's less regular than a series of elongated blocks, but the idea is that single-tile-thick walls get filled in completely.
I have to say, I don't really like the look of those walls very much.Here is part of what I was talking about, mocked up with what I believe are constructed walls made from blocks, not sure:Obviously you could come up with a pattern that's less regular than a series of elongated blocks, but the idea is that single-tile-thick walls get filled in completely.Spoiler (click to show/hide)
(Either type.)
These walls, I guess, look too messy. All those little blocks make it seem irregular and cobbled together, and broken, instead of one cohesive smooth wall, and sort of reminds me of human teeth.
What I had in mind, at least, was smoothed natural stone walls like these in India: https://hiddenincatours.com/enigmatic-barabar-caves-india-lost-ancient-high-technology/
http://www.pragyata.com/mag/the-ancient-barabar-caves-near-gaya-808
all a beautiful high gloss, and that block walls, through superior craftdwarfship, would match them in their mirror polish, definitely not that dwarves would carve natural walls to look like blocks.
I don't dare speak for Toady beyond quoting, but we appear to agree that the two smoothed cases should match, so I can mine some ugly malachite vein out of my beautiful marble dining room, and then fill in the gaps with a marble block wall that only a master mason could tell from the natural smoothed stone? (It would be nice if they matched as far as climbing goes as well, but that's not in your hands, I know.)
I'll admit I'm less concerned with rough mined walls and boulder walls, but I wonder if it would bother anyone for them to match as well. It would certainly reduce the number of unique tiles needed if the cases were reduced to "smooth," as above, and "rough" as below:
https://image.shutterstock.com/image-photo/straight-adit-medieval-mine-banska-600w-1456725656.jpg (dug mine)
https://as2.ftcdn.net/jpg/01/19/13/45/500_F_119134596_3qvL4si0ieZNJTZ4jnbYuKIaiRxnplBj.jpg (boulder wall)
Just as an aside, does it make sense for this thread to be in a subforum of "DF Modding"? I think it'd have more visibility somewhere else, and it's not modding if it's official :P+1
Agree. At first it was fine here, but it's very...well, very Dwarf Fortress, for new people to have to dig two layers into the mods forum to find somewhere to comment on the game graphics.Just as an aside, does it make sense for this thread to be in a subforum of "DF Modding"? I think it'd have more visibility somewhere else, and it's not modding if it's official :P+1
This thread is also getting even more focus now that Toady has shifted over to work on the graphics. As for its destination, DF general seems apt, no? All the other ”official development threads” are over there.Agree. At first it was fine here, but it's very...well, very Dwarf Fortress, for new people to have to dig two layers into the mods forum to find somewhere to comment on the game graphics.Just as an aside, does it make sense for this thread to be in a subforum of "DF Modding"? I think it'd have more visibility somewhere else, and it's not modding if it's official :P+1
I'm not the judge of that. ^^
What would you guys think about unique corpse and remains sprites? Now that vermin all get a unique sprite, it's a bit odd to have a single sprite for all remains.
(https://i.imgur.com/0WUMp7u.png)
The top one favours visual simplicity, while the bottom one more accurately represents how ramps function in game in terms of fluid mechanics. They both work and make sense. It's just a matter of choices now.(Nearly caught up on this thread after a long lag. Plenty of room to have been Ninjaed, though.)
(https://i.imgur.com/2K9xiFS.png)
The kind of roller that you've depicted there isn't normally powered, and I'm having a hard time imagining how it would work with a minecart on top, since minecarts do, after all, have wheels. Seems like you'd basically need to take the cart off the track and turn it on its side or something? I don't know, I've only ever seen these used in packaging facilities and playgrounds.My impression was that the power-rollers were much as I think you alude to in packaging facilities (here (https://www.amber-industries.ltd.uk/power-gravity-roller-conveyors.html), on the first random site I found with a nice set of puctures) but instead of alternating with unpowered gravity/momentum rollers they are raised up and between the tracks such that they act on the underside of the cart bucket somewhat like a vertical friction wheel (https://coasterpedia.net/wiki/Friction_wheel) (the gear-version of the imagery would work exactly like that but might be less forgiving with under-/over-speed conjuctions with the payload).
I'm not the judge of that. ^^
What would you guys think about unique corpse and remains sprites? Now that vermin all get a unique sprite, it's a bit odd to have a single sprite for all remains.
(https://i.imgur.com/0WUMp7u.png)
What would you guys think about unique corpse and remains sprites? Now that vermin all get a unique sprite, it's a bit odd to have a single sprite for all remains.
Absolutely!
What would you guys think about unique corpse and remains sprites? Now that vermin all get a unique sprite, it's a bit odd to have a single sprite for all remains.
(https://i.imgur.com/0WUMp7u.png)
I kind of like the idea of blue grey with sparkles tbh.I think, when I very first started out (vanilla codepage graphics) I imagined the filler-chars were something real. Older and wiser these days (still stuck on vanilla, personally, though enjoying these graphics mightly, nontheless) but I'd warn about making any "sparkles" or swirls too much like something to immediately dig for, for the expected novice user.
Edit: Kinda like this, so one could imagine there's a slight crack running down the bottom of it where fluids etc could flow.In the one place in that image (edit: two places! Didn't realise how wide the image was...) where it counts (place where a bunch of water might initially sit and yet flow out through a ramped pinch-point) that's pretty much as I imagined avoiding double-steep ramping but not setting up an area that looks less drainable than it is. And looks like it would 'work' physically (if not actually be inevitable, the first time it rained...). And in the places without a distinct feed-pool it still looks ok and like the result of an eroding rivulet from Z+1Spoiler (click to show/hide)
Is there a separate thread for menu UX redesign or can one start rambling in here :D ?
(https://bay12games.com/dwarves/imgs/planned_room.png)
The wall spite isn't displaying the sides when there's a door. It looks like the wall just cuts off.
I prefer if the walls were to act the same as in the door on the right, the planned door. In the door on the left, the wall spite just looks like it stops suddenly instead of closing. In fact, some of the rocks in the walls are cut right in half.(https://bay12games.com/dwarves/imgs/planned_room.png)
The wall spite isn't displaying the sides when there's a door. It looks like the wall just cuts off.
I would prefer that, actually.
Is there a separate thread for menu UX redesign or can one start rambling in here :D ?Already answered by Manveru Taurënér, but this thread is specifically about the graphics, with Meph and Mike Mayday being the lieutenants in charge of the thread under the villainous boss of Toady the One. Unless the artists are recruited to create icons, they won't have any involvement with the UI work.
I'm not the judge of that. ^^I would consider this a stretch goal at best. Worth doing if there was no opportunity cost, but there are so many things that are more worth doing.
What would you guys think about unique corpse and remains sprites? Now that vermin all get a unique sprite, it's a bit odd to have a single sprite for all remains.
(https://i.imgur.com/0WUMp7u.png)
((Not sure I've ever seen such rollers in use in a playground situation. The versions in my mind's eye look too much like an H&S nightmare if intended to be used by children.))The ones in playgrounds aren't powered. They might be considered unsafe these days for all I know, I haven't seen them recently a lot of stuff that was in playgrounds when I was a kid is now considered dangerous by enough people to not be around much any more.
I suppose like the "Witch's Hat" thing[1] was supposedly banned, even tbough I've seen more modern versions[2] recently. But when I was young the height of playground fashion, if you wanted a place with more than swings and maybe a roundabout, was an old unwanted (post usabilty, pre-restoration era) steam roller or traction engine[3] left to rust in situ.((Not sure I've ever seen such rollers in use in a playground situation. The versions in my mind's eye look too much like an H&S nightmare if intended to be used by children.))The ones in playgrounds aren't powered. They might be considered unsafe these days for all I know, I haven't seen them recently a lot of stuff that was in playgrounds when I was a kid is now considered dangerous by enough people to not be around much any more.
The basic issue with powered rollers is that nothing resembling them exist in the technological era DF generally follows, so we're left with imagining them from the information the game itself gives us, that they're 1-10 tiles long and made from 1-4 mechanisms and a rope, and can climb ramps. If ever there was a case to be made for ignoring the community and asking the Brothers Adams for a sketch of what they intend, this is probably it.You'll find there's no equivalent for our wifi "mechanisms" either which somehow connect levers to drawbridges from 50 z-levels down. Rollers exist on conveyor belts, that's presumably what they're meant to be regardless of Earth history (if Dwarves actually existed they might have invented them early is always the best explanation for such weird anomalies).
Continuing with the thread derail, though, Project Gutenberg has a decent English translation of Agricola's mid-16th century classic, De re metallica, which would be the standard mining treatise for the next 150+ years, for those interested. LINK (https://www.gutenberg.org/files/38015/38015-h/38015-h.htm#BOOK_VI)
There's no mention of mechanically powering the minecarts, which were pushed by hand or pulled by animals, but there are some great pics of mine carts and pumps!Spoiler (click to show/hide)
Is there a separate thread for menu UX redesign or can one start rambling in here :D ?
I think the question was about discussion of the official UI update (which doesn't have a thread yet - probably because it hasn't started). No point starting one of those yourself unless you've been hired by Kitfox to improve the UI.Is there a separate thread for menu UX redesign or can one start rambling in here :D ?
Ages ago I created this thread (http://www.bay12forums.com/smf/index.php?topic=34949.msg534385#msg534385) for that. Feel free to necro it... or create your own.
Was watching a video on rollers, and learned that in addition to speeding up minecarts to the proper speed, they will also slow them down to the proper speed. I'm having trouble imagining something that would do that.Not exactly; rollers don't slow down faster carts traveling in same direction, but will slow down ones traveling in opposite direction by 100k per tick (until they reach roller speed), and can give sideways velocity that then immediatelly results in a turn that resets cart speed.
I think the left looks better, but the right might be closer to how rough walls usually look. The door on the left is interacting with the walls as if they were smooth walls.
And another direction... how about doors that look like real doors (viewed from mostly top-down) rather than how they are now, looking as if they're laying flat on the floor. Could that work?
Yes, basically like an architectural blueprint door. Of course then we would need variations for which orientation that would need to be chosen when built. This is why I asked if it could work. This is not a big deal to have because we're all used to what we have now and it works. And many other cans of worms might be opened by this, so maybe it should be ignored ;)And another direction... how about doors that look like real doors (viewed from mostly top-down) rather than how they are now, looking as if they're laying flat on the floor. Could that work?
Like an architectural blueprint door? It could be shown swung open or closed easily enough. It would have to be shown as double doors to be in the middle of the tile. And a single door would have to look like it's flush with 1 wall but with a little cove on the other side. That might make it look pathable. I like to imagine that the stone doors slide down into the floor as they open, like in Indiana Jones.
Yeah, I think our styles and natural choices differ quite a lot, but we're trying to put the differences to good use. Meph is always there to point out when I've gone too far (or not far enough).
Anyway, dragon, cyclops (repurposed from the small colossus), plus small colossus fixes:
(https://i.imgur.com/95jzlMH.png)
Dragons may grow to be even larger than colossi so I was tempted to make the sprite larger as well, but wide sprites will look reaaally dumb when next to walls:
(https://i.imgur.com/REHpXuE.png)
This is what the dragon looks like in a 1-tile corridor. Do you think I should squash it to have both left legs visible in the tile?
Sort of on the subject of showing when a door is open or closed: Do you have plans to show a difference in 1 tile wide raising draw bridges for the raised and lowered states? ...snip...+1
Why not just superimpose the dragon upon the wall tiles? Why would the creature layer be above the terrain layer on the tile it's on, but below the terrain layers on adjacent tiles? I think it would be best to just keep the dragon tile on top of all terrain.My opinion is that it is better to try to extend the creature sprite in the y direction as much as possible, then maybe add a little bit of overlap to the extra x dimensions. Use the tools you have to the best extent. Use the serpentine dragon body to Convey size in y rather than let it occupy a wide X dimension. IT works better with effects such as fire breath and fireball.
Sort of on the subject of showing when a door is open or closed: Do you have plans to show a difference in 1 tile wide raising draw bridges for the raised and lowered states? If a lever wasn't named well enough, I don't know of any other way to tell them apart without using DFHack right now.JSYK, I use building track stops on tile - building present is lowered, blocked is raised.
Why not just superimpose the dragon upon the wall tiles? Why would the creature layer be above the terrain layer on the tile it's on, but below the terrain layers on adjacent tiles? I think it would be best to just keep the dragon tile on top of all terrain.My opinion is that it is better to try to extend the creature sprite in the y direction as much as possible, then maybe add a little bit of overlap to the extra x dimensions. Use the tools you have to the best extent. Use the serpentine dragon body to Convey size in y rather than let it occupy a wide X dimension. IT works better with effects such as fire breath and fireball.
When restrained to a single square, rather than going for a uniform perspective, you can conpartmentalize the perspective to isomeric at the base, legs etc. with a side perspective extending upwards to convey size, while small animals are fully isometric. I donðt know if that makes sense, but I think it is way better than having small animals have a realistic size compared to a larger one - rather let the perspective components convey the size difference.
TLDR: Head centered in X, extending to y, while tail can slither around in x.
Nah, I didn't do the backwards joints, because that would change the positions too much. The hands, arms, legs and feet are always in one location for a purpose: Equipment.
Nah, I didn't do the backwards joints, because that would change the positions too much. The hands, arms, legs and feet are always in one location for a purpose: Equipment.Do these guys even use equipment? Or I guess these are the trolls. Definitely a shame, almost makes me wonder if it wouldn't be worth making the one with that trait always be pantsless.
The one with four horns kind of looks like he had a headcrab on his shoulder. I wonder if it wouldn't be more readable to go with straight thin horns.Trolls, ogres, and humanoid experiments can definitely use equipment. I've seen humanoid experiments with 3 tails, but I haven't checked equipment specifically to see which monster are "animals" and which are "sapients".Nah, I didn't do the backwards joints, because that would change the positions too much. The hands, arms, legs and feet are always in one location for a purpose: Equipment.Do these guys even use equipment? Or I guess these are the trolls. Definitely a shame, almost makes me wonder if it wouldn't be worth making the one with that trait always be pantsless.
Is there still a lot to do for the graphical update? It seems like it's coming along pretty quickly.
The one with four horns kind of looks like he had a headcrab on his shoulder. I wonder if it wouldn't be more readable to go with straight thin horns.
Nah, I didn't do the backwards joints, because that would change the positions too much. The hands, arms, legs and feet are always in one location for a purpose: Equipment.Do these guys even use equipment? Or I guess these are the trolls. Definitely a shame, almost makes me wonder if it wouldn't be worth making the one with that trait always be pantsless.
The one with four horns kind of looks like he had a headcrab on his shoulder. I wonder if it wouldn't be more readable to go with straight thin horns.
The creatures description says curved, but I get your point. They look like medusa hair. The first two big horns looks nice tho.Nah, I didn't do the backwards joints, because that would change the positions too much. The hands, arms, legs and feet are always in one location for a purpose: Equipment.Do these guys even use equipment? Or I guess these are the trolls. Definitely a shame, almost makes me wonder if it wouldn't be worth making the one with that trait always be pantsless.
Yeah, I was thinking about things from the troll update in general, really, though I guess my terminology was too limited. I don't think any of them would be too jarring if they're pantsless due to satyr legs, but I suppose it's a tradeoff as long as they continue to wear pants (or skirts or whatever) in-game. Either way it's wrong.The one with four horns kind of looks like he had a headcrab on his shoulder. I wonder if it wouldn't be more readable to go with straight thin horns.Trolls, ogres, and humanoid experiments can definitely use equipment. I've seen humanoid experiments with 3 tails, but I haven't checked equipment specifically to see which monster are "animals" and which are "sapients".Nah, I didn't do the backwards joints, because that would change the positions too much. The hands, arms, legs and feet are always in one location for a purpose: Equipment.Do these guys even use equipment? Or I guess these are the trolls. Definitely a shame, almost makes me wonder if it wouldn't be worth making the one with that trait always be pantsless.
Is there still a lot to do for the graphical update? It seems like it's coming along pretty quickly.The pace is lively but it's a huge job. And the stuff we're seeing now is only half of the update, the UI work is bound to be the bigger portion when it comes to code, since it's slated for a thorough overhaul and both Fortress and Adventure need as much UI as any game, and then there'll probably be stuff done for Legends, Arena, and Worldgen as well.
:There are at least 3 different parts to the graphics:Is there still a lot to do for the graphical update? It seems like it's coming along pretty quickly.The pace is lively but it's a huge job. And the stuff we're seeing now is only half of the update, the UI work is bound to be the bigger portion when it comes to code, since it's slated for a thorough overhaul and both Fortress and Adventure need as much UI as any game, and then there'll probably be stuff done for Legends, Arena, and Worldgen as well.
Plus, the more gets done, the more graphical functionality that's just over the horizon for us to hope for. They're planning on a minimum viable product for initial release, but since the graphics are the main thing people are paying for, that's still not a trivial threshold, and the UI especially needs to be polished enough that new players aren't turned away in confusion as has often been the case for the last fifteen years.
I'd wonder how those piles look for something like this
(https://i.imgur.com/eZsTJOM.png)
where the whole floor is covered in stockpile.
(https://bay12games.com/dwarves/imgs/april_22_windmill.gif)Two frames is a direct take-off from vanilla (IIRC, it's been yonks since I've built a mill, what with windlessness often being apparent only after my carefully planned windfarm powertrain gets topped off by the first set of sails). I understand as not some weird bireciprocal iston arrangement. But perhaps I agree that three frames (from overhead: straight out with 1 tile extension both ways; ~0.8 + 0.5 (overlaid on a further shaded 0.3ish) extensions; 0.5(+0.3) + ~0.8 extensions the other way) could give a (four-blade, in this case) mill a better 'rotation' animation.
Okay, I'll bite. First of all, this looks great. I get you are just using 2 frames, which is why I think you did a very good job on these.
Seems to me you used the right key frames for the mechanisms, though the windmill needs more frames to be more readable.
I suppose it is a weatherquern you were going for? The sprite does some justice showing it, though I think they have sail cloth applied to them when they are in use, otherwise the blades don't catch the wind. Also, horizontal transfer of power for windmills are a gameplay change right?Even unclothed, a mill can catch enough wind from bare woodwork to turn (unrestrained) if it's any good. I think I'd have suggested more 'feathering' that is visibly different on up-stroke from downward, but that doubles the image resources we need (above my above 12th-turn interval ideas) when cycling outward sprites, unless you can suggest it with a /-orientated mid-tile representation of the overtopping blade.
Nah, you can see how the gears have wood ends hanging off into air, while windmill doesn't have those ends.You're right (x2). Should have zoomed in. I was more worried about the support issue[1] which I wasn't sure 3x3 gears would do properly.
Also 9 gear assemblies would cost more power than windmill would produce, so good reason to not see them
Not so much a 1400s-era possibility, of course, which might mean executive veto on that visualisation.
(http://i.postimg.cc/y8GGdsGz/windmill.jpg)Well not as depicted there, certainly.
I don't know if these designs actually function.
I don't know if these designs actually function.(IANAExpert but...) Probably. In both designs there are struts across one or other side of each panel that seems to give sufficient freedom for the 'sail' to behave slightly different on each side of the rotation (and perhaps catch the wind sufficiently differently as they pass across the windward arc), so you'd probably get some torque. Maybe enough to overcome the output and transfer frictions.
(http://i.postimg.cc/y8GGdsGz/windmill.jpg)They don't look very viable because like Starver posted, there is too much symmetry (only mitigated by the diagonal braces) so the wind would push nearly equally on two vanes at the same time, mostly cancelling out the rotation. If they work, they would be very inefficient as shown. No, I'm not a wind generator expert, but have been a mech. engineer for years.
I don't know if these designs actually function.
Tree shadows are just a representation. Maybe they will take into account the top layers at some point, but trees are difficult. Mike is working wonders while getting a headache.how hard would be to take rendered "leaves layer", turn it into mask and render it as shadow?
... but the windmill in the game atm turns to face the wind direction. Toady clearly had the traditional windmill in mind, and that's why it follows that design.
Yep, noted. Was just sayin' that that was news to me. It's either recent (i.e. five years or so, maybe, maybe longer) or I just never even paid attention at the time I actually bothered to use my overengineered windfarms.... but the windmill in the game atm turns to face the wind direction. Toady clearly had the traditional windmill in mind, and that's why it follows that design.
Spoiler (click to show/hide)
How about do something to make the tree trunks look less like cut trunks?
Spoiler: tree trunk with gradient (click to show/hide)
I agree, the current trees look exactly like a cut tree from above. So a bit misleading. I get that a cut tree trunk wont have the shaded circle from the leafs and the treetop, but still.It would be misleading if cut tree stumps were a thing in Dwarf Fortress, but since they're not...
Shading in the center of the trunk works completely fine.
True, but the hopefully many new people playing, once this Steam version is released, won't know that.About...3 seconds to work out that a tree is a tree and not something which doesn't exist. Less if they follow the tutorial and understand that the "look" command and z-levels exists. If there were stumps and constant confusion over which is which you'd have a point.
Of course, as amazing as this is already looking, there's still gonna be some learning curve as to what the graphics represent.
About...3 seconds to work out that a tree is a tree and not something which doesn't exist. Less if they follow the tutorial and understand that the "look" command and z-levels exists. If there were stumps and constant confusion over which is which you'd have a point.As I've said before, I'm a big Vanilla person myself, but the Steam/etc launch is supposed to be visually intuitive (and also we don't know if the Look command will raise or lower in prominence in the UI bit of the revamp - though I would hope it would not be subsumed somewhat, games with nice graphics tend to only need cursor-looking for details of tiles, not a full explanation, so...) and in other top-down all-way-scrolly adventures or area management games they tend to leave "stumps" when trees are felled (by efforts of player or pre-supplied 3rd-parties) that may or may not fade away/fail to refresh after leaving the locale but generally don't just have trees vanish without remains. (One or more versions of the Settlers franchise, IIRC, felled a tree sideways and then would leave the outline of removed side-branches as the Log resource was hauled off by the woodcutter minion.)
I've thought about this some and I've come up with something that's just a little less ambiguous than the shading or void looks:
(https://i.imgur.com/6Bm9p16.png)
Tigers and Reindeer and Elephants (and 'Uman and Narwhal and Kangaroo), oh my!
I prefer this over the more stump-like versions.Spoiler (click to show/hide)
How about do something to make the tree trunks look less like cut trunks?
As opposed to dark holes, there are no tree stumps in Dwarf Fortress. Sorry but the whole "noobs are so, so dumb there's no possible way they could undersrand the woodcutting tutorial without going into meltdown and screaming "all I see is stumps!" at their screens", is a myth.I prefer this over the more stump-like versions.Spoiler (click to show/hide)
How about do something to make the tree trunks look less like cut trunks?
If you're a new player, which of these is a better scenario?:Personally I think that the second option is less likely to lead to people getting frustrated and quitting.
- Carrying on playing, confident in your assumption that it is a tree stump which has already been cut down.
- Getting confused and asking what the weird eerie rabbit hole thing is.
True, but the hopefully many new people playing, once this Steam version is released, won't know that.About...3 seconds to work out that a tree is a tree and not something which doesn't exist. Less if they follow the tutorial and understand that the "look" command and z-levels exists. If there were stumps and constant confusion over which is which you'd have a point.
Of course, as amazing as this is already looking, there's still gonna be some learning curve as to what the graphics represent.
Without reprogramming procedural trees from scratch, it's only ever going to look like a stump or a stump with shading (which looks like a stump to me). And nothing that complex is going to happen before the all-important Steam release (probably).
Tigers and Reindeer and Elephants (and 'Uman and Narwhal and Kangaroo), oh my!
Wait, are there new pictures or are you just browsing the thread?
DF Dad Joke award ContenderTigers and Reindeer and Elephants (and 'Uman and Narwhal and Kangaroo), oh my!
Wait, are there new pictures or are you just browsing the thread?Spoiler (click to show/hide)
:The humanoid experiments attacking my fortesses (and an coming to them [posing as] visitors) sure use equipment. I've yet to see any with backward joints, though.
//edit: Regarding the procedural creatures and no backwards joints because of equipment - seems like non-issue to me because it looks like all procgen creatures can't use equipment anyway.
Not to mention the fact that experiments are regular adventurer choices, like animal people. So can potentially be equipped with anything.:The humanoid experiments attacking my fortesses (and an coming to them [posing as] visitors) sure use equipment. I've yet to see any with backward joints, though.
//edit: Regarding the procedural creatures and no backwards joints because of equipment - seems like non-issue to me because it looks like all procgen creatures can't use equipment anyway.
Seriously guys, the tree trunk is fine. Yes, it looks like a stump, but thats because visually that's exactly what it is: A tree trunk cut off after 1 z-lvl. It follows the same design setup as walls. As several people have mentioned: The lack of actual stumps in the game makes this a trivial issue.
I've been using stump-like tree trunk graphics in my tileset since the start and not one person has ever mentioned it in a negative way.
Also, what are the yellow-whitish little things on top of the hamlet(?) sites supposed to be?Fields?
Fields?
-snip-
Windmills finished with, from my perspective. Definitely. Until next time!Until next next time... ;)
0(+90+180+270), 22.5(+...), 45(+...), 67.5(+..) leading back to 90(+180+270+0) might work per blade, but in an early test I was very unhappy with the ±22.5° from straight up phase hidden in the 67.5° clutter behind it that had to be drawn. The vertical blade in the existing + format of the 2-cycle is wide[1] at about 14px (IIRC) around centre-zero and the 'face' of the next frame (uncomplicated by rake) was from something like 2 to 12 offset pixels, thus narrower, and yet must look feasibly like the 38ish pixel length of a completely outstretched blade of the ur-example I was pinching from[2].By this point you are just stringing up made up words. XD
And redrawing as William Cubbit-style shutter-sails (with or without self-regulating, or 'spider'-controlled shuttering controlled from behind the spindle) is a bit off-era, even if I could do it.Windmills finished with, from my perspective. Definitely. Until next time!Until next next time... ;)
Darn, deleted my footnotes, prior to preview, so what I had tapped in was...
[1] ...something about the rake angle as it passes over the top. (Reverse rake at the bottom is hidden, of course, though could stick out.)
[2] ...something about the outstretched spar having 3px of strut, 2px of gap. Like a line of fenceposts seen from a highly oblique angle the gaps disappear into and the struts overlap, to the tune of 1¼px where there were 5 of already pixel-width detailing. Beyond my skills to redraw, and doesn't work well with digital rescaling in lieu of any such skill.
I've been using stump-like tree trunk graphics in my tileset since the start and not one person has ever mentioned it in a negative way.The people who care about or play with the tilesets of a modder on the forum are a very small subset of the people who play the game now, and is an even smaller group compared to all of those who will play the Steam version. What's more, the method by which these players select themselves is very different. I don't think the assumption that fans of your modding are a representative sample of the market for the Steam/itch version is valid.
Toady just went through all the trouble of adding over 1000 identifiers, so that Mike and me can play around with the worldmap. Lots of variaty sprites, edges, etc. So, without further ado, here it is, please let me know what's good, what's bad. ;)overall it looks good and very readable. There are aesthetic quibbles though. The way the grass is rendered under the mountains really emphasizes that it's actually just pre-made sprites slapped down on a background and is misleading since the game doesn't typically have grassy valleys like that in most mountain areas. The hills all in neat lines like a giant has been planting his garden could be touched up. And I have no idea what's gong on at the poles; it seems there's a transition from open ocean to ocean with jagged hills or mountains. Is it meant to be a ton of icebergs floating around? It doesn't really look right with them being the same color as the water. The permafrost area also looks unlike that kind of terrain in reality.
(Some edges are missing, like the glacier or tundra. The 6 red [ ] in the ocean are cursors, it's 6 screenshots put together. ;) )
(image removed because it's big)
great: mountainhomes (I hope that different civs will have own flag colors)It would be cool to have a generalized way to recognize civs at a glance, and colored flags aren't a bad choice.
I'd prefer if the maps had a sepia tone, like the old maps (https://img5.goodfon.com/wallpaper/nbig/7/22/old-maps-starye-karty-map-of-europe-karta-evropy-1700-parchm.jpg) (a link because I couldn't find any reasonably small image that wouldn't break the forum). But that's just my personal opinion.Maps of this sort will generally have been well colored initially, and just faded over time.
//edit: Regarding the procedural creatures and no backwards joints because of equipment - seems like non-issue to me because it looks like all procgen creatures can't use equipment anyway.
I've been using stump-like tree trunk graphics in my tileset since the start and not one person has ever mentioned it in a negative way.The people who care about or play with the tilesets of a modder on the forum are a very small subset of the people who play the game now, and is an even smaller group compared to all of those who will play the Steam version. What's more, the method by which these players select themselves is very different. I don't think the assumption that fans of your modding are a representative sample of the market for the Steam/itch version is valid.
TREESTUMPS discussion:I've yet to see anyone post an alternative to a stump which somehow replaces Toady's procedural ascii trees with a sprite which doesn't look like a stump (since, even the ascii version is basically a stump). Besides "stump with a hole" which seems like the same amount of hypothetical "confusion".
Treestumps are possible, if you cut a tree one z level above the ground upon which it grows. You already have those sprites done i guess.
I vote for shaded sprites for uncut trees ;)
After all, the shading represents the inside of an object, exactly like the shades in the walls.
Who would take the time to complain about usermade tileset graphics for trees, when everyone playing df knows how limited dwarf fortress is in terms of actual graphics support.
Also, people are complaining now, because they know its becoming more possible to do something About it.
Treestumps are possible, if you cut a tree one z level above the ground upon which it grows. You already have those sprites done i guess.
It is enough to designate only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to "prune" trees by chopping down only parts of them.
(top left)This is much, much better.
(https://i.ibb.co/6RY6ZF8/trunk.png)
Eh? Eh?
Small hole with fading from outside? Eh?
Doesn't look like a stump, and is still recognizably a tree!
Some more test maps. (https://imgur.com/a/1vQEwHI)
EDIT: New: Offset for hills and less saturated savannah.
(https://i.imgur.com/eginD5B.png)
Wait, how are you supossed to indicate there's a hamlet somewhere if not with a teensy house? The houses are so simple, I am very curious how you cannot make them look cartoony. (And, the 'Æ' is supossed to be a teensy ascii house with an inclined roof)Add stripes maybe? They look like teensy concrete houses rather than teensy medieval wooden/brick/wattle and daub houses. Tough for something so small though.
(top left)
Also, take a look at darkened mountains:
Treestumps are possible, if you cut a tree one z level above the ground upon which it grows. You already have those sprites done i guess.
Is that true? Wiki says otherwise: (https://dwarffortresswiki.org/index.php/DF2014:Tree#Chopping_down_trees)QuoteIt is enough to designate only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to "prune" trees by chopping down only parts of them.
I am curious what the fungus trees will look like. Are they all spotty and colorful like the logs in the Meph pack mod?
(updated image posted on reddit)Is that image supposed to have the gaps filled in? Because they're still clearly visible.
Dunno if there's another way to fill in gaps in the mountains that people complained about, but I don't think this approach is worth it. The mountains just feel really out of place and blurry now, looked waaay better before even with the green bits, imo.
I think the trees look fine. Leaving stumps when you cut a tree down makes more sense than a hole into your fortress does, but it seems more like a suggestion forum post than a tileset issue. You can't really fix game weirdness with the art.This is only tangentially related to what people are actually talking about there.
This was the latest mockup version posted on reddit btw:
(https://i.imgur.com/rNEdEXW.png)
Nonononono! Revert the blur! Revert the blur!
+1 It hurts the eyes!
whistles
(https://i.imgur.com/z3nApnS.png)
whistlesno >:C
(https://i.imgur.com/z3nApnS.png)
:More rounded edges of the leaf outline would look better, but it would also require knowing what's adjacent to have seamless joints with other leaf tile of the same tree, but rounded vs air/the next tree, resulting in the need for multiple variants and code support for it.
Also, remove block plz. In ASCII you have 1/4 tiles, which break up the jagged outline of the tree tiles by not being completely filled in. I think something like that would do well here too.
Tree mock-up. Just wanting to get an impression of what you think. :)
(https://i.imgur.com/xr7rgm7.png)
Also, remove block plz. In ASCII you have 1/4 tiles, which break up the jagged outline of the tree tiles by not being completely filled in. I think something like that would do well here too.After monentarily misidentifying it as a tree(stump[1]) with a multitile tree(stump[1]) to the SSW, without context[2], I realised (or am now mistaken about?) it is a 1x1 tree trunk (slice) surrounded by leaves-and-branches artwork that includes a mini-riser to its NNE and clearly has quarter-unit/etc elements on the fringe that are breaking up the fringes.
I guess what I dislike the most is not the angle but the symmetry of it. A big branch is going three ways - left, straight, right. More natural look would be something where two out of three go into one direction and third in another one. Nature is chaos, order is quite rare.
I guess what I dislike the most is not the angle but the symmetry of it. A big branch is going three ways - left, straight, right. More natural look would be something where two out of three go into one direction and third in another one. Nature is chaos, order is quite rare.
That's an issue with the tree generation already present in "classic" DF, not the graphics ;)
I would also argue that order (https://s3.amazonaws.com/www.mathnasium.com/upload/630/images/flower.jpg) and (https://i.pinimg.com/originals/60/81/3c/60813cb9f171fd7babbe7b6ba6f5c52c.jpg) geometry (https://theoryoforder.com/files/9812/6198/4207/14-10CYRBNWP00.jpeg) are (https://i.pinimg.com/originals/45/8a/ab/458aabdc6e0e82c3c72d81c97ba3702b.jpg), on (https://cdn.britannica.com/s:800x450,c:crop/30/73130-138-917E422E/Ferns-systems-tracheophytes-leaves-water.jpg) the (https://thumbs.dreamstime.com/z/sprout-oak-tree-27563429.jpg) contrary (https://res.cloudinary.com/hh7ya2nn2/image/upload/c_scale/productGroup/romanesco), really (https://live.staticflickr.com/105/252462355_a76511a2c3_z.jpg) common (https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Frost_patterns_2.jpg/1024px-Frost_patterns_2.jpg) in (https://images2.minutemediacdn.com/image/upload/c_crop,h_2450,w_4368,x_0,y_165/v1562080363/shape/mentalfloss/29942-gettyimages-155302141.jpg?itok=45ARGbzy) nature (https://4.bp.blogspot.com/-eLvl0BSs_bs/Vx-c5A6qQ7I/AAAAAAAAVyI/6VgSC-iwvpED3eNtR7UIJ9KW9gz8CMOGQCLcB/s1600/diatom.jpg), but I digress.
But these are very nice! Are there any plans of varying the leaves according to tree species, such as different tints or even different leaf textures? Having alders with the same color leaves as birches would irk me.
Are there any plans of varying the leaves according to tree species, such as different tints or even different leaf textures?From my side: Hell yes! Though I'd base it on RL photography of the bark/leaves, which means that they will come out non-pixelartsy enough for this tileset, just like the walls I did. Probably end up in a private set.
I'm going to strongly contest what seems to be the underlying premise here; it is most definitely possible to do a good enough job on individual tree species for them to be in the main tileset without basing directly on photos. Trees, like animals, plants, and grasses, are part of what adds color and variety to the game. I'm not saying it definitely needs to be top priority if there's a hurry to get out the minimum functional product (it seems like that's Toady's intent for the initial Steam/itch release, with some further enhancement over whatever period of time fits with however his and Kitfox's contract works) but by no means should representing each species correctly, regardless of the mechanical category of the species, be considered optional for a complete implementation.QuoteAre there any plans of varying the leaves according to tree species, such as different tints or even different leaf textures?From my side: Hell yes! Though I'd base it on RL photography of the bark/leaves, which means that they will come out non-pixelartsy enough for this tileset, just like the walls I did. Probably end up in a private set.
Like this (Looks much better with leaves):Spoiler (click to show/hide)
I think for the Steam Df set, we do broadleaf, conifer, mushroom, and a few unique ones, like feather, glumprong, palm, saguaro... trees that look very different in RL.
I would also argue that order (https://s3.amazonaws.com/www.mathnasium.com/upload/630/images/flower.jpg) and (https://i.pinimg.com/originals/60/81/3c/60813cb9f171fd7babbe7b6ba6f5c52c.jpg) geometry (https://theoryoforder.com/files/9812/6198/4207/14-10CYRBNWP00.jpeg) are (https://i.pinimg.com/originals/45/8a/ab/458aabdc6e0e82c3c72d81c97ba3702b.jpg), on (https://cdn.britannica.com/s:800x450,c:crop/30/73130-138-917E422E/Ferns-systems-tracheophytes-leaves-water.jpg) the (https://thumbs.dreamstime.com/z/sprout-oak-tree-27563429.jpg) contrary (https://res.cloudinary.com/hh7ya2nn2/image/upload/c_scale/productGroup/romanesco), really (https://live.staticflickr.com/105/252462355_a76511a2c3_z.jpg) common (https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Frost_patterns_2.jpg/1024px-Frost_patterns_2.jpg) in (https://images2.minutemediacdn.com/image/upload/c_crop,h_2450,w_4368,x_0,y_165/v1562080363/shape/mentalfloss/29942-gettyimages-155302141.jpg?itok=45ARGbzy) nature (https://4.bp.blogspot.com/-eLvl0BSs_bs/Vx-c5A6qQ7I/AAAAAAAAVyI/6VgSC-iwvpED3eNtR7UIJ9KW9gz8CMOGQCLcB/s1600/diatom.jpg), but I digress.None of these are in any way representative of tree branching. Meph's version already has symmetry in the shapes of the leaves and the trunks, perhaps even slightly excessively so in the latter case. No doubt when he implements the spring flowering version of the leaf sprites, for those where it's relevant, those flowers will be symmetrical as well. I don't remember any trees having shells or crystals on them but I'm sure if I'm misremembering something (It must be many years since I last played in a Good zone, which sounds like where that would apply) he'll presumably do so there as well.
Trees when viewed from the top don't have a lot of branches visible, but these aren't trees from the top, they're a cross section of a tree, and trees don't have a lot of leaves inside the outer shell.This is an issue with tree generation, not the graphical representation thereof. Trees in DF have their foliage distributed homogeneously throughout the area. It also can happen in real life, but usually in orchard trees that have been specifically pruned and trained with this in mind. I wouldn't be surprised if this were to be added when/if Toady adds orchard management in general, instead of just foraging existing trees, but in general Toady doesn't seem that agriculturally oriented (which is consistent both with his background and with general fantasy stereotypes about dwarves) so this kind of thing shouldn't be expected in the foreseeable future. It certainly shouldn't be expected from the graphical update, although the graphics may shine more of a light on imperfections like this.
Trees when viewed from the top don't have a lot of branches visible, but these aren't trees from the top, they're a cross section of a tree, and trees don't have a lot of leaves inside the outer shell.This is an issue with tree generation, not the graphical representation thereof. Trees in DF have their foliage distributed homogeneously throughout the area. It also can happen in real life, but usually in orchard trees that have been specifically pruned and trained with this in mind. I wouldn't be surprised if this were to be added when/if Toady adds orchard management in general, instead of just foraging existing trees, but in general Toady doesn't seem that agriculturally oriented (which is consistent both with his background and with general fantasy stereotypes about dwarves) so this kind of thing shouldn't be expected in the foreseeable future. It certainly shouldn't be expected from the graphical update, although the graphics may shine more of a light on imperfections like this.
Well, if I recall correctly, Toady has said his parents were some version of gardeners, and that he'll get back to a proper implementation of soil nutrients, proper seasons, weather effects, fertilization, blights, etc. eventually. It's possible with a starting scenarios tangent on this, but otherwise it's likely in the grey mist of "much later". The map rewrite may change the tree structure as well, depending on how well the current trees will fit with the new map structure, but it's more likely the map structure is made to allow for later adjustments of its parts.Trees when viewed from the top don't have a lot of branches visible, but these aren't trees from the top, they're a cross section of a tree, and trees don't have a lot of leaves inside the outer shell.This is an issue with tree generation, not the graphical representation thereof. Trees in DF have their foliage distributed homogeneously throughout the area. It also can happen in real life, but usually in orchard trees that have been specifically pruned and trained with this in mind. I wouldn't be surprised if this were to be added when/if Toady adds orchard management in general, instead of just foraging existing trees, but in general Toady doesn't seem that agriculturally oriented (which is consistent both with his background and with general fantasy stereotypes about dwarves) so this kind of thing shouldn't be expected in the foreseeable future. It certainly shouldn't be expected from the graphical update, although the graphics may shine more of a light on imperfections like this.
Just a suggestion as far as rounding off the square leaf tiles- Leaves may be a good candidate for spreading beyond their designated tiles a few pixels. If they could overlap each other without looking weird it may be a good way to make trees feel fuller, less on a grid, and more natural. I think the effect a few z-levels up in a forest might be really nice.We are going the opposite way, with crown shyness.
Crown shyness isn't necessarily a thing in all or most species. Also, this isn't even necessarily applying to leaves from different trees.QuoteJust a suggestion as far as rounding off the square leaf tiles- Leaves may be a good candidate for spreading beyond their designated tiles a few pixels. If they could overlap each other without looking weird it may be a good way to make trees feel fuller, less on a grid, and more natural. I think the effect a few z-levels up in a forest might be really nice.We are going the opposite way, with crown shyness.
Cruxador, yeah, sure we can do barks in pixelart, it just takes longer. Not high priority enough to actually do it atm.Well yeah, aside from color, the leaves are probably more visually recognizable than bark on most species. I was thinking about different trees in not just bark spriting.
Having alders with the same color leaves as birches would irk me.
Having alders with the same color leaves as birches would irk me.
Can't tell if that's is a joke or not:
http://www.tree-guide.com/alder-leaves
http://www.tree-guide.com/birch-leaves
Which species are we comparing here?
Comparison of today's world map with saturation +10, lightness -20.
I'm just going to point out for now how odd it is that lakes are darker and more saturated than the ocean on the current release.
Large image in spoilersSpoiler (click to show/hide)
Maybe make the lakes brighter to match with the rivers.It will. Sprites are all ready for that, just needs to be coded. :)
On the same note, it would be neat if the water got lighter near the shores.
Doorkeeper: There are no caves on the screenshot, it's all lairs. Caves do have a different sprite. :)
Hi,Using the full graphical capabilities will necessarily be more complicated, since the new graphical system will be more complicated. Otherwise, this shouldn't affect modding differently than other updates.
What about modding for the future steam version ?
Will it be the same as now ? What about DfHack for example ?
Do we have any information ?
Hi,This thread is for the graphics explicitly, and as far as I know DFHack isn't involved in tile sets beyond TwbT. Most or all of TwbT's capabilities are intended to be provided by DF itself, although not exactly in the same form. Tile sets are to be separated from the saves and the raw files, so the format will change in some way (the tile set has to be separated to allow saves to be transferred between Commercial and Classic versions to allow for e.g. generation fortresses). The exact capabilities provided by DF will be determined as things are tried out and, I would assume, the available time allows.
What about modding for the future steam version ?
Will it be the same as now ? What about DfHack for example ?
Do we have any information ?
¯\_(ツ)_/¯
(https://i.imgur.com/3iYzC9a.png)
I really like this approach to mountains. Thanks for the feedback!Wait a moment. I'm the mountaineer! :P
The current sprites were just placeholders as I was planning to work on the sprites a lot more (I really love mountains) but this will help a lot!
Oh gosh I expected to get downvoted to hell, haha
I agree that the new mountains look better! Glad I could help. It's already looking a lot more cohesive!
Oh gosh I expected to get downvoted to hell, haha
I agree that the new mountains look better! Glad I could help. It's already looking a lot more cohesive!
You're in luck! we don't have voting on the forums!
I really like this approach to mountains. Thanks for the feedback!Wait a moment. I'm the mountaineer! :P
The current sprites were just placeholders as I was planning to work on the sprites a lot more (I really love mountains) but this will help a lot!
Yeah, good/evil isn't done yet.
We already talked about clouds internally. :)Although this applies to a rose, what she drew can also represent an ornamental compass, and something like that does exist in reality so can be incorporated into the UI. Putting it directly on the map might be awkward but having it at all isn't strictly ruled out if there's blank space to fill with something ornamental, and currently both worldgen and embark screens do have something like that. As far as I'm aware, UI design isn't underway yet, but things like that with muted color choice (to avoid distraction) but more to them than just a tiling background texture would be a value-added contribution to the overall appearance of the game. Since it's not functional, it need not be a priority, but after all the game is already functional before adding any graphics. Not sure whether it's a task that plays to the strengths of either you or Mike though; I haven't seen either of you do something along those lines before.
Compass rose... Not if you use clouds. Clouds = real world. A compass rose = Drawn map. We can't have both, that sends a mixed message.
It would be very hard to draw recognizable parrots/raven/bats on top of a 16*16 pixel background without completely dominating the tile: The artists don't have much wriggling room. Particle effects might be possible, though, using the time domain to help indicate good/evil/savage, and possibly even the general flavor(s) of evil (death/reanimation/blood rain/syndrome rain/husking clouds).Yeah, good/evil isn't done yet.
not sure if ya can do particles... but maybe add some particles going up from the ground at them areas on the worldmap or such...some colorfull ones for good (white, yellow, green, blue) and maybe darker evil ones (red/black/purple?) or maybe ravens or bats flying over the evil area or such... colorfull parrots flying over good areas? like such worldmap deco stuff.
(one thing that comes to my mind is the particles the game "rise to ruins" does with their corruption areas) (that game does pretty good pixel rain too, with puddles and dripping down roofs and such)
https://steamcdn-a.akamaihd.net/steam/apps/256721713/movie480.webm?t=1588368685
at 0.40 in the video.
For what it's worth, I'd like to backup Deergirl's opinion that the colors are too bright/cheery. I realize that's a popular look based on the tilesets/color schemes I see people using on YouTube. Will there be a way to do custom colors in steam version like we can on classic? I prefer a more muted look too.Customization won't be taken out of the game, it will always be moddable. Only difference is that all of the new stuff being added to make this tileset possible will be available for other tileset makers without having to resort to TWBT and such.
For what it's worth, I'd like to backup Deergirl's opinion that the colors are too bright/cheery. I realize that's a popular look based on the tilesets/color schemes I see people using on YouTube. Will there be a way to do custom colors in steam version like we can on classic? I prefer a more muted look too.Customization won't be taken out of the game, it will always be moddable. Only difference is that all of the new stuff being added to make this tileset possible will be available for other tileset makers without having to resort to TWBT and such.
This thread is mainly for discussions on that:
http://www.bay12forums.com/smf/index.php?topic=173473.0
not sure if ya can do particles... but maybe add some particles going up from the ground at them areas on the worldmap or such...some colorfull ones for good (white, yellow, green, blue) and maybe darker evil ones (red/black/purple?) or maybe ravens or bats flying over the evil area or such... colorfull parrots flying over good areas? like such worldmap deco stuff.
There's still the size problem of 16*16. I guess transparent stuff on top might work, though. A possible alternative would be a zoom function where you'd have larger tiles (and thus saw a smaller area), but that doubles the number of world tile images, so I'd consider that to be a possible future expansion.not sure if ya can do particles... but maybe add some particles going up from the ground at them areas on the worldmap or such...some colorfull ones for good (white, yellow, green, blue) and maybe darker evil ones (red/black/purple?) or maybe ravens or bats flying over the evil area or such... colorfull parrots flying over good areas? like such worldmap deco stuff.
There could be music notes and such for the various sphere biomes once the magic arc happens.
When you're assigning meanings like good and evil, real life moral concerns ought to be considered. For one thing, colors don't have the same meaning everywhere, but for another, assigning direct moral meaning to real life animals demonizes them unfairly. Ravens are associated with battlefields because they scavenge, but this doesn't make them evil creatures; they are not any more likely to be assholes than a parrot is, and yet you deem the parrot a good creature. Bats are most definitely good creatures, in the sense that they are beneficial, because they kill huge numbers of pests, including mosquitos which kill more people per year than any other animal (depending on how you do your numbers, possibly even more than humans). Having ravens around, which like to play and do all kinds of things, if anything increases the whimsy and fun of the area. A high population of bats is a good and beneficial thing, reducing deaths under normal conditions (coronavirus demonization aside – it's not like they meant for humans to trap them, take them to market, and catch it off of them, and unlike the humans who spread it, they can't be expected to have known better) so both of these animals basically convey the opposite of what goes down in an evil zone.Yeah, good/evil isn't done yet.
not sure if ya can do particles... but maybe add some particles going up from the ground at them areas on the worldmap or such...some colorfull ones for good (white, yellow, green, blue) and maybe darker evil ones (red/black/purple?) or maybe ravens or bats flying over the evil area or such... colorfull parrots flying over good areas? like such worldmap deco stuff.
(one thing that comes to my mind is the particles the game "rise to ruins" does with their corruption areas) (that game does pretty good pixel rain too, with puddles and dripping down roofs and such)
https://steamcdn-a.akamaihd.net/steam/apps/256721713/movie480.webm?t=1588368685
at 0.40 in the video.
Although this is true, it's also not true. ASCII will work exactly as it did, but the new sprites will have only part of them dynamically recolorable. In fact, to the best of my knowledge no specifically recolorable content has been shown thus far; they seem to be using a workflow where they do it "wrong" first and then wait to make it recolorable until after. Naturally, Meph and Mike can correct me if this is a false deduction, but it's consistent with what they've shown so far and isn't contradicted by anything they've said while discussing the sprites.For what it's worth, I'd like to backup Deergirl's opinion that the colors are too bright/cheery. I realize that's a popular look based on the tilesets/color schemes I see people using on YouTube. Will there be a way to do custom colors in steam version like we can on classic? I prefer a more muted look too.Customization won't be taken out of the game, it will always be moddable. Only difference is that all of the new stuff being added to make this tileset possible will be available for other tileset makers without having to resort to TWBT and such.
This thread is mainly for discussions on that:
http://www.bay12forums.com/smf/index.php?topic=173473.0
Would be cool if instead of the game's current "there's mountains here" field of tiles, there was something that represented mountains according to their contour and elevation, which can be quite dramatic. (https://i.redd.it/eueu0u9eq6y41.jpg)
If it's animated and moves fast enough, I don't think it would have to fit within a 16x16 tile, or be transparent. I mean, those clouds are pretty big, spanning several tiles. They move slowly, so don't get out of the way quickly, but they are partially transparent so you can see what's underneath them. If a sprite moves quickly and doesn't have too many instances of it on screen at a time, it would be okay too, I think.If you're referring to the parrot etc. (disregarding their ecological niches), the clouds mocked up probably wouldn't respect biomes/parameters (they'd probably pass over rain forest as often as over desert, which is fine for a decoration), while evilness/savagery [type] indicators (only ones until Myth & Magic, when spheres are opened up) should do so, and a corrupting tower initially corrupts only its own tile, so I think it actually has to fit.
I'm guessing this would already be planned because it's pretty obvious, but haven't seen it mentioned yet.For aesthetic reasons, I would want this difference to be either negligible or nonexistent.
- Having different graphics for the top of a constructed wall and a constructed floor. It would make building above ground a bit less troublesome.
Yeah, let's not do that. Otherwise all the pillars and room dividers on the level below would be showing up in the floor above, and possibly not aligning with the pillars and room dividers on the level above. Bleh.
Yeah, let's not do that. Otherwise all the pillars and room dividers on the level below would be showing up in the floor above, and possibly not aligning with the pillars and room dividers on the level above. Bleh.
I was thinking about this over night, and if your pillars and room dividers show up above isn't it because you didn't put floors on top of them? And doesn't this mean there are actually gaps in your floor above? It may look bleh, but the "bleh-ness" would serve a good purpose... telling you that floors still need to be built to cover the room dividers.
I'm going to stick by my original post, because this is the same problem we get when trying to make the top floor of a tower secure against intrusion by flooring over the tops of the outer walls.
A good refresher:
http://dwarffortresswiki.org/index.php/DF2014:Tile
Yeah, let's not do that. Otherwise all the pillars and room dividers on the level below would be showing up in the floor above, and possibly not aligning with the pillars and room dividers on the level above. Bleh.
I was thinking about this over night, and if your pillars and room dividers show up above isn't it because you didn't put floors on top of them? And doesn't this mean there are actually gaps in your floor above? It may look bleh, but the "bleh-ness" would serve a good purpose... telling you that floors still need to be built to cover the room dividers.
I'm going to stick by my original post, because this is the same problem we get when trying to make the top floor of a tower secure against intrusion by flooring over the tops of the outer walls.
A good refresher:
http://dwarffortresswiki.org/index.php/DF2014:Tile
(https://i.imgur.com/tHvehcp.png)
You suppose creatures path like this?^
The wiki is either lacking information in this topic, or I've lost by ability to read properly.
I was thinking about this over night, and if your pillars and room dividers show up above isn't it because you didn't put floors on top of them? And doesn't this mean there are actually gaps in your floor above? It may look bleh, but the "bleh-ness" would serve a good purpose... telling you that floors still need to be built to cover the room dividers.
I'm going to stick by my original post, because this is the same problem we get when trying to make the top floor of a tower secure against intrusion by flooring over the tops of the outer walls.
A good refresher:
http://dwarffortresswiki.org/index.php/DF2014:Tile
(https://i.imgur.com/tHvehcp.png)
You suppose creatures path like this?^
The wiki is either lacking information in this topic, or I've lost by ability to read properly.
I don't know if creatures can path like that from my experience, but maybe I should stop believing so many people that post about making the top floor secure by building floors around the perimeter walls. They say that creatures can enter from the top down through the diagonal. I've not seen it happen myself, so I can't really say if it's true. My forts need more violence so I can see for myself, I guess.
@PatrikLundell Yes, I know it's walkable on top of the walls. Is my drawing correct? If it's not correct, then how can we build floors on top of walls?
Right, you can build walls on top of walls.
This conflicts with claims that floors are automatically added to the tops of constructed walls.
maybe they should change how this wall/floor stuff work... and either make walls not count as floors the next z level (but guess gets a mess with pathing with how walls/floors work like in that picture) so you have to build ALL floors yourself.If this was implemented you'd have walls without tops, and dwarves would fall into the walls. I hardly think having to deconstruct your walls to get the dwarves out because they fell in can be considered an improvement over the current system.
or make it so you can construct stuff on self build floors (that probably less a hassle to "allow" in the game. i think df hack has something that "ignores constructions" or such... so you can build walls on buidl floros(i think). pretty sure i seen that in some pack)Unless I'm mistaken, this would annihilate the material used for the floor since walls occupy the same spot in the tile. Making this not occur would increase the data that DF stores per tile.
Hello! So I just saw the new assets for the first time, and I think it looks great! One thing I brought up in the discord chat is about the workshop assets, which somebody said were a bit contentious?
(https://i.imgur.com/Mqnt7B9.gif)
The graphical elements on the back wall of the forge workshop here, to the right - looking at the screenshot, I was wondering if the hearth, bellows and tools are intended to only appear if the tiles above the workshop are impassable? Like, a contextual sprite to add a bit more detail if there is room for it. Is that the plan? I thought it might be, since the other workshops visible in that screenshots had no such "wall elements" and also had no walls around them.
If that is the plan, I think its a great idea! If this isn't the plan, well, consider that a suggestion!
You could even add more of these contextual assets to the side walls if you give them a steeper perspective, made a quick mockup below.
(https://i.imgur.com/MzQnEWW.gif)
There could be some drawbacks to that, it could give players the false impression that surrounding a workshop with walls makes it "better", because of the visual feedback for it? I think that would be a pretty minor issue though.
I think the difficulty here is making the art match functional mechanics, and also be sufficiently recognizable.Tiny ramps between carved and placed tracks? It's not a great leap is it?
I don't think medieval mine-cart "tracks" are going to work just because 99% of people won't get what they are.
Mechanically, carved vs. constructed tracks have to be able to connect seamlessly. But logically, if you're carving some tracks into the floor, and building some tracks above the floor, they're going to be at slightly different elevations.
I think what the artists have done looks fine. The art represents the mechanics (seamless tracks), not the real world logic, and that's actually more important in this case.
When dwarves build a minecart track, they first carve out the floor and then build the track on top? Problem solved.It's not a problem at all. To accept this art, yes, is to say the dwarves carved the entire floor leaving tracks sticking upwards. Which is kind of dorfy so works OK, even if the floor level looks a little too perfect. All I wondered is if that's what Tarn actually thinks of them as being.
The carved minecart tracks showed are just groves that the minecart rides between. Am I missing something? The ones on the top are carved and the others are constructed.This looks nothing at all like a groove to me. I mean, just look at where it meets the rail, it's exactly the same. A groove is a cut in the floor, a rail is a piece of wood/metal/rock placed on top of the floor.
I think the current solution works well enough, like evthestrike I didn't note anything being odd before it being pointed out by shonai et al, and even after aquiring the knowledge I must say it is the clearest solution visually. If the question of how to carve them out is extremely important, consider this:Yep. That's how I see them. It's cool. Just seems a lot of work for dorfs to shape all their corridors like that rather than carve grooves. But, they are dorfs after all.
(https://i.imgur.com/eEe4kt7.png)
I don't think people are stupid enough to be confused by two parallel lines appearing when they select to build tracks, regardless of how they look. If they are, then there are other aspects of the game that will be a far bigger problem for them. If the people don't know that tracks can be dug out instead of built, then they'll have an opportunity to learn something. That is not such an undesirable experience that we should make the game lie to everyone in order to avoid it.
The degree is different, but under this logic we should have reddish brown copper ore, black or grey iron ore, and gold should be good for weapons because it's expensive and what if someone is coming to this game from Minecraft? It's nonsense.
Think I maybe said it before, but think workshop/stockpile floors/outlines would be the perfect case if anything for an in-game setting to choose whether they want the more user-friendly clearly marked option or transparency for those that want to customise their fortress aesthetic.you did? There was a reply to it from the people working on it? I would be curious to know what they think about this.
you did? There was a reply to it from the people working on it? I would be curious to know what they think about this.
To me personally fortress aesthetics matters a lot, today I've abandoned the game (temporarily) because playing with Meph tileset, after acidentally digging a piece of smoothed marble I couldn't fix it anymore, even building a marble wall the tileset would mismatch so I had this glaring imperfection in my marble palace which is enough to drive me crazy and short circuit my brain, the architect/designer part of it xD
I hope they will take into consideration this things, for some of us the aesthetics of the fortress come before anything, even before playing the game itself ;)
Basically you can justify wathever you want/feel to justify in a world that already filled with mytical creatures and so different from ours[...]Yes, that is true. I'm just justifying something that doesn't need magical thinking[1] to imagine. Well, except for a more scrupulously precise kind of dwarf than any human, in both construction and deconstruction.
Yes, that is true. I'm just justifying something that doesn't need magical thinking[1] to imagine. Well, except for a more scrupulously precise kind of dwarf than any human, in both construction and deconstruction.
(Sorry, loads of words there, and here. A lot of thoughts. It might have been shorter if I had more time. ;))
[1] Well, except for how the same block/log/bar of material can be used to make space-filling wall, space-sparing floor, a body of a well, a staircase or the entirety of most workshops, etc, and yet however it serves the required purpose of construction it is recovered back to similar omnipotency again upon deconstruction, ready to become a different wall/floor/well/stairway/workshop... So there's something distinctly plastic about materials. See also the fate of logs in windmills, especially, each component supposedly shaped to catch the wind perfectly capable of rebecoming a single regular axle, or of being carved down into very small items of jewellry without obvious surfeit of wood shavings.
e.g. whatever else you do, a butchering slab/tressle aint going to set up directly on 'carpet', in any sensible situation.
Also I'm sorry but I didn't quite understood for what purpose you are arguing with those opinions... No, I obviously did not make kyself clear in many ways.
In my case, I am arguing for leaving the player the creative freedom on the fortress look. As did I, you'll note if you read again.
What is your motivation? "Something is wrong on the internet (https://xkcd.com/386/)"? No, not really, but I find this issue interesting and I thought I had some valid interpretations, even if they are too complex to be incorporated this time round.
You don't like people doubting on the team's work? I just thought it was worth discussing the premise.
You simply like gray bricks better and try to justify your preference trough realism? I have real-world examples to give, so I gave them. And I never outright specified grey bricks, that'd be up to what works artistically.
I really don't understand your motivations, can you explain them? To help me make sense of your opinions :) Does this help?
My preference is workshops with a thin border to define their area, but no floor; I would prefer to see the floor underneaththis.
because then I could make it smooth, engraved, rough, dirt, stone, wood, or wtf-ever I pleased.
:D
But I'm just going to wait and see what the graphics gurus come up with and not stress over it.
It should all be moddable in the steam release, eh? Not long after release, there will be several graphics mods, I'm guessing.
Will full mouse control be a game changer? Once you can flick the cursor quickly across the map and have the workshops and stockpiles highlight as you pass over them, maybe the need for defined floor area isn't so important any more?Not for me. I play with 2 hands on the keyboard and don't prefer to use the mouse. A game breaker for me would be if the mouse ever becomes required to control the game in any way. Optional mouse is fine, "required" is not.
Not sure how a natural workshop floor design would somehow make a game unplayable regardless of your choice of controller? Might make them hard to spot for complete noobs, but then, they'd likely be using the mouse anyway.Will full mouse control be a game changer? Once you can flick the cursor quickly across the map and have the workshops and stockpiles highlight as you pass over them, maybe the need for defined floor area isn't so important any more?Not for me. I play with 2 hands on the keyboard and don't prefer to use the mouse. A game breaker for me would be if the mouse ever becomes required to control the game in any way. Optional mouse is fine, "required" is not.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/3a541b918d3ad1f4f23835298f3dc7d6bc6b60f7.gif)
This is great, I love it.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/9d0847937c3187afd057c52a95b27f158066c5c7.gif)
This is not. The light colored water just looks like a puddle, rather than a deeper pool.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/3a541b918d3ad1f4f23835298f3dc7d6bc6b60f7.gif)
This is great, I love it.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/9d0847937c3187afd057c52a95b27f158066c5c7.gif)
This is not. The light colored water just looks like a puddle, rather than a deeper pool.
Can I ask where did u get those 2 images from?
I only follow this thread for the updates on graphic stuff.
Fantastic looking water. How will it look with water levels displayed? Might spoil it a bit.That's the kind of thing that could be done as a toggleable overlay. We aren't limited to the strict binary numbers of waves that ascii required.
The pool water is just a placeholder. It took me about 5% of the time that I've spent on the brook.Well, if I didn't say so already, inbetween the pool chattering-away, I think it does.
Right now I'm mostly interested in feedback on the brook . There's currently 2 tile variants, I'm planning to have 4 on total, I was just wondering if my idea for it works.
The pool water is just a placeholder. It took me about 5% of the time that I've spent on the brook.I think the idea works, the lack of variants is the main problem now. I feel like six would be better than four, but then, when wouldn't more be better?
Right now I'm mostly interested in feedback on the brook . There's currently 2 tile variants, I'm planning to have 4 on total, I was just wondering if my idea for it works.
Things like lily pads would be a good way to identify standing bodies of water, at least in appropriate biomes.Plants are significant in Dwarf Fortress. They shouldn't be represented when they're not there. Especially a plant like that, where people are likely to see it as a potentially edible lotus.
The pool water is just a placeholder. It took me about 5% of the time that I've spent on the brook.
Right now I'm mostly interested in feedback on the brook . There's currently 2 tile variants, I'm planning to have 4 on total, I was just wondering if my idea for it works.
I'd prefer option 2, but maybe shave off a bit less? Columns look really small like this.
#1. All the other versions mess with the layout morphing the rock, and makes it harder to distinguish the tiles properly (and results in a lot of additional work for both Toady and the artists).Why should paid artists not due to deliver a product for at least a year worry about the "extra work" of drawing diagonal tracks and corridors? Is there some upcoming deadline only you know about?
@[HYBRID BEING]: There are no diagonal minecart tracks in DF. Introducing such tracks would require a fair bit of changes to the code and memory structures, and I believe a crucial structure is already out of bits. Thus, that's a technical game change, not a display issue.
#1. All the other versions mess with the layout morphing the rock, and makes it harder to distinguish the tiles properly (and results in a lot of additional work for both Toady and the artists).Why should paid artists not due to deliver a product for at least a year worry about the "extra work" of drawing diagonal tracks and corridors? Is there some upcoming deadline only you know about?
@[HYBRID BEING]: There are no diagonal minecart tracks in DF. Introducing such tracks would require a fair bit of changes to the code and memory structures, and I believe a crucial structure is already out of bits. Thus, that's a technical game change, not a display issue.
I'm about as far away from an artist as you can get... Maybe you find the posted examples completely clear, but I do not.#1. All the other versions mess with the layout morphing the rock, and makes it harder to distinguish the tiles properly (and results in a lot of additional work for both Toady and the artists).Why should paid artists not due to deliver a product for at least a year worry about the "extra work" of drawing diagonal tracks and corridors? Is there some upcoming deadline only you know about?
@[HYBRID BEING]: There are no diagonal minecart tracks in DF. Introducing such tracks would require a fair bit of changes to the code and memory structures, and I believe a crucial structure is already out of bits. Thus, that's a technical game change, not a display issue.
Everything else is being modified by Toady and the artists as they put these sets together, why not minecart tracks? Isn't the point to make a fine looking game for the premium release (within the limits of flexible procedurally generated imagery)?
Also, could you post a picture showing how it makes it hard to distinguish the tiles, not sure I understand the logic (apologies if it's obvious, not all us are pixel artists).
(and I'd disable Villains by default in the Premium release rather than release that unbalanced mess as a standard feature, or it will hurt the commercial game reception badly).
Unfortunately, I believe DF is not going to be released as a permanent (or even temporary) Early Access title. You've got your villains now in the shape they're going to be in the Premium release. Trying to fix it is going to happen after the initial release and crash bug fix releases.Not much point in releasing a game that's never (in the attention span of most Steam users) going to be finished as "early access". That implies a full version is coming soon. Better off just saying what the project is and letting people decide if they want to buy a tileset or not.
Edit: Back on topic: The main problem with the brook image is that it might raise the expectations for everything else to unrealistically high levels ;)
Wooden floor looks like a brick wall texture to meI think part of it is just the color. Compare the color of the wood floor to that of the stockpile signs or the tree trunks. It's redder and more saturated. It looks more like terracotta.
Yep, colour change would be the least work intensive fix for this problemWooden floor looks like a brick wall texture to meI think part of it is just the color. Compare the color of the wood floor to that of the stockpile signs or the tree trunks. It's redder and more saturated. It looks more like terracotta.
And who knows. They're already playing around with material colors, so maybe it will eventually end up being that the wood floor just actually reflects the color of the material. Which could mean mostly brown, or a whole bunch of subtly different browns for different kinds of woods, with a few odd colors like glumps.Yep, colour change would be the least work intensive fix for this problemWooden floor looks like a brick wall texture to meI think part of it is just the color. Compare the color of the wood floor to that of the stockpile signs or the tree trunks. It's redder and more saturated. It looks more like terracotta.
(@Schmaven) If not a spear, the next thought I had was it's also not quite a halberd. That tends to be "double-headed axe with spear point atop", or axe plus hammer side-heads plus the pointy bit for cleave+bash+poke capabilities (and also +hook by overextending over your target and pulling back in) in one handy head - that looks a bit more like three spikes, perhaps mini-pick or ice-axey, but not quite.I parsed it as a ranseur, albeit a particularly non-curvy one. There's also a chinese weapon that I don't know the proper name for, but I think ranseur is closest. It doesn't really resemble a boar spear meaningfully. The "crossguard" is far too huge for that, even within the limits of how much variation the sprites can show.
I think, therefore, it's modelled after a boar-spear (https://en.wikipedia.org/wiki/Spear#Types), or other hunting variation. Which might not be a bad decision for many of the enemies you need to equip spears for, even if a competent opponent with reach and reactions (vs a lesser competency wielder) could perhaps take advantage of the bars to grab-parry any thrust.
I feel like allowing items to be rotated would be handy; they could be any 0º/90º/180º/270º rotation, which would encourage a hectic look where appropriate. Even when placed nicely, I reckon rotating all of them (90º clockwise) would make them look more discarded/inactive, as opposed to being in a "readied" position. Although a small thing and it would be excessive to say that the current orientation is wrong, I think that would help readability.(@Schmaven) If not a spear, the next thought I had was it's also not quite a halberd. That tends to be "double-headed axe with spear point atop", or axe plus hammer side-heads plus the pointy bit for cleave+bash+poke capabilities (and also +hook by overextending over your target and pulling back in) in one handy head - that looks a bit more like three spikes, perhaps mini-pick or ice-axey, but not quite.I parsed it as a ranseur, albeit a particularly non-curvy one. There's also a chinese weapon that I don't know the proper name for, but I think ranseur is closest. It doesn't really resemble a boar spear meaningfully. The "crossguard" is far too huge for that, even within the limits of how much variation the sprites can show.
I think, therefore, it's modelled after a boar-spear (https://en.wikipedia.org/wiki/Spear#Types), or other hunting variation. Which might not be a bad decision for many of the enemies you need to equip spears for, even if a competent opponent with reach and reactions (vs a lesser competency wielder) could perhaps take advantage of the bars to grab-parry any thrust.
I was thinking of the swords strewn about your threshold because your soldiers lost their grip while succumbing to the pain or got an arm chopped off or something. Not necessary, of course, just an Idea that I thought would be neat.I feel like allowing items to be rotated would be handy; they could be any 0º/90º/180º/270º rotation, which would encourage a hectic look where appropriate. Even when placed nicely, I reckon rotating all of them (90º clockwise) would make them look more discarded/inactive, as opposed to being in a "readied" position. Although a small thing and it would be excessive to say that the current orientation is wrong, I think that would help readability.(@Schmaven) If not a spear, the next thought I had was it's also not quite a halberd. That tends to be "double-headed axe with spear point atop", or axe plus hammer side-heads plus the pointy bit for cleave+bash+poke capabilities (and also +hook by overextending over your target and pulling back in) in one handy head - that looks a bit more like three spikes, perhaps mini-pick or ice-axey, but not quite.I parsed it as a ranseur, albeit a particularly non-curvy one. There's also a chinese weapon that I don't know the proper name for, but I think ranseur is closest. It doesn't really resemble a boar spear meaningfully. The "crossguard" is far too huge for that, even within the limits of how much variation the sprites can show.
I think, therefore, it's modelled after a boar-spear (https://en.wikipedia.org/wiki/Spear#Types), or other hunting variation. Which might not be a bad decision for many of the enemies you need to equip spears for, even if a competent opponent with reach and reactions (vs a lesser competency wielder) could perhaps take advantage of the bars to grab-parry any thrust.
You mean that swords on the weapon pile would be pointing in different directions?
As for this maybe-crossguard being too large.. it's on the very edge of useful pixilation without looking like a plain line.A plain line would be about right for a boar spear.
Not that I think any of these depictions are 'wrong'. Fantasy weaponry often comes in far more fantastically impractical (https://abstract.desktopnexus.com/wallpaper/1155805/) forms that defy pretty much all logicDwarf Fortress ain't never been that kind of fantasy.
its possible for us to modify the graphic ourselves right? or will it be hard code? since if it possible, then at least i can just make the feminine version for my own, especially for my modified creature.Everything will be moddable (or at least that's the intention). All the new features added to make this set possible are supposed to be available to modders to make their own sets.
As Shonai_Dweller said, you'll be able to make your own tile sets, but if you base tiles on the Commercial Mephday tiles you should check what the copyright issues are before spreading it, as that set is tied to the Commercial version only. I don't believe there's any issue with modifying those tiles for your private use (assuming, of course, that you've paid for the right to use them).Should be OK so long as you stick to Steam Workshop and don't post it on the forum.
As Shonai_Dweller said, you'll be able to make your own tile sets, but if you base tiles on the Commercial Mephday tiles you should check what the copyright issues are before spreading it, as that set is tied to the Commercial version only. I don't believe there's any issue with modifying those tiles for your private use (assuming, of course, that you've paid for the right to use them).Should be OK so long as you stick to Steam Workshop and don't post it on the forum.
Of course, that begs the question, how does one (officially) share the tileset with Itch.io users who have paid for the tileset and are therefore entitled to use derivatives of it?
Is probably fine. Directionality is always going to be a somewhat abstract concept in Dwarf Fortress.+1
Yeah, I did indeed base it on the American porcupine as I thought it looks more graceful. But now that I think about it, it might be easy to mistake it for a hedgehog (or an echidna). Maybe if I make the hind spines longer it will be more clear.Besides that, the current version seems to be missing its tail, so fixing that would help. It sort of looks wrong without it, and definitely more hedgehog like-than it ought to.
and it was a LOT more difficult to find reference material with the right angle for birds and fish than for land animals.Er, you should probably be getting references of these from enough angles to have a general understanding of their body forms. I wonder if this limited breadth of reference images is part of why the peacock turned out wonky.
You are very constrained (inb4 size comparisons[1]) and obviously I await the Premium++ animated versions with [variant motion types]I don't think that's the sort of thing that will ever be a priority.
You don't [have an osprey] do you? Might not be the sub-species I'm most familiar with if you do. That's my excuse, anyway. Carry on!I checked the four recognized subspecies, none of them match. The bald eagle is also a sea eagle though, and could prey upon the fish just the same as an osprey would.
That barracuda looks strange and too cartoonish, I thought, not knowing what a barracuda looked like IRL. What a wack animal! No complaints about it, nor the poses.The impression is because of the angle. They look normal side-on. This one looks a bit more cartoonish because of the ridge Mike added on the back of the head, but aside from that it's accurate (if we assume that the blue color is based on the lighting it's assumed it'll have in its natural environment).
Particularly the sperm whale making a weird pose (do they ever move their cores that much? Can they, even? The only examples I can find that even kind of look like that are the result of severe foreshortening).I think it's a size constraint issue. Can't have it looking smaller than the whale shark. The pose is exaggerated, but it differentiates them from fish.
If you had an osprey there in the top picture[2], by eye it's conceivable it could catch and fly away with anything but the (sperm?) whale.I just noticed that the birds are at 2x magnification.
Is the sperm whale at maximum possible size already? There aren't that many things it needs to appear smaller than, and since they don't go through narrow corridors, (except maybe as zombies) there's no visual downside to making it huge.Particularly the sperm whale making a weird pose (do they ever move their cores that much? Can they, even? The only examples I can find that even kind of look like that are the result of severe foreshortening).I think it's a size constraint issue. Can't have it looking smaller than the whale shark. The pose is exaggerated, but it differentiates them from fish.
Ok, I have a question for you guys.
After some initial hiccups, I've tried to maintain a consistent perspective for all the land creatures (I probably didn't succeed in all cases...).
...
How do you feel about this? Do you think perspective is not so important for birds and fish or does it look noticeably wrong to you?
Ok, I have a question for you guys.
After some initial hiccups, I've tried to maintain a consistent perspective for all the land creatures (I probably didn't succeed in all cases...).
...
How do you feel about this? Do you think perspective is not so important for birds and fish or does it look noticeably wrong to you?
I think you did a great job with them and the perspective looks fine to me.
One suggestion for the heck of it would be to have two sprites for the flying/swimming birds if possible. One for in flight/swimming and one for standing. It'll be good either way but it would be a nice touch.
Seperate sprite for standing birds, not swimming birds. Birds stand don't they? Especially when you pluck their wings off.Ok, I have a question for you guys.
After some initial hiccups, I've tried to maintain a consistent perspective for all the land creatures (I probably didn't succeed in all cases...).
...
How do you feel about this? Do you think perspective is not so important for birds and fish or does it look noticeably wrong to you?
I think you did a great job with them and the perspective looks fine to me.
One suggestion for the heck of it would be to have two sprites for the flying/swimming birds if possible. One for in flight/swimming and one for standing. It'll be good either way but it would be a nice touch.
”Swimming birds” never swim in DF afaik, so for now it’s a non-issue.
Which one of them is the Kea? I'd like to start hating them on sight. :)The green bird with the red spot on its tail!
(https://i.imgur.com/nvBUMve.png)
the bed look weird, i think because the pillow is to small or the bed is to wide.They're double beds. Pillow looks about the right size. Presumably there are two when the bed is shared.
Straw beds from Gnomoria make a lot of sense on a certain level of fortress development. Or at least stone bunk beds. This reliance on wood for one of the very important needs is not dwarfy enough IMO.I'd hate to have to replace all the beds at a point when the game decides our dwarves have suddenly gained the knowledge of bed making (which they somehow forgot on their way from the mountain home). Or do straw mats get magically replaced by real beds when some gamey trigger is reached?
Straw beds from Gnomoria make a lot of sense on a certain level of fortress development. Or at least stone bunk beds. This reliance on wood for one of the very important needs is not dwarfy enough IMO.Straw isn't an item in the game, is it? At least, it's not a material we really do stuff with in dwarf mode. So I'd assume that the wooden beds have straw mattresses, and if the dwarves sleep on the ground they make "beds" like a dog would by pulling some soft stuff together, whether that's straw or a balled up cloak or whatever's to hand.
And what is "dwarfy" anyway? Raising llamas and crying over the soul of a poor, dead goblin before heading off to the tavern to enjoy some fine elven poetry? Seems perfectly reasonable that these guys build their bed frames from wood.Straw beds from Gnomoria make a lot of sense on a certain level of fortress development. Or at least stone bunk beds. This reliance on wood for one of the very important needs is not dwarfy enough IMO.Straw isn't an item in the game, is it? At least, it's not a material we really do stuff with in dwarf mode. So I'd assume that the wooden beds have straw mattresses, and if the dwarves sleep on the ground they make "beds" like a dog would by pulling some soft stuff together, whether that's straw or a balled up cloak or whatever's to hand.
And from a game perspective, adding the challenge to get wood for something to discourage complete turtling is usually not a bad thing (although it has nothing to do with the purpose of this thread, of course).And what is "dwarfy" anyway? Raising llamas and crying over the soul of a poor, dead goblin before heading off to the tavern to enjoy some fine elven poetry? Seems perfectly reasonable that these guys build their bed frames from wood.Straw beds from Gnomoria make a lot of sense on a certain level of fortress development. Or at least stone bunk beds. This reliance on wood for one of the very important needs is not dwarfy enough IMO.Straw isn't an item in the game, is it? At least, it's not a material we really do stuff with in dwarf mode. So I'd assume that the wooden beds have straw mattresses, and if the dwarves sleep on the ground they make "beds" like a dog would by pulling some soft stuff together, whether that's straw or a balled up cloak or whatever's to hand.
Some weapons looks unrealistic. Jewels looks very strange. Not all creatures fit ingame proportions.Creature size has been discussed several times in this thread. The artist are constrained by a 32*32 pixel limit (with a few pixels of oversize available for the very largest ones), and the smallest ones must still be recognizable, so there is not room for making them follow a strict size hierarchy, in particular if you also want to make them distinct (you could probably achieve a hierarchy if everything was just blobs, and size was measured in number of pixels each blob consisted of). That means that yes, some creatures may be too large compared to some others while also too small compared to others. The aim, as far as I understand it, is to roughly group creatures into small/medium/large/extra large.
Some weapons looks unrealistic. Jewels looks very strange. Not all creatures fit ingame proportions.Yes. That's how tilesets work. They show you what something is with a graphical icon. Have you played Dwarf Fortress? It involves being able to clearly see where items are, which you wouldn't be able to do if everything was life size. Would be a bit of a blow to Steam sales if the artists inexplicably tried to make life-size models of everything.
And from a game perspective, adding the challenge to get wood for something to discourage complete turtling is usually not a bad thing (although it has nothing to do with the purpose of this thread, of course).And what is "dwarfy" anyway? Raising llamas and crying over the soul of a poor, dead goblin before heading off to the tavern to enjoy some fine elven poetry? Seems perfectly reasonable that these guys build their bed frames from wood.Straw beds from Gnomoria make a lot of sense on a certain level of fortress development. Or at least stone bunk beds. This reliance on wood for one of the very important needs is not dwarfy enough IMO.Straw isn't an item in the game, is it? At least, it's not a material we really do stuff with in dwarf mode. So I'd assume that the wooden beds have straw mattresses, and if the dwarves sleep on the ground they make "beds" like a dog would by pulling some soft stuff together, whether that's straw or a balled up cloak or whatever's to hand.
Some weapons looks unrealistic. Jewels looks very strange. Not all creatures fit ingame proportions.Yes. That's how tilesets work. They show you what something is with a graphical icon. Have you played Dwarf Fortress? It involves being able to clearly see where items are, which you wouldn't be able to do if everything was life size. Would be a bit of a blow to Steam sales if the artists inexplicably tried to make life-size models of everything.
Which is a point against it IMHO, I love DF because it is a fantasy world simulator not a arcade game which you "win", having a mechanic work in a specific way just for challenge gets a hell no from me.Going back to my prior argument, in which I went into Minecraft-equivalence, if you play that in Survival Mode, and create a massive obsidian castle on a whim, perhaps carefully bucketting up magma from the depths (after having made a baker's dozen of buckets, a dozen for magma, one for your quenching water, with sand for casting 'moulds' or just rapidly double-pour) and casting it in place, having is that not better for the soul than using the 'Creative' mode to just have unlimited obsidian blocks in your inventory and plop-plop-plop them down (and insta-smash any misplacements along the way) while effortlessly flying and having no dangers from mobs?
The more issue is design of unrealistic-drawn weapons and too strange jewels. I play DF only with ASCII standard, didn't even change a font.Some weapons looks unrealistic. Jewels looks very strange. Not all creatures fit ingame proportions.Yes. That's how tilesets work. They show you what something is with a graphical icon. Have you played Dwarf Fortress? It involves being able to clearly see where items are, which you wouldn't be able to do if everything was life size. Would be a bit of a blow to Steam sales if the artists inexplicably tried to make life-size models of everything.
The more issue is design of unrealistic-drawn weapons and too strange jewels. I play DF only with ASCII standard, didn't even change a font.Some weapons looks unrealistic. Jewels looks very strange. Not all creatures fit ingame proportions.Yes. That's how tilesets work. They show you what something is with a graphical icon. Have you played Dwarf Fortress? It involves being able to clearly see where items are, which you wouldn't be able to do if everything was life size. Would be a bit of a blow to Steam sales if the artists inexplicably tried to make life-size models of everything.
Even great axe. Why do you think it is two-bladed? For make weapon image, you need do read and understand each weapon RAWs.The more issue is design of unrealistic-drawn weapons and too strange jewels. I play DF only with ASCII standard, didn't even change a font.Some weapons looks unrealistic. Jewels looks very strange. Not all creatures fit ingame proportions.Yes. That's how tilesets work. They show you what something is with a graphical icon. Have you played Dwarf Fortress? It involves being able to clearly see where items are, which you wouldn't be able to do if everything was life size. Would be a bit of a blow to Steam sales if the artists inexplicably tried to make life-size models of everything.
Which weapons are unrealistic? Do you have any ideas about how to change them? What looks unrealistic about the jewels to you? I don't think your feedback is specific enough to be useful.
(https://i.imgur.com/nvBUMve.png)
Seeing that picture reminds me of the fact that doors don't seem to have a "direction" when it comes to their sprite. Like, your always looking at the door head on. That's the #1 reason I don't use diagonals with doorways, because the door looks hideous. The door doesn't "look" like it's a diagonal door. It's just a door facing forward that your looking at head on while sitting in a diagonal mineshaft. Is there any possibility of that being changed in the Steam tileset? Like, giving sprites context or something? Like "Oh, you placed the door in a diagonal corridor, so lets use a different sprite that would fit" sort of deal? I'm probably being overly critical, it's just a pet peeve of mine.
Tilesets are modabble. Post examples, say what needs to be changed or make your own. Being rude is just not at all productive.Even great axe. Why do you think it is two-bladed? For make weapon image, you need do read and understand each weapon RAWs.The more issue is design of unrealistic-drawn weapons and too strange jewels. I play DF only with ASCII standard, didn't even change a font.Some weapons looks unrealistic. Jewels looks very strange. Not all creatures fit ingame proportions.Yes. That's how tilesets work. They show you what something is with a graphical icon. Have you played Dwarf Fortress? It involves being able to clearly see where items are, which you wouldn't be able to do if everything was life size. Would be a bit of a blow to Steam sales if the artists inexplicably tried to make life-size models of everything.
Which weapons are unrealistic? Do you have any ideas about how to change them? What looks unrealistic about the jewels to you? I don't think your feedback is specific enough to be useful.
Jewels have too much of small details and this details is strange designed. Do you know how looks real jewelry (especially medieval)?
it reminds me of when a jumping spider starts to rear up its head to watch its prey (me) when I get closeTell me which part of the world do you live in so I never come in a thousand km radius os this hell with jumping spiders.
Tell me which part of the world do you live in so I never come in a thousand km radius os this hell with jumping spiders.
Make tiles list, please. Of weapons - weapon tile and weapon name, so I will tell what weapons drawn wrong.Tilesets are modabble. Post examples, say what needs to be changed or make your own. Being rude is just not at all productive.Even great axe. Why do you think it is two-bladed? For make weapon image, you need do read and understand each weapon RAWs.The more issue is design of unrealistic-drawn weapons and too strange jewels. I play DF only with ASCII standard, didn't even change a font.Some weapons looks unrealistic. Jewels looks very strange. Not all creatures fit ingame proportions.Yes. That's how tilesets work. They show you what something is with a graphical icon. Have you played Dwarf Fortress? It involves being able to clearly see where items are, which you wouldn't be able to do if everything was life size. Would be a bit of a blow to Steam sales if the artists inexplicably tried to make life-size models of everything.
Which weapons are unrealistic? Do you have any ideas about how to change them? What looks unrealistic about the jewels to you? I don't think your feedback is specific enough to be useful.
Jewels have too much of small details and this details is strange designed. Do you know how looks real jewelry (especially medieval)?
Yes the artists who have played the game for many years and made the most popular tilesets know what the raws are...
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/76f5bb2242f3934145a58dbdfda7fd0e6648cc9e.png)GSC will looks interesting if will be colored some similar to scytodes. This spiders is real spiders who also spray their web.
The GCS seems to be at a weird angle, tilting to its right.
Toad looks too spherical, but this may be your style. And also similar to drug toad.
@Iä! RIAKTOR!, more specifically: It's hard to know what fantasy beasts might look like in a fantasy world. The same with the GCS. The 'rules' for aposematism may develop differently (assuming 'honest signalling') or its mechanism for blending in (assuming 'dazzle camouflage' as the reason) if it isn't a pure mating display like I almost already linked, before (https://media.giphy.com/media/sU7sviPPIcFna/giphy.gif).Since you're not being specific about what you're referring to but only to whom, I can only guess, but I don't see anythign by Riaktor which relates to aposematism, camouflage, or chromatophores. I took the GCS suggestion as purely aesthetic; that it will look interesting if displayed that way and (implicitly) that it will call back to the real creature, which adds another layer of value to the sprite. Since its appearance would probably be irrelevant to its lifestyle given the low-light environment, might as well give it an appearance which makes the sprite better in another way. I think it's a good suggestion, although I don't know if Mike/Meph can do it well, or indeed if they'd be willing to consider revisiting something they've moved on from.
In-game, I rather always assumed that it's more or less a 'perception filter' that lets it go unseen. Perhaps cephalopod-like chromatophores carefully controlled just like they do it (https://m.youtube.com/watch?v=pgDE2DOICuc), but of course even more impressive, and capable of fooling dwarven infravision[2] right until it is too late. But who knows what's in Toady's head.
Is a GCS Even poisinous?
Is See them more like Really fast hunting spiders, relying on speed and web, not poison.
Here an older mock-up with shading. Does that help with brain switching?Yeah the slopes are kinda trippy but if its anything like your other graphic set Then im sure it will be epic
(http://goblinart.pl/files/DFD/BIG%20Mockup1d.png)
Whats about cave plants?They'll be done at some point, of course, but the artists have a huge amount of stuff to produce tiles for, and I assume they follow some kind of schedule rather than jumping around randomly among the tiles (although that would definitely be less tedious for me, had I had any hint of artistic ability to actually do it). I expect Toady to show them off when done (as it seems he needs something for his Steam posts that Clinodev cross posts for us).
In vanilla DF even grass looks different. Cave plants must be done properly.Whats about cave plants?They'll be done at some point, of course, but the artists have a huge amount of stuff to produce tiles for, and I assume they follow some kind of schedule rather than jumping around randomly among the tiles (although that would definitely be less tedious for me, had I had any hint of artistic ability to actually do it). I expect Toady to show them off when done (as it seems he needs something for his Steam posts that Clinodev cross posts for us).
Tilesets are moddable, all the new effects will be moddable. Many tileset makers, even Meph, will have their own version once the release is out. Or just draw cave plants "properly" yourself if don't agree with any of the the artists' version.In vanilla DF even grass looks different. Cave plants must be done properly.Whats about cave plants?They'll be done at some point, of course, but the artists have a huge amount of stuff to produce tiles for, and I assume they follow some kind of schedule rather than jumping around randomly among the tiles (although that would definitely be less tedious for me, had I had any hint of artistic ability to actually do it). I expect Toady to show them off when done (as it seems he needs something for his Steam posts that Clinodev cross posts for us).
Either way, If the GCS's paralyzing venom doesn't actually kill you, i guess its more a way incapacitating the prey before killing/eating it.
In vanilla DF even grass looks different. Cave plants must be done properly.
I think there might be a language barrier happening here. Am I right about that?Yes. Sorry my bad English.
Hey, welcome! :)that looks really goodSpoiler: Ramps have come a long way since that image. (click to show/hide)
I think there might be a language barrier happening here. Am I right about that?Although "must" isn't factually accurate, all the grasses and plants should be done properly, having their own sprite or tile. The graphical version should be a better representation of what's present in the game that the ASCII, at a bare minimum. If it can be argued that it's a step down on any grounds other than an inherent preference for ASCII, then that undermines the whole project (both in an idealistic sense with regards to quality, but also in that it can be picked up as a flaw by detractors and exaggerated greatly, which has a big potential to impede the project's official goal of making Bay12 some money).
Sorry, did Toady state somewhere that he's not having different sprites for individual plants? What exactly is this theoretical argument about?I don't believe so. But you know, not every discussion is an argument.
Well then! Now that the UI has been shown on Steam, I'm interested in your feedback:
https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34693670/13f662e9694091cf4b49053b2bc2b52b39d88f2a.png
Two things shared already that I agree with is:
-the scrollbars look too "windows 95"
-the colours are not quite right (or they're "mad ugly" as one commenter put it).
Not sure what to change on both accounts.
Embark button should be highlighted somehow IMO to indicate it's importance. Would also help non-natives who may not know what the word means.A different color (darker for the color-blind) should suffice, I think. Also, it feels like a "load profile" button is missing.
I second Uthimienure: mouse support is fine, mandatory mouse usage is not.
I agree with the sentiment that it would be useful to cut down on scrolling by reducing heights where possible. I realize the images set a limit for the items, but the dividers between items can probably be cut down one or two pixels, and the category ones don't need extra space above/below the text. This would also allow the "Available Items" list to require less scrolling.
I second Uthimienure: mouse support is fine, mandatory mouse usage is not.
I agree with the sentiment that it would be useful to cut down on scrolling by reducing heights where possible. I realize the images set a limit for the items, but the dividers between items can probably be cut down one or two pixels, and the category ones don't need extra space above/below the text. This would also allow the "Available Items" list to require less scrolling.
We've been told repeatedly since the very first AMAs the days after the announcements to as recently as earlier today that the keyboard system will be retained as much as possible. Here's Kitfox official today on reddit quoting Toady in the August FotF. (https://www.reddit.com/r/dwarffortress/comments/i93gyv/new_ui_art_dwarf_fortress_steam_update/g1d6luw/) Mayday was also confirming it today in the Kitfox Discord.
Yeah, that's pretty dire. I went and told her as much but assuming that's Victoria I think she's just mostly used to dealing with Gen Z folks and isn't very good at talking to other kinds of audiences. It doesn't really matter since in this case since it's not like she's the one deciding Toady's priorities in UI Design.I second Uthimienure: mouse support is fine, mandatory mouse usage is not.
I agree with the sentiment that it would be useful to cut down on scrolling by reducing heights where possible. I realize the images set a limit for the items, but the dividers between items can probably be cut down one or two pixels, and the category ones don't need extra space above/below the text. This would also allow the "Available Items" list to require less scrolling.
We've been told repeatedly since the very first AMAs the days after the announcements to as recently as earlier today that the keyboard system will be retained as much as possible. Here's Kitfox official today on reddit quoting Toady in the August FotF. (https://www.reddit.com/r/dwarffortress/comments/i93gyv/new_ui_art_dwarf_fortress_steam_update/g1d6luw/) Mayday was also confirming it today in the Kitfox Discord.
In that Kitfox reddit post, I was surprised (and dismayed) to see this, especially the "bahaha":
kitfoxgames
Steam and itch.io publisher ⚒️
36 points
·
8 hours ago
This is the first time I've heard someone ask for keyboard support rather than mouse support bahaha
Are these categories collapsible? Seems like a low-hanging fruit, at least from a design perspective. But if that's the case, there should be an indicator icon to make it clear that collapsed categories aren't just empty (or, under particularly bizarre worldgen outcomes, that empty categories aren't just collapsed). Conventionally, a little triangle to the left of the title that points down when the thing is expanded and right if it's collapsed, and think it would be good to stick to convention in this case. If they don't collapse currently... Can they? How difficult would it be to add? It may not add a ton to the system, but it would add something and subtract nothing so if the amount of Toady's time that it takes isn't too excessive, I think it would be handy.It's worth pointing out to the ½ second attention span people that keyboard shortcuts is much faster than mouse pecking once you've learned them, and that keyboard shortcuts is something every software that's intended to be used heavily (such as 1000+ hour time investment games and professional software) should use both for ergonomic reasons and for productivity ones.Yeah, that's pretty dire. I went and told her as much but assuming that's Victoria I think she's just mostly used to dealing with Gen Z folks and isn't very good at talking to other kinds of audiences. It doesn't really matter since in this case since it's not like she's the one deciding Toady's priorities in UI Design.I second Uthimienure: mouse support is fine, mandatory mouse usage is not.
I agree with the sentiment that it would be useful to cut down on scrolling by reducing heights where possible. I realize the images set a limit for the items, but the dividers between items can probably be cut down one or two pixels, and the category ones don't need extra space above/below the text. This would also allow the "Available Items" list to require less scrolling.
We've been told repeatedly since the very first AMAs the days after the announcements to as recently as earlier today that the keyboard system will be retained as much as possible. Here's Kitfox official today on reddit quoting Toady in the August FotF. (https://www.reddit.com/r/dwarffortress/comments/i93gyv/new_ui_art_dwarf_fortress_steam_update/g1d6luw/) Mayday was also confirming it today in the Kitfox Discord.
In that Kitfox reddit post, I was surprised (and dismayed) to see this, especially the "bahaha":
kitfoxgames
Steam and itch.io publisher ⚒️
36 points
·
8 hours ago
This is the first time I've heard someone ask for keyboard support rather than mouse support bahaha
:64*64 icons would mean the artists would have to make a large number of such icons (or scale the current ones up, which I suspect will be ugly when each pixel becomes a 2*2 block).
Like Vordak suggests, I think increasing the sprite icon size to at least 64x64 and the font associated with it would be a good start.
Having the icons in a pool rather than a list would also reduce the need for scrolling which helps reduce information overload. Players will find it more palatable with large icons. The icons of the sprite functioning as a quick visual identifier are of key importance.
:
One thing I'd like to note is that it's difficult to see the icons. They kind of blend with their background, especially if they are small icons. I'm not sure what coloured background would alleviate this.True black might be a good fit. It depends a bit on display settings, but with how light the current "black" is, that would provide a pretty stark contrast on any display I've got, at least.
▶ 3 Buckets |
▶ 3 Splints |
▶ 2 Weapons |
▶ 15 Thread (Plant) |
I like the little icons on each line and oppose their removal as depicted here.Spoiler: UI shitty remaster (click to show/hide)
The suggestion is in the order of delirium.
This will increase the number of items displayed in the column, need just to reduce the line with item description(text window) vertically (not shown in pic).
P.s. If you are viewing an animal that is larger in size 32x32, than, maybe, 2x scale don't needed.
P.s.s. Background of window with item pic also must change color by side, where you select it item.
I like the little icons on each line and oppose their removal as depicted here.I suggest a compromise.
The main issue I am seeing with the screenshot is the lack of information being presented to the player. What is the difference between x leather item and y leather items? What do I actually need to survive? Not to sound negative, but this isn’t really an improvement from what is currently in the game in that regard and that is an issue imo.The current game already offers a starter embark profile so new people won't ever have to think about this. This is the advanced, "prepare things to minute detail" options menu. And minute detail is a dwarf fortress selling point.
I like the little icons on each line and oppose their removal as depicted here.
...
Yeah those are good points. I was thinking the tool tip window would be a new window at the cursor location, but I am not sure how feasible that would be to code in.Based on past interviews, I would say tooltips are a very likely addition to the game. As well they should be, tooltips are a great way to provide additional information without compromising other elements of the design.
That box could technically go anywhere though. The solution you posted would be a good option.
By Jove, I think you've nailed it!Spoiler: Vordak-Number 6 (click to show/hide)
By Jove, I think you've nailed it!Spoiler: Vordak-Number 6 (click to show/hide)
I'm just questioning the general direction this conversation is going - that being a list with collapsable sections is not enough, we need more control.T O O L T I P S
As someone mentioned before - embark screen has probably caused least amount of anguish to people.
I have zero issues with it's UX and never needed any googling to understand how it works - which cannot be said for many other DF screens.
...that is I never needed googling about what does the screen do. I did need and still need frequent trips to the wiki about properties of items on the list. AKA are llamas shearable? This problem is not unique to embark screen - at any given time of playing in both fortress mode and adventure mode a player can encounter items that they are not familiar with. Hence my ugly mockup with informational popup. Having a set properties window would work in embark screen but in the actual game you'd still need a popup of sorts.
You Should try to use as much of the screenspace as possible. See how much you can cram in there, while still retaining readability.The ability to collapse the sections isn't the key design purpose of that used space; it's a convenience feature. Their primary purpose is to function as subheads. There are a lot of different types of items, and a lot of variants of items which have the same functionality. Of course it's true that people can eventually find out how things work; that's true now. The point of accessibility upgrades isn't to tell people to read the wiki and figure it out as they go along, but to increase the initial clarity.
Such as the collapsable menus. They take up way too much space, compared to their usefullness.
They could be way out to the far left.
Players Will eventually discover what type of item an item is, when they venture into the menu for adding Stuff to your embark.
And generally compacting everything would help with faster reading.This isn't correct, and it's not only a matter of opinion but in contradiction to an overwhelming body of design research. The importance of white space in graphic design is well established; a dense block of text slows reading and decreases comprehension.
Theres too much space between information.
Right now, i feel like my eyes are drawn towards the graphics, instead of quickly spotting the information i need.I agree that the colors of the UI really need another pass. The bright gold headers pop too much, the grey that is barely within the range one can consider dark grey is not a suitable replacement for black, and the text, overall, is overwhelmed by its surroundings. Plain white on black was too much contrast, but they've gone too far in the other direction, and if they want to abandon that old way, it should be done properly with a color, not just making the black lighter and lighter. I'm partial to a cream (#fdf5e6) on brown taupe (#483a2c) myself, with some lighter and darker variants mixed in (#f7e7ce, #f9debb, #cf9d6b and #6b594a, #594027, #634b33) for highlighting and similar but distinct elements and a licorice (#1a1110) tone for the ultimate backgrounds. Something along those lines would create a modest and warm range of tones that I think is appropriate to DF, which would work well on a far wider range of screens than the current medium greys do. Of course, that specific case wouldn't look great with the light yellow border designs, but to be honest adjusting them to a more vibrant and saturated range of tones would look more like gold anyway.
You see more information, faster, in the ASCII menu IMO.
The graphics part of Everything could have way more texture to it, and a darker background, so the text becomes more clear next to it.
Right now, its simple up against simple.
Its "hard to focus" on the text.
I Think the "runic" textures could be implemented more, such as in the scrollbar.
Or Some other Nice texture.
But in general, darken the ui, make it pop out of the screen more, with textures, shading, lighting and Stuff. Cram it together in every way possible. Get rid of unnescessary blank space.
If you ask me <3
Always exciting to See what Youre working on.
@Vordak: Lol!I dig the parchment section, this is definitely an improvement over Mike/Meph's initial public draft. However although I called them out as too bright, the grey buttons and background aren't bright enough to go to a dark text color.
So based on the consensus of feedback it seems like the prominent concerns are the office software vibe and the lack of tool tips.
How about something like this? (Right side)Spoiler (click to show/hide)
Remove the borders and add parchment or something like stone as a background for the different sections.
Thinking about "Your Items", "Available Items(/etc)", does Your<=Available ordering work better than Available=>Your?
Besides, taking the assumption that we see our dwarves on the lefthand side of the screen in little boxes it'd be fitting to have them set against a darker background so we can see them better conveying their beardcolors or skin tones [...]
You bring up an interesting point about the dwarfs. I don’t think their appearance is determined by this point though?
Now you have me thinking of a dwarf randomizer function that draws from historical figures. Too bad this screen comes prior to world gen.
Besides, taking the assumption that we see our dwarves on the lefthand side of the screen in little boxes it'd be fitting to have them set against a darker background so we can see them better conveying their beardcolors or skin tones [...]
A dark background wouldn’t work well with dark hair colors and skin tones, a medium (neither bright nor dark) background is the best option to work with as many dwarf colors as possible.
Unpopular opinion: icons and buttons look weird on parchment background, and it makes font choice more limited.I am not a huge fan of the parchment either, unless the rest of the menu matches that aesthetic better. I don't think it matches with the rest of the UI very well.
Any thoughts on the intro sequence? Will it remain the same, or are you making a new one/remaster it?It would be cool if the artists made a remastered version in pixel art. That would probably be a low priority though.
I'm lost. What do you guys mean by parchment, exactly? Because that's what a modern game would have done, and I'm glad that DF didn't go that route.
If you did want the menus to have an "in universe" look to them, I would have gone with carved stone, with little gems for the buttons.
I'm lost. What do you guys mean by parchment, exactly? Because that's what a modern game would have done, and I'm glad that DF didn't go that route.If you mean modern in the historical sense, maybe. It's been out of the trend for design for the better part of a decade even at the most generous. It was in decline even longer ago than that. But Dwarf Fortress is not a game made for only one year, it doesn't need to be mired in a single decade's popular style and should consider design more broadly.
The DF menu looks like a menu in a computer game, not parchment, and I'm fine, and indeed happy about that.It looks like a menu in a computer program, but not game, from the 90s. Setting that aside, forgoing "immersion" type aspects is only better if it's because those aspects are inadequate and a more abstract aesthetic allows you to do something that would otherwise not make sense. However, even if we only look at color choices, that parchment look is an improvement, and the added value of the additional aesthetic detail ought not to be disregarded either.
If you did want the menus to have an "in universe" look to them, I would have gone with carved stone, with little gems for the buttons.
I'm personally more a stone/metal texture fan. Fits the theme of Dwarves better. Sepia parchment also restricts the color palette quite a bit.What's "restricts"? No matter what you pick, you need a color scheme for the UI where the components work well together. No matter what you pick, every color added narrows the range of what other colors can be used and look good. If you can make a stone/metal that looks good, by all means do so, but so far the color choices aren't nearly as versatile in terms of the range of screens that they look good on as it would be to stick with tried and true options. You haven't even really got control over whether the elements will be predominantly warm or cool tones.
Ah, Cruxador. Now I remember why I stopped posting here.What, because I addressed the subject of the thread? Responded to a post you made? If you can't hear any disagreement or that not every choice you've made is perfect without dissolving into a pile of salt, how are you gonna do anything iterative ever?
-the colours are not quite right (or they're "mad ugly" as one commenter put it).In my view is because the colors are not sufficiently suitable to all screens. I can adjust things such that they look pretty good, actually, but the portion of the population for whom this is the default setup won't be high enough. Maybe Meph's screen falls into this area, I don't know. But that's why a color scheme with a more robust appearance on a variety of screens is the thing to angle for.
Ah, Cruxador. Now I remember why I stopped posting here.
The "help save the noobs" thread has a lot of love put into it as well and not a single acknowledgement that it's being read by anyone. I thought it is precisely the job Kitfox was supposed to be doing. With Thursday releases becoming smaller each week, I feel uneasy about the future of UX endeavour.As far as I'm aware Tarn does read pretty much anything here. Just two days ago he commented on the positive feedback the little UI preview has gotten.
What's "restricts"? No matter what you pick, you need a color scheme for the UI where the components work well together. No matter what you pick, every color added narrows the range of what other colors can be used and look good. If you can make a stone/metal that looks good, by all means do so, but so far the color choices aren't nearly as versatile in terms of the range of screens that they look good on as it would be to stick with tried and true options. You haven't even really got control over whether the elements will be predominantly warm or cool tones.That's your response. On my note that I personally favour rock/metal.
It's because you are usually explicitly contrarian to whatever was posted, extremely sure that your own opinion is the only valid one, assuming a lot of things that are incorrect. It's tiring.Well, for those areas where I think everything is already perfect, or as good as I have the capacity to recommend on, I don't tend to see any need to say something. If something is done right to that degree, it is presumably done so with intention; that is to say, the person who does it is aware of what was done well because they went out of their way to achieve that. Similarly, why would I say something if I didn't have a reasonable confidence that my opinion was justified in fact? If it's based on a lack of foundational information, then it would be helpful to clarify; if I don't know, I'm probably not the only one. Of course, if you're too tired to be bothered, that's understandable as well, especially the way things are these days. Certainly with all the fires I've been a bit stressed myself; it happens.
I was using the general "You", speaking to the design principle. I'll try and avoid using second person in such abstract circumstances, if that's particularly bothersome to you. It's the kind of thing I can easily forget though, since we talk only relatively sporadically over months and years, so if it happens again, please bear with me. I can try to avoid rhetorical questions as well, if that's something you perceive as inherently rude, but I use them a lot and will definitely forget to check back and rephrase things at some point. I already caught two in this very post where I'm more likely to be aware of it than any.QuoteWhat's "restricts"? No matter what you pick, you need a color scheme for the UI where the components work well together. No matter what you pick, every color added narrows the range of what other colors can be used and look good. If you can make a stone/metal that looks good, by all means do so, but so far the color choices aren't nearly as versatile in terms of the range of screens that they look good on as it would be to stick with tried and true options. You haven't even really got control over whether the elements will be predominantly warm or cool tones.That's your response. On my note that I personally favour rock/metal.
You assumed that I designed the UI.
You assumed I said anything against parchment.
You assumed I currently "haven't even really got control over whether the elements will be predominantly warm or cool tones." - What?
You start with a rhetorical question, then telling me " by all means do" what I like, followed by the obvious "but" here is what you should actually do.
It is what it is ror6ax, no need to be overly anxious about it. Doing so mostly just adds stress to everyone involved. Kitfox are also not responsible for the UX redesign, afaik, their work is in publishing, which means advertising and legal stuff, as well as acting as an intermediary to Steam, and Meph, Mayday and Dabu (the composer). Meph and Mayday are clearly working directly with Toady though, so I'm unsure how exactly that works. They could of course explain/confirm/deny this themselves in further detail, if they wish to, I really do not know much more than this.
PatrikLundell has opened what will hopefully be seen at some point as the official UI discussion thread right here:
http://www.bay12forums.com/smf/index.php?topic=177122.msg8181151#msg8181151N
Let's get back to beakdog colours and beautiful procedural trees. :)
Toady just saw you referencing that thread you've been pushing, and instead suggested the FotF replies.
Toady just saw you referencing that thread you've been pushing, and instead suggested the FotF replies.
???
Toady's most recent post is before that thread existed.
@Vordak: Lol!
So based on the consensus of feedback it seems like the prominent concerns are the office software vibe and the lack of tool tips.
How about something like this? (Right side)Spoiler (click to show/hide)
Remove the borders and add parchment or something like stone as a background for the different sections.
Right now, latest test on my end, looks like this:That's already a big improvement. I wouldn't have thought to go for the purple, but I think it works pretty well. I do think it would also really help to mellow out the color of the text a bit since despite being contrasted to a lighter color: The white retains some of the garishness (by which I mean excessive contrast) of the original ASCII scheme.Spoiler (click to show/hide)
Item descriptions! We Dark Souls now!
They don't get themselves typed in magically though do they? If it's not in the already massive Steam update schedule, it most likely won't happen. Most of the game is still a one-man project.Item descriptions! We Dark Souls now!
As a player, do you like having tons of items thrown your way without any explanation? Unless you have a 6th sense, the answer should be negative.
This is just common sense to want to learn more about the fantasy world you're in.
And no one asked for a wall of text, a simple one-liner is usually enough for most items.
[ITEM_TOOL:ITEM_TOOL_WHEELBARROW]
[NAME:wheelbarrow:wheelbarrows]
[VALUE:50]
[METAL_MAT]
[WOOD_MAT]
[TOOL_USE:HEAVY_OBJECT_HAULING]
[FURNITURE]
[TILE:153]
[SIZE:30000]
[MATERIAL_SIZE:6]
[CONTAINER_CAPACITY:100000]
Aren't there already descriptions in the raws that could be displayed?No.
Right now, latest test on my end, looks like this:Spoiler (click to show/hide)
(Want to get a dwarf down from a wall?)(You can't get down from a wall or a dwarf. You're obviously thinking of ducks.)
I notice that some sliders have red gems while the far right is blue. Is this just for variety or does the coloration indicate something?The cyan one is when you hover the mouse over it.
And now for something completely different. A saguaro test. We know have the code support for different tree types. :)
(https://i.imgur.com/xsLTpXe.png)
And now for something completely different. A saguaro test. We know have the code support for different tree types. :)
(https://i.imgur.com/xsLTpXe.png)
I feel like it looks great, but it should have points on the end to make it look like its going up or something, rather than just cut off.I can make it appear like they are going up on those ends, but the image is exactly how they grow in DF.
Yeah, yeah, cacti are nice, but hit me with those Tower-cap and Tunnel tube! :D
Has it been confirmed that it will be everything overlaid all at once rather than the classic DF tile-cycle?
You see floor, item and creature.(Meph being one of the three people working on it, so presumably would know).
Has it been confirmed that it will be everything overlaid all at once rather than the classic DF tile-cycle?You see floor, item and creature.(Meph being one of the three people working on it, so presumably would know).
[...]
Please let me know what you think about it. :)
You absolutely can actually adorn any item with gold in vanilla using a workshop.I know what he means. The visual adornment doesn't fit the decorations on the item. On the other hand, it's a fairly universal way to show value improvement: Add a ton of gold/gem nicknacks.
I'd only suggest this for weapons, armor and clothing. Things that are important to use, with natural wear.From a player's point of view, weapons and armour wear out much more slowly than regular clothes, so I'm far more interested in assessing the state of my dwarves regular clothes than the militia's gear. Armour tends to break unexpectedly after being hit repeatedly in combat without much chance to do anything about it.
From a player's point of view, weapons and armour wear out much more slowly than regular clothes, so I'm far more interested in assessing the state of my dwarves regular clothes than the militia's gear. Armour tends to break unexpectedly after being hit repeatedly in combat without much chance to do anything about it.
Quality-wise yes, it's good for dwarves to have high-quality gear.
From a player's point of view, weapons and armour wear out much more slowly than regular clothes, so I'm far more interested in assessing the state of my dwarves regular clothes than the militia's gear. Armour tends to break unexpectedly after being hit repeatedly in combat without much chance to do anything about it.
I play DF for about a year, wasn't aware that wear is even a thing. I am aware (painfully) of the need to equip my military with best breastplates available tho.
Please let me know what you think about it. :)
Bug fixes, features, and game play are paramount.But... this is a purely graphical and UI related update, without bug fixes, new features or different gameplay.
Shiny baubles are not important.
QuoteBug fixes, features, and game play are paramount.But... this is a purely graphical and UI related update, without bug fixes, new features or different gameplay.
Shiny baubles are not important.
Wear, contaminants and quality level.They look great. I share the concern about too much work but if you reckon it's reasonable, it would be cool to be able to see those details. Support for non-red blood might be another step, but it would be cool if the four contaminate masks could take any four different contaminants with color sourced from the material. Might be a bit of a niche ask, but everything coated in blue blood would be tremendously kino. That kind of setup means you could also have less in other cases; limit the full complement to weapons and armor, while mitigating the added work on other things.
(https://i.redd.it/9ecxq58wgzl51.png)
We are currently discussing if any of these would make sense ingame. It's a little bit of extra work doing this for every item and the final sprite might be less readable. Especially if three states mix.
This mock-up shows a sword and a breastplate with 0%, 25%, 50% and 75% wear (100% and the item is destroyed); as well as each quality level and four contaminants to test, vomit, blood, water and mud.
At the bottom you can find a few example with a mix of two or three states.
Please let me know what you think about it. :)
In principle, I agree; the graphics should align to what's actually there in every case. But that's not very practical to do for items, both because of pixel count and because of the extreme number of potential variations, either one of which could put the practical kibosh on such a plan by itself. I think the embellishments in your sprites are non-specific enough that the conflict isn't a big deal.You absolutely can actually adorn any item with gold in vanilla using a workshop.I know what he means. The visual adornment doesn't fit the decorations on the item. On the other hand, it's a fairly universal way to show value improvement: Add a ton of gold/gem nicknacks.
I don't think the contaminants is useful information, unless it has combat relevancy. Poisoned weapons would be good info to have and it'll presumably be easier to poison weapons in the future.I don't agree with the premise here. It's not just about showing information. If that was the case, a logographic aesthetic would be preferable, but the plan with the Kitfox release is to move away from the ASCII paradigm in favor of aesthetic.
I'm of the opinion that things shouldn't look different from how they are if possible; an unadorned steel sword made by an amatuer doesn't really look different from an unadorned steel sword made by an expert, at least not at this level of detail. There are separate systems for decorating items and for item quality, so higher quality items aren't ones which are prettier, per se, just better at performing their function. In the case of weapons and armor, serving on the battlefield and not falling apart.I agree in principle, but since I don't think it's reasonable to show decoration accurately in-game, taking into account the cost (in artist time) to benefit ratio. Dwarf Fortress supports a ton of decoration and it's just not reasonable to expect a sprite to be made for rings of hanging onyx and a bird bone image of three dwarves standing around a carp. The carp is laughing. That being the case, why not use the visual variation to show something else? It's not like high quality items wouldn't be decorated necessarily, after all, and the sprite has to be based on either a decorated or undecorated item at some point.
This comes from my fundamental assumption that it's more important that the graphics show what things actually look like rather than try to get across gameplay information. Nobody's going to convince me otherwise of this, and likewise I won't try to convince anybody who disagrees.
Wear, contaminants and quality level.
(https://i.redd.it/9ecxq58wgzl51.png)
We are currently discussing if any of these would make sense ingame. It's a little bit of extra work doing this for every item and the final sprite might be less readable. Especially if three states mix.
This mock-up shows a sword and a breastplate with 0%, 25%, 50% and 75% wear (100% and the item is destroyed); as well as each quality level and four contaminants to test, vomit, blood, water and mud.
At the bottom you can find a few example with a mix of two or three states.
Please let me know what you think about it. :)
Please let me know what you think about it. :)
A suggestion for ease of identification of lower-grade weapons.Led attachments?
(https://cdn.imgpaste.net/2020/09/10/9uxpv.png)
A suggestion for ease of identification of lower-grade weapons.Led attachments?
Masterwork quality sprites don't look any fancier than exceptional, IMO. Yeah, rubies are more valuable than emeralds, but that's not something you think of at a glance. The extra gold is too subtle on some sprites.
I don't think there's a need to distinguish between items that are exceptional quality and below. Masterworks are distinct in that they trigger masterwork loss when destroyed.
I'd suggest having undecorated items of exceptional quality and below use the standard sprite. Masterwork adds the ribbon. Decorations add the gold to any quality. Artifacts have the glow, ribbon, and gold (being implicitly decorated with menacing spikes, etc.)
I'd suggest having undecorated items of exceptional quality and below use the standard sprite. Masterwork adds the ribbon. Decorations add the gold to any quality. Artifacts have the glow, ribbon, and gold (being implicitly decorated with menacing spikes, etc.)
I'd suggest having undecorated items of exceptional quality and below use the standard sprite. Masterwork adds the ribbon. Decorations add the gold to any quality. Artifacts have the glow, ribbon, and gold (being implicitly decorated with menacing spikes, etc.)I agree with these gentlemen
I'd suggest having undecorated items of exceptional quality and below use the standard sprite. Masterwork adds the ribbon. Decorations add the gold to any quality. Artifacts have the glow, ribbon, and gold (being implicitly decorated with menacing spikes, etc.)Fourthed? Or something. As for the artifacts, I remembered the undead (placeholder) sprites having a similar glow. It's a nice touch, as they both have "magical" properties, of some kind.
I don't think there's a need to distinguish between items that are exceptional quality and below. Masterworks are distinct in that they trigger masterwork loss when destroyed.
I'd suggest having undecorated items of exceptional quality and below use the standard sprite. Masterwork adds the ribbon. Decorations add the gold to any quality. Artifacts have the glow, ribbon, and gold (being implicitly decorated with menacing spikes, etc.)
Masterwork quality sprites don't look any fancier than exceptional, IMO. Yeah, rubies are more valuable than emeralds, but that's not something you think of at a glance. The extra gold is too subtle on some sprites.
I don't think there's a need to distinguish between items that are exceptional quality and below. Masterworks are distinct in that they trigger masterwork loss when destroyed.
I'd suggest having undecorated items of exceptional quality and below use the standard sprite. Masterwork adds the ribbon. Decorations add the gold to any quality. Artifacts have the glow, ribbon, and gold (being implicitly decorated with menacing spikes, etc.)
What about encrusted items?
What about encrusted items?
and lesser quality levels have variously obvious flaws, like crooked hilts, missing, but not broken plates, obviously imbalanced, top-heavy blades. Boots and helmets might fit loosely/be crooked when "properly" strapped on, gauntlets missing fingers. Spears or other long-hafted weapons could have broken parts of the shaft that were strapped back together with leather bindings and bent at the lowest quality levels.
I don't think there's a need to distinguish between items that are exceptional quality and below.
One of the best ways to make the game feel more visually interesting and 'alive' is having variety in the hundreds/thousands of items sitting all over your fort. You could make multiple unique sprites, like in the meph tileset, for floors or beds which are randomly chosen, or you can go the no-brainer route and use the system already in place. If you have 7 quality levels and 4 wear levels why not just use them and give more flavor to the player?I don't think there's a need to distinguish between items that are exceptional quality and below.
I just don't see any need not to distinguish them. What's the benefit to the player to not have visual differences? Meph already showed he can make all the sprites quick so it's not like it's a development burden. It shouldn't be a problem for modding since there is undoubtedly a way to not include every variation should you choose.
The data is part of the object and game, if that data can be portrayed visually (even slightly) the game gets easier to play and visually more interesting to look at. Even if the only result of making all the quality/wear/contamination sprites was that my stockpiles looked less uniform I'd say it's worth it.
The caduceus is often incorrectly used as a symbol of healthcare organizations and medical practice, particularly in the United States of America, due to confusion with the traditional medical symbol, the Rod of Asclepius, which has only one snake and is never depicted with wings - the logo of the World Health Organization uses the Rod of Asclepius as its basis.
The best part is that even if the player manages to figure out what objects are even being represented, they'll still have to look at Legends to figure out what they actually mean! Muahahahahaha!It's a plot to get everyone back to the keyboard again.
I think the caduceus has been used as a symbol of medicine long enough to be recognizable. The Wikipedia page that DeKaFu linked describes incidents going back thousands of years. While these are somewhat sketchy, a 100+ years of use in the US is more than enough.
I'm shocked that the red cross symbol is copyrighted. Don't tons of games use that symbol on healthpacks? I'm thinking specifically of military-themed games that have realistic looking medical equipment.It is an officially protected symbol (along with the Red Crescent and, controversially[1], the Red Diamond), I'm not sure "Copyright" covers it, more than as a key piece of the Geneva Convention. It's been much degraded by 'casual' use[2][3] like game-graphics at least since the days of Doom and doubtless in various 8-bit applications in the decade or so beforehand (Civ used one or other of the rods, in its context of ddnoting medicine I can't remember off hand if that 'chose wrongly').
Maybe a bit late, but perhaps to indicate quality we could add a 4-pointed star of varying size (increasing with quality) in the corner? Like this one:Equipment is going to be shown on critters visually. A floating star for every item of clothing on every dwarf running around the fortress would be a mess.
(https://upload.wikimedia.org/wikipedia/commons/thumb/e/e3/4_Point_Star.png/605px-4_Point_Star.png)
It wouldn't be directly on the item and it's a simple shape, so less visual noise and easier to understand in small image resolutions.
It could have a second star inside it or stars around it for masterwork or artifact items to further distinguish them from lower quality levels.
Other than that I am all for high diversity of items.
Baloney: Nope, Tarn isn't that far into the coding. It's been communicated though, he knows about it.Those are pretty good! The skulls on the bone ones are pretty cute, but after that first impression, I think it's probably better not to be quite that silly in the official tileset.
To everyone: The feedback on the weapon quality was great. So let's do that again. :) With instruments and instrument parts.
I prepared a dozen instruments in six materials each, as well as all the components. Those don't perfectly assemble, since some of those are internal parts, or belong to different types that wouldn't mix well. The wiki says that no materials are permitted for rings and neck bowls, hence there are none. ^^Spoiler: Images condensed for thread readability (click to show/hide)
(And a bit worried you don't have an inside track on the code, or at least the intentions, and need to reference the wiki! :P )Even Toady doesn't necessarily know everything without having to check.
It's a UI element though, your dwarves will never see it. The player does. ;)Yeah, it would be nice if there was a symbol for health and healing that was widely recognized and didn't have inherent religious or cultural implications but, well, there isn't one (green cross traces its origins to the Christian cross), and trying to make one up would be likely to mislead.
Maybe a bit late, but perhaps to indicate quality we could add a 4-pointed star of varying size (increasing with quality) in the corner? Like this one:One key strength of moving away from ASCII is that instead of icons which must be learned, representative imagery can be used. Obviously there are still limitations, because of the scale and level of detail, the sheer number of graphics that would be needed for every possible permutation to represent the full detail, and because for the sake of gameplay, some things must be represented which don't physically exist. The first two cases are easily addressed by omitting nuance*, and visually, item quality is very much a matter of nuance. Therefore, there's no reason to show item quality in any way that doesn't reflect what's actually going on** based on these criteria, and only the third is relevant. Since item quality does physically exist, and can be construed visually as Meph proved, there's no need to invent something for this purpose.
(https://upload.wikimedia.org/wikipedia/commons/thumb/e/e3/4_Point_Star.png/605px-4_Point_Star.png)
It wouldn't be directly on the item and it's a simple shape, so less visual noise and easier to understand in small image resolutions.
It could have a second star inside it or stars around it for masterwork or artifact items to further distinguish them from lower quality levels.
Other than that I am all for high diversity of items.
While a star count (or bar count, using a little less space) might be useful for isolated item display (in lists or when viewing details), it still uses up space. If sharing the space with the item tile it would cut away a piece of the item where it's overlaying it, and if placed outside it uses up additional space.A four pointed star can be recognizable a 3x3 square, and five of them can fit in 5x11 space, which barely exceeds the 6x9 of the font currently being used. Position them the long way and it fits within less space than two letters. That's not much worse than the icons used in the vanilla game.
Do weapons show up when equipped? Having the stars floating near the unit might be confusing.Yes that's the plan. And yeah, would be really confusing. And it would be a big restriction on all the weapon tiles to have to leave a space to add in a star later if it's just for inventory screens. Modders would hate it I expect, because who cares about stars? Quality is in the weapon description.
Would equipped items show as much details as unequipped? How would a fully armed dwarf look?
Do weapons show up when equipped? Having the stars floating near the unit might be confusing.
My understanding is that to the extent where that will happen, these aren't those images. If you compare their size to the size of a tile, these are suitable to appear on the ground in stockpiles and similar, but they're too large to be wielded by a dwarf which also fits in the tile.Do weapons show up when equipped? Having the stars floating near the unit might be confusing.Yes that's the plan. And yeah, would be really confusing. And it would be a big restriction on all the weapon tiles to have to leave a space to add in a star later if it's just for inventory screens. Modders would hate it I expect, because who cares about stars? Quality is in the weapon description.
Most of that we will do. There is a bit of a worry that the actual RAW defined hair and skin colors clash a bit and make the sprite unreadable, right now we have a more limited selection that simply looks better. But clothing, armor, weapons, etc, is done.Good to hear. I hope the hair can be figured out for full accuracy but if not, that's a place where a compromise has low consequences.
In regards to the steam update vid, any plans to change how the ramp is displayed at the tunnel entrance? :s
In regards to the steam update vid, any plans to change how the ramp is displayed at the tunnel entrance? :s
Designate the ramp for removal, duhh <3
In regards to the steam update vid, any plans to change how the ramp is displayed at the tunnel entrance? :s
Designate the ramp for removal, duhh <3
Won't really help with potential confusion for new players though before they figure out that "fix". And it really does throw off the entire z-level perspective of ones initial tunnels if one goes with that initial digging approach, which is a fairly common one I'd say.
Well, logically, as long as you havent removed the ramp in front of your entrance, it should be visually displayed as a fully functional ramp.
With graphics, that ramp becomes way more visible, i get it, its not nearly as distracting in ASCII.
But, why would you have a ramp in front of your doorway?
I always remove ramps in front of my entrance, when playing with ascii. It just makes sense you know.
I Also did it the first time i played DF.
I dont think new players Will be confused.
To dig an entrance in the first place, they have to enter the same menu that happens to contain the 'remove ramp function', which i believe is listed closely underneath the 'dig' option. So i think its pretty hard to miss out on that.
Concerning Rekov's grid suggestion: a 16*16 major grid aligned with DF's blocks would probably fit DF better than an "arbitrary" 10*10 one. However, it depends on what you use if for, I guess. If you're counting tiles decimal fits humans better, but if you try to align things with DF's divisions the hex one works better.
Honestly, the little entry-ramp looks fine to me. Fits nicely with the other ramps, and still reads OK as an opening into the underground.
Honestly, the little entry-ramp looks fine to me. Fits nicely with the other ramps, and still reads OK as an opening into the underground.
Maybe I'm just weird, dunno. For me it shifts the entire 3D perspective to where the tunnels seem to be one z-level higher than it should be.
Minor heights above Z
000000000|000000000|00000000
000000000|000000000|00000000
---------+---------+---------
000000000|000000000|000000000
111111111|111111111|111111111
222222222|222222222|222222222
333333333|333333333|333333333
444444444|444444444|444444444
555555555|555545555|555555555
666666666|666545666|666666666
777777777|776545677|777777777
888888888|876545678|888888888
---------+!!!!!!!!!+---------
#########|000000000|#########
#########|000000000|#########
That entry-with-ramps is obviously designed to work with a single-width channel (in the layer above) terminating in a convex half-channel (ramps up to all points of compass except North, in this case).000000000
111111111
222222222
333333333
444444444
5.4.3.4.5
654323456
7.4.1.4.7
864202468
(dots aren't integer values, which doesn't matter in shade gradients but buggers up my diagram)000000000
111101111
222202222
333202333
444202444
554202455
664202466
764202467
864202468
...but we've already gone through the pros and cons of that imagery, and if we've gone for half-depth trench rather than double-steepness (in general, you'll note my first recommendation has fringes at double-steep gradient, though it adheres to the half-depth philosophy) then the latter might look out of place. And don't forget that an entryway of this form[1]Concerning Rekov's grid suggestion: a 16*16 major grid aligned with DF's blocks would probably fit DF better than an "arbitrary" 10*10 one. However, it depends on what you use if for, I guess. If you're counting tiles decimal fits humans better, but if you try to align things with DF's divisions the hex one works better.
Concerning Rekov's grid suggestion: a 16*16 major grid aligned with DF's blocks would probably fit DF better than an "arbitrary" 10*10 one. However, it depends on what you use if for, I guess. If you're counting tiles decimal fits humans better, but if you try to align things with DF's divisions the hex one works better.What if give an option to set the player's settings about the size of the major grid?
(https://i.imgur.com/QpiOjXx.png)
Depends on if they can parse what's going on in the image I guess, to me at least it just looks really weird.
I did hesitate suggesting an option as that means more work for Toady to code the option selection up, and time is not an abundant resource. However, an option would be good.Concerning Rekov's grid suggestion: a 16*16 major grid aligned with DF's blocks would probably fit DF better than an "arbitrary" 10*10 one. However, it depends on what you use if for, I guess. If you're counting tiles decimal fits humans better, but if you try to align things with DF's divisions the hex one works better.What if give an option to set the player's settings about the size of the major grid?
The ramp does look a bit odd, I think a freestanding 4-way ramp would fit better there.I think that categorically, these grasses look good (aside from the first, which is terribly boring). Although there's always something to quibble over*, I can across the board say that I like the grass tiles. As far as distracting goes, they're far less of a problem than two other elements common here. Firstly, the terrain variation. This is probably the fault of not having different grass tiles for different thicknesses of grass, which would be cool but probably more work than is reasonable... Although there's the gameplay argument that it's relevant information for pastures. However, the contrast between multiple types of terrain, especially in the 4th image, where there's three types all in high prominence, is visually rather annoying and definitely exceeds the "distraction" element of grasses by orders of magnitude. It's really quite bad, and since I don't think there's really a good solution, it's fortunate that these landscapes are kind of rare.
Anyhow, what do you guys think about the grass? We cut back on the more varied grasses after some worries about it looking too distracting. We haven't really touched them since, but now I think it's time to revisit that area. Here the look of the current sprites. There would be some variation added with lighter/darker tiles, just like the grass in the latest screenshots/video.Spoiler: images hidden for ease of thread reading (click to show/hide)
Reposting this link since there seems to have been some loss of quality somewhere in the other one:I don't see any blur, I think what you're seeing is actually reduced saturation. It's especially apparent in the yellow flowers of the bushes, but you can clearly see the difference in all of the non-white flowers, really. I find both of them to be tolerable on a screen that boosts saturation and contrast (the kind commonly optimized for movies and gaming) although the aesthetic appeal of the non-white flowers is largely lost, but viewed on a more muted screen, as is usually intended for computing, reading, and similar, I agree that the one posted here is woefully dreary and indistinct in comparison. I still think it's basically okay, but especially the red flowers in 5 and the lavender flowers in 8 are really sad.Spoiler: as before, shrinking the image (click to show/hide)
Based on these images, yeah, looks really nice overall (except the first one which is just boring). For the grass patterns in particular, 5 and 7 feels like they have too big patches of samey stuff, which to me makes it more distracting as the patterns those patches form draw my attention too much, unlike the rest where it blends together into a much smoother "whole". Particularly like the last image, the flowers and everything is just gorgeous.
4 looks dry and bleak. I would restart the fort if I had to be looking at this. The colour of the mug cracks(?) is very weird, feels like pink chromatic aberrations in a cheap photography lens. Could you try adjusting the hue to something brown-yellowish?I live somewhere that spends a lot of time dry, I think the issue really is just the amount of contrast.
Last one is a bit too much for my taste - with added vegetation it will be very busy and hard on the eye.I see where you're coming from, but I think it's down to that single grass type. Since magenta tends to be very vivid on computer screens, it would make sense to darken it a fair amount. That luminosity change might also correspond to a saturation change but I don't think that's where the issue is.
3 looks like small rocks all over the place.I feel like this perception may stem in part from the fact that literally everything else in that color range in image 3 is a rock... Although depending on your screen settings, what Meph posted originally definitely looks a lot less flower-like than the version Manveru linked.
While we are on this topic - what exactly are the grey tiles? Rock coming out onto the surface? They are a bit too artificial/lifeless for me, rock is usually partially covered with moss when it's found out in the open. It's also usually not that flat and has subtle colour variation.They're rocks, yeah. You can see them in classic DF too but they don't stand out as much because they're just a different color but the display is still mostly black. One thing to keep in mind with regards to moss is that DF does model it, so adding it to stuff that doesn't have moss is misleading. You can argue that these things really should have moss, and I would agree, but it's a gameplay issue rather than graphics. Lichen doesn't exist in DF as far as I'm aware, so that would arguably avoid this issue, but that's definitely something for Toady to weigh in on rather than something that should be decided on a purely graphical basis.
I know I'm probably an outlier here. I like variation. Dwarf Fortress has so many different types of grasses, and an embark site usually has a combination of these. I think if the different grasses looked subtly different (maybe not each individual grass, but you could group them reasonably), then that would provide enough visual variation.I only took a cursory look at the reddit thread so far, but you really don't seem to be an outlier. Even though Meph led the discourse a bit** by talking about the "distracting" problem of the past, a whole lot of folks have been expressing satisfaction with what's currently on display, with relatively limited caveats.
As it is now, the plain grass with no variation at all looks too uniform to be natural, and it looks bland visually.
(bamboo is going to be a challenge, though, given that it doesn't look like a lawn or pasture in real life).I feel like this may be rooted in misconception. Although large bamboos are best known due to being particularly unique and charismatic among grasses, there are plenty which stick to the the small meadow-like scales appropriate for a DF grass, outside the realm of landscaping. The first five or so in this reference gallery are broadly suitable, I reckon: https://imgur.com/gallery/iI5EEJa (https://imgur.com/gallery/iI5EEJa)
(https://i.imgur.com/QpiOjXx.png)
Depends on if they can parse what's going on in the image I guess, to me at least it just looks really weird.
At the very least there should be shading between the ramp and the hall, like there is at the bottom of the ramps.
Also, the Idea of lichen plants helping the transition between terrain sounds good, even though that means making a whole new plant.I mentioned lichen, but not at all in that context.
Im thinking tho, as a purely graphical solution, would it be possible to have all tiles, that are next to a grass tile, have a little bit of grass on them, spreading out from the neighbouring grass tile?This we have (mild overlap, breaking up the grid). Do you mean more so?
Also, the Idea of lichen plants helping the transition between terrain sounds good, even though that means making a whole new plant.I mentioned lichen, but not at all in that context.QuoteIm thinking tho, as a purely graphical solution, would it be possible to have all tiles, that are next to a grass tile, have a little bit of grass on them, spreading out from the neighbouring grass tile?This we have (mild overlap, breaking up the grid). Do you mean more so?
Cruxador also mentioned lichen, in the context of easing the transition between tilesAh. Probably pronounced the other way from when I wrote it, then. ;)
Well, I think the idea wasn't a new plant but just using some pixels of color to add lichen visually, without corresponding gameplay.(https://i.imgur.com/QpiOjXx.png)
Depends on if they can parse what's going on in the image I guess, to me at least it just looks really weird.
At the very least there should be shading between the ramp and the hall, like there is at the bottom of the ramps.
This. + 1
Also, the Idea of lichen plants helping the transition between terrain sounds good, even though that means making a whole new plant.
Im thinking tho, as a purely graphical solution, would it be possible to have all tiles, that are next to a grass tile, have a little bit of grass on them, spreading out from the neighbouring grass tile?The problem is, sparse grass is already a thing. It's represented, currently, with the same visual effect as full grass. If the system were updated to represent tufts of grass over the base terrain, we would have sparse grass where there's supposed to be sparse grass. But that would require a variant version of each grass for each level of density. Although there's not that many density levels and each one would be relatively easy to make, it's still a multiplicative increase in the number of tiles, and also needs to either generate or layer tiles since now the terrain and the covering are taken into account. It's an improvement and I want it too, but whether to budget the time for it is a non-obvious decision that would have to be made not just by Mike and Meph.
If you understand my meaning.
Well, I think the idea wasn't a new plant but just using some pixels of color to add lichen visually, without corresponding gameplay.(https://i.imgur.com/QpiOjXx.png)
Depends on if they can parse what's going on in the image I guess, to me at least it just looks really weird.
At the very least there should be shading between the ramp and the hall, like there is at the bottom of the ramps.
This. + 1
Also, the Idea of lichen plants helping the transition between terrain sounds good, even though that means making a whole new plant.
A bit more like this?The transition with the stone patch looks great. The garish clashing is completely fixed and it looks very realistic. The only exception is how there's same-sized splotches distributed more or less evenly, but that's not something that can be handled purely graphically. Taking into account the limitations and need to represent the actual situation accurately, this is implemented as well as it conceivably could be; it's perfect.Spoiler (click to show/hide)
Each grass has four sprites as variations, the lighter/darker ones are just that. Same grass, the variants are just to make it look a bit less copy+pasted.Cottongrass is the one that's blooming now, I assume? I think you toned the brightness down a bit too much.
There is meadow grass, cottongrass and mountain heathers on that screenshot, and one other grass I don't remember atm.
A bit more like this?Spoiler (click to show/hide)
A bit more like this?
(https://i.imgur.com/YiLeMEM.png)
A bit more like this?Spoiler (click to show/hide)
Do you think using this technique elsewhere, to also ease transition between other tiles would be good?We use that a lot. Did you see the world map?
QuoteDo you think using this technique elsewhere, to also ease transition between other tiles would be good?We use that a lot. Did you see the world map?
The boulders though, they do stand out a bit as something being displayed edge-on instead of top-down, they resemble the style of the items you've drawn, i'd expect to be able to interact with them.They can be interacted with, albeit in a distinctive and (I think) unique subset of ways. If you think of them as "natural furniture", in seem ways, they are in the right subset of graphical convention. (Not multilevel, as mentioned, block wagons but not (other) creatures like traps do (save for any entrapment action), is effectively a pile of knappable stones for Adv mode[1], I think.)
I think this could look good, but I also think getting it to consistently look good in the wide variety of procedurally generated terrains would be incredibly challenging. Things like that would definitely be an improvement still, but with so much else to do, I reckon the reward is probably not worth the effort.QuoteDo you think using this technique elsewhere, to also ease transition between other tiles would be good?We use that a lot. Did you see the world map?
Yes i did, and I think the technique really works.
Im REALLY looking forward to playing this graphical release once its "done" ;)
Im purely talking about the terrain when "in game", looking at your fort or adventurer.
Its purely an aesthetical suggestion, and I realize it might be a good amount of extra work.
But i think it would look good when applied to even more terrain.
Take for example the image nr. 4 (i think it was), with the patchy terrain.
If you could have that same way of transitioning between all those tiles, i truly think the "patchy square looking terrain" problem would be almost solved.
Although i would like to add, that SOME hard-borders between tiles, once in a while, might look really good as well (especially hard borders on grass tiles), and make the terrain come off as more "natural", like a forest floor, with werid irregularities and big tuffts of grass that almost creates a small "overhang" (with a hard border).
It might create the (wanted IMO) illusion of more uneven terrain, without it actually being uneven Because of differing z-levels.
Seems fine as-is because it delineates the z-levels.I think it's superfluous for that purpose. The way DF generates terrain/slopes, there will nearly always be some flat areas close enough that the player can mentally "fill in" the missing info and know where the difference between z-levels is. Exceptions to this will be vanishingly rare, enough so that they don't need to be specifically designed for; the grid covers most cases where it would matter anyway.
I like the fancy wood grain pattern, metalworking, and intricate details of the top 3 masterwork quality tables. The masterwork glass table could maybe use a different light sparkle pattern or some ornate glass patterning like the other masterwork tables.
...
About the decorations: i feel like some of the decos makes it harder to recognize the tables as being tables, eg. the decoration with the "bars" across the table. Maybe all these things could be toned down a bit. Somehow.
...
...
...
On a side note; could the beds have different colours of sheets in the future? They look Very royal. Maybe Some linnen would do for the low quality, then make the sheets more pretty as quality goes up, or give them Some broidery.
Maybe in the futures future, it could be tied to cloth dyeing somehow.
The beds could have simple sheets for basic quality, ramping up toward embroidered multi-color quilts for the best.
I've been toying with the idea of a more elaborate furniture layoutIt looks great, but how many furnitures are there in the game? The sheer amount of extra work you're putting on a full plate seems pretty up there. 44 sprites per furniture adds up quickly, depending on how loosely you define "furniture". If the time can recently be allocated though, this level of thoroughness is great. As far as the details, the only thing I notice is I think the spikes (or studs?) on top would look better with the side that's "attached" to the table not having an outline.Spoiler: collapsed for post length (click to show/hide)
Maybe in the futures future, it could be tied to cloth dyeing somehow, Even en tho beds dont require cloth atm.Hay beds would be the most correct representation, but considering bedding isn't modeled by the game at all, I reckon it should be treated as abstracted, like how axes could have wooden hafts and not necessary all be made in the style of the Indo-Persian Tabar, for example.
Hay beds anyone?
(https://i.imgur.com/cE46Zlo.png)
Anyhow, what do you guys think about the grass? We cut back on the more varied grasses after some worries about it looking too distracting.
(https://i.imgur.com/5gQxdxi.png)
Imo, making bed quality depend on the sheets (hay-look->cheap cloth->royal cloth) would look both better and clearer, more intuitively understandable.
Players wouldn't be confused into thinking that they need cloth materials because they would notice it only after they make some beds, so there are probably no downsides to that approach.
edit: artifact beds shouldn't have drawers underneath, especially that prominent
edit: artifact beds shouldn't have drawers underneath, especially that prominentThat's not a drawer. That's a roller. It's a fancy convertible (transformable!) version of...
Imo, making bed quality depend on the sheets (hay-look->cheap cloth->royal cloth) would look both better and clearer, more intuitively understandable.
I cant recall; did you already talk about tables visually changing and connecting with adjecent tables? Both vertically and horizontally?I mentioned it, but it makes tables very difficult, especially when merging those with multiple different qualities, decorations or materials.
It looks great, but how many furnitures are there in the game?10-30, depending on what you count.
Imo, making bed quality depend on the sheets (hay-look->cheap cloth->royal cloth) would look both better and clearer, more intuitively understandable.Please don't underestimate the capacity of players to get confused.
Players wouldn't be confused into thinking that they need cloth materials because they would notice it only after they make some beds, so there are probably no downsides to that approach.
edit: artifact beds shouldn't have drawers underneath, especially that prominent
Well, there are two ways to go about this: Have a big difference between the quality levels, or make it a gradient. I decided to use a gradient, since players can't control the quality level. No one can say "hey, please build 3 superior beds and 3 exceptional beds, thanks". If that would be the case, I might go for more unique designs between the quality levels.I think this is a concept issue rather than an issue with your representation but the spikes and rings look kinda nonsensical. Partly that can't be helped because putting spikes and rings on a stool or cabinet is already something we never see in real life, but I also think it's emphasized by the contrast between the stark white and the various browns. It might jump out less, visually, if those decoration graphical elements will inherit the color of the decoration material. Of course, if they're microcline it could get way worse, but at least then it's accurate.
I finish the chairs and cabinets in this style as well:Spoiler: I collapsed the images (click to show/hide)
(...) The chairs kinds of look like desks or small tables to me.
...
It might jump out less, visually, if those decoration graphical elements will inherit the color of the decoration material. Of course, if they're microcline it could get way worse, but at least then it's accurate.
[...]but the spikes and rings look kinda nonsensical. Partly that can't be helped because putting spikes and rings on a stool or cabinet is already something we never see in real life,I'll admit my first thought about the rings (most of all on the cabinet) was "multiple intimate piercings by a certain type of actress".
(...)The chairs kinds of look like desks or small tables to me.Yeah, for me these read as tables more easily than the actual tables (exactly the viewing angle I would prefer for them ;D). Maybe round seats to go with square tables? Could we maybe get pictures of chairs next to tables, since that is how we're mostly going to see them?
It would be cool to be able to toggle decorations off. (Without toggling off engravings).
I think the option to toggle decorations, quality, wear and contaminants will make many people skeptical of the tileset happy. Maybe just a 'simplified graphics' option that turns all that off.
Well, there are two ways to go about this: Have a big difference between the quality levels, or make it a gradient. I decided to use a gradient, since players can't control the quality level. No one can say "hey, please build 3 superior beds and 3 exceptional beds, thanks". If that would be the case, I might go for more unique designs between the quality levels.
I finish the chairs and cabinets in this style as well:
(https://i.imgur.com/B3v0QOl.png)
(https://i.imgur.com/mDl6B3P.png)
How far are you guys in the artistic part of the process? Are all creatures done?The creatures are mainly done. All regular creatures are done, I think there are only 30 ish animal men missing or so. The giant animals mostly use an enlarged version of the base animal sprite, so they don't look super pretty; and the zombies are currently a recolor instead of a unique sprite. Procedurally generated creatures aren't done yet, though I did make one as a test, the Nightcreatures. FBs are more complicated, and I'm part way through the werecreatures. Those two are tricky because they have creature types in them that otherwise don't exist in the game, like snakefly, lacewing, antlion larva... there are 211 base bodies for FBs, most of which are unique to FBs. ^^
Are you doing Some work here and there, or are you generally focusing on one category at a time eg. furniture?Mike focusses on one thing at a time and perfects it, I prefer to jump around, having a lot of discussions with Tarn about how to code certain parts, how the mod support would work best, test v.1, make a v.2, while waiting for it do something else... ;)
I'm not sure it's a bad thing to have vermin fish and "real" fish using distinct styles. That allows you to immediately see that it's one or the other.
Can't remember if it's been brought up, but in regards to peacocks, the peachicks afaik look pretty identical between the sexes, so would be more accurate to use the same sprite for both ^^
Well, there are two ways to go about this: Have a big difference between the quality levels, or make it a gradient. I decided to use a gradient, since players can't control the quality level. No one can say "hey, please build 3 superior beds and 3 exceptional beds, thanks". If that would be the case, I might go for more unique designs between the quality levels.The spike is very cool(Magic) , I like it. for the ring ,i think it a little bit weird,XD, think for your work.
I finish the chairs and cabinets in this style as well:
(https://i.imgur.com/B3v0QOl.png)
(https://i.imgur.com/mDl6B3P.png)
Oh, these are the chairs and thrones? Hmm. Wouldn't want to sit on the spiky throne.(Yeah, there's all those rebels and turncoats in the north, the raiders to the west, the challenges to the south and the aspiring reclaimant queen overseas to the east and you might not even be able to trust your own close familly...)
(https://i.imgur.com/W9J0zZw.png)Bulls are missing? And what about hunting/war dogs' corpses?
Yes, thrones should have a back part. They currently don't because it would require 4 sprites, since the throne would need to be aligned towards the table.What about freestanding thrones? Would they have a back part even though they would be accessible from each side?
Can't you just make a front-facing throne and leave it at that?You could, but while working on graphics, why not try out as much as possible to make the game look good? Front facing throne used to sit at a table to the left or right just looks bad.
edit: maybe artifact chairs (all materials) could have a back part.
:while pretty, and logical to any newcomer (apart from the facing), collides with DF's "private table" rule, where neither tables nor chairs (the latter is logical) are shared.
(https://i.imgur.com/o3maJ2p.png)
The code is already there, since it's the same that allows people to rotate ballistas/catapults. It's just that it's a lot of work for artists. The idea right now is to enable the code support, but don't do the sprites right now.I'd suggest delaying the code support until it's time to work on the sprites, as Toady is rather short of time currently, but I'm sure Toady will do whatever he feels is best/most satisfying.
I'd suggest delaying the code support until it's time to work on the sprites, as Toady is rather short of time currently, but I'm sure Toady will do whatever he feels is best/most satisfying.
Any independent tile sets will have a lot of work to convert to the changes, both in the form of how it's integrated and in the functionality supported, so they'll most likely won't run out of work before you do, assuming it's intended for introduction within first year or so after the initial Premium release.
Yeah, that's what i meant.I'd suggest delaying the code support until it's time to work on the sprites, as Toady is rather short of time currently, but I'm sure Toady will do whatever he feels is best/most satisfying.
Any independent tile sets will have a lot of work to convert to the changes, both in the form of how it's integrated and in the functionality supported, so they'll most likely won't run out of work before you do, assuming it's intended for introduction within first year or so after the initial Premium release.
I think the implication is that enabling it is a negligible amount of work, unlike actually doing the sprites.
One way of indicating prohibited placement is very much needed. Like magma kilns should not be placeable unless correctly placed relative to magma pool. Either tables have to be shareable(more reasonable IMO) or chairs should not be allowed to be placed in a way that is not compatible with the table. Same goes with stair digging - it should just work, or clearly indicate what's missing instead of allowing to build a maze that dwarfs will not be able to traverse due to some arcane internal logic of the game.
Simplicity: Wear is extremely rare on furniture. Spatter is relatively rare and will be cleaned. Decorations are player controlled. Variations are player controlled. In the end, most of the furniture should look like regular furniture, unless you go out of your way to make it fancy on purpose.Looks like sprites we already knew but more efficient, aside from the headless llamas and spread-winged chickens. Generally solid, but various things I've noticed:
The decorations would take on the color of the material used.
Wider stand for the chair makes sense. :)QuoteHow far are you guys in the artistic part of the process? Are all creatures done?The creatures are mainly done. All regular creatures are done, I think there are only 30 ish animal men missing or so. The giant animals mostly use an enlarged version of the base animal sprite, so they don't look super pretty; and the zombies are currently a recolor instead of a unique sprite. Procedurally generated creatures aren't done yet, though I did make one as a test, the Nightcreatures. FBs are more complicated, and I'm part way through the werecreatures. Those two are tricky because they have creature types in them that otherwise don't exist in the game, like snakefly, lacewing, antlion larva... there are 211 base bodies for FBs, most of which are unique to FBs. ^^
This is how the creature sheets look atm: Adult, child, Adult zombie, Child zombie, war trained, hunting trained, female adult/child/zombies, adult/child corpse. The zombies are more or less placeholders, I'd love to replace them with actual zombified versions. The corpses are desaturated, turned 90° and have a blood-spatter effect... in theory we could do unique corpse sprites too (look at the top-right at the llama corpses) but that would be a lot more work. A stretch goal for sure. ;)Spoiler: collapsed the image as per usual (click to show/hide)
We will go over the sprites before release and fix anything that stands out a lot. For example I prefer to stick close to relative size (smaller cat for example), and there are some stylistic differences here and there. For example I did all the vermin, which include some fish, and I made them side-view; Mike did the creature aquatic file and drew them seen at an angle. Now we have two different looking styles for fish. ^^QuoteAre you doing Some work here and there, or are you generally focusing on one category at a time eg. furniture?Mike focusses on one thing at a time and perfects it, I prefer to jump around, having a lot of discussions with Tarn about how to code certain parts, how the mod support would work best, test v.1, make a v.2, while waiting for it do something else... ;)
I always thought of rings as dangling, rather than these....mug holders? Makes sense I guess...I parse them as hanging vertical, but it's hard to do perspective at this scale.
(Looking at the table specifically. Cabinet seems OK).
The "best" place to put the magma channel is under an impassible tile though, to prevent dwarves from falling in, so it should be made before. That's something worthy of mention tooltip. Maybe a basic explanation of what it is/does and then a paragraph break and then "TIP: If you place the channel under the _____ which is impassible, the dwarves can't fall in". Doing that (with "TIP" in a different color, especially) would be very consistent with existing conventions and therefore clear to incoming players.QuoteOne way of indicating prohibited placement is very much needed. Like magma kilns should not be placeable unless correctly placed relative to magma pool. Either tables have to be shareable(more reasonable IMO) or chairs should not be allowed to be placed in a way that is not compatible with the table. Same goes with stair digging - it should just work, or clearly indicate what's missing instead of allowing to build a maze that dwarfs will not be able to traverse due to some arcane internal logic of the game.
None of those examples make sense. Kilns could be placed before the magma channel is dug; chairs could be placed before tables, or placed alone to make an office; stairs allow access to new tiles to construct stairs, even if they can't be carved into the rock.
We are all for tooltips and giving players better info through the UI, but restrictions like you mention are not planned at all.
Can we see a beautiful bearded baby?
No, all male dwarven babies have beards. Unless they change it for Steam.Can we see a beautiful bearded baby?
You have to mod the game for that.
They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth;http://dwarffortresswiki.org/index.php/DF2014:Dwarf
At birth, a male baby dwarf has a beard of length zero. After that, they gain 1 length every day until they have 1000 length.http://dwarffortresswiki.org/index.php/DF2014:Beard
Would it be possible to have a graphics option for whether clothing color reflects profession as opposed to the actual fabric/dye color? It wouldn't require any additional art, right? Just a change in which color is referenced in terms of the tint.
This is in the basic profession=clothing display mode. You can still see the actual clothing the dwarves are wearing, but it is recolored based on their job, so you can easily spot them. This one has gloves and a dress; each dwarven civilization generated by the game chooses different preferred clothing types as well as hair styles (on top of a ton of other information.) Typically, they'll have a variety of options, and you order them up to be made in the workshops once you have a leather, silk, wool, or plant-based fabric industry going.
This stoneworker for instance, has stuck with the same basic fashion plan clothing-wise, in stoneworker-white, but has shaved her head.
There are of course other ways to display dwarves, and other preferences that can vary even with the same player based on what they are doing. At the bare minimum, you'll also be able to see the items in their actual colors. This makes the fort look more drab, especially before you start up your dye industry or trade, but sometimes you don't want to see the profession colors when looking at your dwarves dance in the tavern. Also generally expect a lot of this to be updated as we see other screenshots in the future. These are the most important graphics in the game, in some ways, and they'll receive a lot of iterations.
I for one will keep my fingers crossed that the artists find a lot of free time to implement furniture/workshop directionality.I was gonna say the adamantium looked too bright; although it's supposed to be bright, the bronze is too and that's more consistent with the rest of the palette. But I'm not sure if it's adamantium actually, or what it is; in any case definitely very bright compared to the other textures.
Steam update shows dwarves:Spoiler (click to show/hide)
Can we see a beautiful bearded baby?
I was gonna say the adamantium looked too bright; although it's supposed to be bright, the bronze is too and that's more consistent with the rest of the palette. But I'm not sure if it's adamantium actually, or what it is; in any case definitely very bright compared to the other textures.
(...)
Steam update shows dwarves:(...)Spoiler (click to show/hide)
Hi I have a question Humans and dwarfs are similar in appearance except for their height and the thickness of their body. In fact, humans also sometimes have beards like dwarfs.
Have you thought about distinguishing them by their height?
The steam announcement page answers some of your questions:
https://store.steampowered.com/newshub/app/975370/view/2891832587105130223
What's the current plan for skeletons? I assume you aren't going to make individual skeleton sprites per creature, but if someone wanted to could they?A skeleton in DF is just a zombie with no meat.
True, so the rephrased question would be whether the info about if a zombie is a skeleton or not is available to the tile selector logic (which may have to be directed at Toady).What's the current plan for skeletons? I assume you aren't going to make individual skeleton sprites per creature, but if someone wanted to could they?A skeleton in DF is just a zombie with no meat.
The issues wouldn't be the code, but the ~1300 skeleton sprites. There is a non-trivial amount of creatures in the game. ^^
The issues wouldn't be the code, but the ~1300 skeleton sprites. There is a non-trivial amount of creatures in the game. ^^You could have most (sic!) of the artists move onto other stuff and delegate this one task to just a skeleton crew...
I have something like that in my personal tileset, I can suggest it to Toady.Spoiler: NOT FOR STEAM DF, but you mean a selection like this, right? (click to show/hide)
yeah agree it look good and its 2SP00KY5ME, though maybe for future patch after this is complete or something, since seems like its quite heavy and require lots of work for doing it now.I've read Meph's post on DF subreddit, and he said that it's going to take him a few days.
That's around 1300 skeletons, and 2600 rotten/decayed corpses. The child skeletons make up around 650 of that, so 650 left, if every skeleton fits on average two creature types, that's 325 skeleton sprites to make. (Edit: Wait, some are animal men/giant versions, so much fewer) Mh. Certainly a thought I'm willing to entertain. ;)
(https://i.imgur.com/xuXmfVS.png)Well you got me :P
A concern regarding the critters in various states of decay (I really like the images themselves, though):
What was shown earlier made it very clear which critters were undead (having the undead color scheme), and which ones were alive. The mockup/tentative "more realistic" (whatever a realistic zombie is) images makes it hard to see the difference at a glance, unless there's something else that tells you "look here! an undead!" or at least "an enemy".
A concern regarding the critters in various states of decay (I really like the images themselves, though):
What was shown earlier made it very clear which critters were undead (having the undead color scheme), and which ones were alive. The mockup/tentative "more realistic" (whatever a realistic zombie is) images makes it hard to see the difference at a glance, unless there's something else that tells you "look here! an undead!" or at least "an enemy".
A concern regarding the critters in various states of decay (I really like the images themselves, though):I mean, this is also applies to living enemies. I think it might be ideal to just slap an underlay/highlight to denote allegiance (as in, wild animal, invader, similar to the descriptions listed in the unit list) as an optional display to resolve this. Make it pop up by default when you've got the military menu up. I mean, I know that's beyond graphics but I feel like this is a problem that exists beyond just the undead, and also one that was solved by other games in like the 90s.
What was shown earlier made it very clear which critters were undead (having the undead color scheme), and which ones were alive. The mockup/tentative "more realistic" (whatever a realistic zombie is) images makes it hard to see the difference at a glance, unless there's something else that tells you "look here! an undead!" or at least "an enemy".
####### #=black/outline pixel
#?????# ?=indicator colour pixel
#?????#
#??#??#
#?# #?#
## ##
# #
...and if you could get away with no (or partial, by half-shaded/alternated) bordering, without 'hiding' on the background it lays upon, you could have extra flood of the chosen hue over this overlay. This shape of pennant wouldn't look like anything 'real', also.I think it would be helpful [for the player to be able] to add visual tags to creatures or items with the graphical release. An icon [or simple colored flag/border] to show up on the creature tile during play so you can see where they are without pausing or searching.
I think it would be good for a lot of different uses- keeping track of your suspected vampires or werebeasts; labeling some family members you're interested in; monitoring some visitors you distrust; labeling items made with a material you need to keep track of; identifying a puppy that killed a goblin; watching the constant tantrummers; separating dwarves by gender/job/nobility/beards/cave adapted/disabled etc.
With the new dwarf sprites showing clothing and armor, I think it will be fairly clear which soldiers are yours if you have a standard uniform for them. Auras on top of that seems a bit overkill. I mean combat is chaotic, and in the fog of war, it can be hard to tell what's going on in a fight. Making the undead stand apart from the living seems like a good idea, and I like the glowing eyes approach for that. So as far as enemy and friendly unit discrimination goes, if it is in fact needed, something more subtle than an aura would be nice so as not to distract from that sweet bronze armor everybody is wearing.If you're successful in the artifact creation/acquisition department at least your elite troops wouldn't be particularly uniform. It can also be noted that both the fortress and the enemy may field troops of multiple races, so you can't discriminate them based on that either.
:The military handling would have to change quite significantly to convert the current "See enemy! Charge! (without communicating with squad mates that don't see anything)" 'strategy' into anything resembling battle lines. Time will tell if the promised "better sieges" will provide that (if so, it will happen after the Premium release anyway).
Imagine where the enemy line meets yours.
With the aura being around the whole sprite, it would really make that line perfectly clear in all situations.
:
I just thought toggleable auras would be clearer, and less annoying than small icons on the sprite, that are always there, breaking my immerson.Unless I missed it (wouldn't be the first time), I was the one only one introducing "small icons on the sprite" in this latest iteration of discussion. And I specifically (or at least intended that I specifically) mentioned that they wouldn't always be there and that they'd be togglable.
I actually do. Recently I had 3 kobold thieves pay me a visit in a fortress of 25-ish and I've spent a lot of time trying to make out where they are.That actually is a problem with all tilesets (and noticeable in other roguelikes too). It's hard to notice where the creatures are when the terrain gets busy, even though creature tiles are the most important, and should be the most visible on the screen. I'd really want Meph and Mayday to address it.
Well kobold thieves are supposed to be sneaking around, it fits that they aren't noticeable. Do you struggle in an invasion knowing who is the invader?Their sneakiness is already represented as them being invisible before one of your dwarves notices them. Creatures should always be noticeable at a glance for the player.
Did we all just forget how to play the game in the excitement for pretty graphics? Just pick them from the list if you can't see them in your tileset for some reason.I actually do. Recently I had 3 kobold thieves pay me a visit in a fortress of 25-ish and I've spent a lot of time trying to make out where they are.That actually is a problem with all tilesets (and noticeable in other roguelikes too). It's hard to notice where the creatures are when the terrain gets busy, even though creature tiles are the most important, and should be the most visible on the screen. I'd really want Meph and Mayday to address it.Well kobold thieves are supposed to be sneaking around, it fits that they aren't noticeable. Do you struggle in an invasion knowing who is the invader?Their sneakiness is already represented as them being invisible before one of your dwarves notices them. Creatures should always be noticeable at a glance for the player.
Did we all just forget how to play the game in the excitement for pretty graphics? Just pick them from the list if you can't see them in your tileset for some reason.That doesn't sound convincing. The graphics are both for those who know how to play, and who don't, so nobody here "forgot how to play".
Did we all just forget how to play the game in the excitement for pretty graphics? Just pick them from the list if you can't see them in your tileset for some reason.
Toady saw the suggestion and thinks a small color-coded something below the creature, with friendly/neutral/hostile would be a good idea. With an on/off button. ;)
Has he expressed an opinion about the skeletons/corpses/glowing undead conversation?
And the decayed stuff looks fantastic. We've had a few discussions about the workload, but if that's not a burden, I'm all for it. We're not doing our job if we aren't giving players nightmares, ha ha ha.
Mein Gott! I would have missed that block of log!Spoiler (click to show/hide)
Doesn't need to be complex unique shadows for every sprite, just a circle under every creature would be helpfulAn auto-mask of the sprite involved, slightly feathered, translated, scaled slightly sideways, subscaled down to maybe half vertically..?
I prefer graphics which look like graphics thanks. If a kobold running across the screen is invisible, you've messed up your graphics. But, a quick on/off overlay to highlight where bad guys are could be fun.Did we all just forget how to play the game in the excitement for pretty graphics? Just pick them from the list if you can't see them in your tileset for some reason.That doesn't sound convincing. The graphics are both for those who know how to play, and who don't, so nobody here "forgot how to play".
And does that mean you disagree that creatures should be noticeable without using any lists?
Sounds like you prefer ascii, so don't try to apply ascii logic to graphics, using lists is not enjoyable, they require the player to pause gameplay just to get vital information.
I prefer graphics which look like graphics thanks. If a kobold running across the screen is invisible, you've messed up your graphics. But, a quick on/off overlay to highlight where bad guys are could be fun.So you just dodged a question and said nothing of value. I don't understand why you would be against making creature sprites distinct, and don't know where you've read anything about messed up graphics.
Mein Gott! I would have missed that block of log!I don't think you read that clearly. That pic was just to show how those circular shadows look like.
An auto-mask of the sprite involved, slightly feathered, translated, scaled slightly sideways, subscaled down to maybe half vertically..?Does that sound complex to you? Compared to a unique silhouette for every creature, a minimally adjusted circular shadow is a lot simpler.
Someone said they spent a whole lot of time searching for a kobold on their screen. I said their tileset probably wasn't good enough but in any case they should use the list. Seemed strange they should have forgotten how to play the game. Because that is how you play the game currently. And likely will continue to be the most efficient way of playing the game once people stop trying to spot the tiny, tiny, graphics in the high-speed mayhem.I prefer graphics which look like graphics thanks. If a kobold running across the screen is invisible, you've messed up your graphics. But, a quick on/off overlay to highlight where bad guys are could be fun.So you just dodged a question and said nothing of value. I don't understand why you would be against making creature sprites distinct, and don't know where you've read anything about messed up graphics.
So my decision that there was no smiley needed was wrong then?Mein Gott! I would have missed that block of log!I don't think you read that clearly. That pic was just to show how those circular shadows look like.
Compared to the layers being used to (pre-build ) the unique dwarf(/other) sprites for usage according to cloth8ng, wealons, facial-hair, etc, it's trivial.QuoteAn auto-mask of the sprite involved, slightly feathered, translated, scaled slightly sideways, subscaled down to maybe half vertically..?Does that sound complex to you? Compared to a unique silhouette for every creature, a minimally adjusted circular shadow is a lot simpler.
Toady saw the suggestion and thinks a small color-coded something below the creature, with friendly/neutral/hostile would be a good idea. With an on/off button. ;)
@Starver:No, s'fair. I chucked that together in two minutes[1], and I probably needed another three-to-five pixels of shadow-shift to put the (grounded) ones in the right position.
I have to say I don't like your take on shadows, because it looks like all of them are levitating (sorry for being blunt).
I'm sure there could be a toggle-able marker somewhere, which indicates civ-members, friendlies, hostiles, etc. As Cruxador has said, if games can do that 30 years ago, we can do that too.I was about to be like "Uh, no I said-" and then I realized actually at some point when I wasn't looking, time passed.
Hard to say whether that would actually look good, without seeing it. I don't think it would add much, though. Units already have pretty dark outlines. The main issue I can foresee about them popping, based on what's already out, is plants which also have dark outlines. But I think that we also shouldn't forget: Units move. That makes them a lot easier to notice. I still hope it can be possible to show them sliding from the midpoint of one tile to the next, rather than just teleporting between adjacent tiles, but even if that doesn't happen it'll be enough change to catch the eye.Toady saw the suggestion and thinks a small color-coded something below the creature, with friendly/neutral/hostile would be a good idea. With an on/off button. ;)
Meph, that sounds amazing.
I Also agree with a uniform oval shadow under all units and creatures.
It wouldnt nescesarily make units easier to distinguish from one another, but it would make all units pop out of the terrain.
Both grounding them to the environment, but also just to help distinguish them from terrain in general, when the screen is paused/static.
Maybe, flying creatures Shouldnt have a shadow (or a much smaller one).That way it would also be easy to Tell if a creature is flying, or actually standing on the ground.
QuickNDirty visualisation:Yeah, I mostly agree with Patrik on this. I kind of might prefer the faction indicators to be more clearly UI elements rather than something that looks a bit like it's part of the world. At least, that's what I had in my mind to reduce ambiguity. Perhaps some rather iconic design (as opposed to realistic or intricate, not in the slang sense) in 2-bit color with one bit being transparency and the other inheriting the "faction" color; you don't have a ton of pixels to work with (your example snakes are at about four times the correct size, relative to backdrop) so anything too fancy you do has the potential to undermine the visibility on a feature for which visibility is the primary purpose.Spoiler (click to show/hide)
Took a few rows of the snakes recently posted.
1) Converted all non-alpha to a basic, slightly blurred shadow-mask on a rearward layer.
2) Rescaled each row's shadow heights to half (did *not* rescale shadow widths to intended 125%, to further squash). For ground-perspective purposes. Technically should be keystoned, I suppose, but it seems to work directly linearly like this.
3) Shifted these up a few pixels (because the way I rescaled shifted them down too far), but definitely could have been shifted up a few more. (IRL the rescaling should be to nominal tile-centre, not tile-boundary base, and then then shifted down a few pixels (to taste, establish during mass rendering testing).)
3b) Accidentally deleted Row 2's shadows, without noticing, but didn't redo as it makes a good comparison for the 'unshadowed'.
4) Added a set of 'colour-spots' for allegience (rows 1,2,4 only, for deliberate comparison) in an even more rearward layer (choosing a green/'allied' for not too acidic but still contrasting a little with the grass-colour... YMMV. I'd suggest a neutral smudged white/grey edging. Easy to do, but that's beyond the scope of this little mock-up.)
5) Shifted rightmost snakes "up" to demo flying skeletal snakes!
6) Pasted (naively, in this case, no attempt to be pixel-perfect) over a sample-background.
Took longer to type this than to manually do in GIMP. Shouldn't be too far beyond producing instantly on-demand from each Steam-tile graphic. (SMOC!!!)
Realistically, steps 1-5 would be done once per creature on arrival (or even creature-template, where multiples of same type appear). And again if they rot a bit/get injured/add/change clothing/etc. Step 6 is what is always done anyway.
NB. Not at all "You should do it exactly like this/at all", just "*I* might do it like this, if I had opportunity..."
[...]and I'm not sure if a halo of shadow round a spot of light or a halo of light around a shadow would be better. [...]
sssssssGGXggg
ssssGGGXXgggg
GGGGXXXgggggg
XXXXggggggggg
ggggggggggggg
s:shadow/shade over tile background, G:colour-of-ring (green, here), X:greyish solid, g:normal tile background (green mottled for grass, theoretically)
sssssssGGgggg
ssssGGGgXgggg
GGGGXgXgggggg
XgXgggggggggg
ggggggggggggg
...not sure the latter works at this level of 'zoom', but might look better at 1px=1px.
(https://i.imgur.com/CEmnW9z.png)The first one looks good, very baldur's gate-like. Perhaps the circle should be moved slightly down, to make the dog appear inside the circle, rather than on the edge.
The first one looks good, very baldur's gate-like. Perhaps the circle should be moved slightly down, to make the dog appear inside the circle, rather than on the edge.
(https://i.imgur.com/CEmnW9z.png)
When it comes to affiliation, you an use various color schemes, such as the NATO one (Blue = Friendly, Red = Enemy, Yellow = Unknown, Green = Neutral), where the "unknown" ones would be all the non participants, such as visitors. Merchants and diplomats would then be Neutral (usually), as they belong to a known faction (rather than belonging to unknown factions, including the enemy one in the case of [frequently goblin] performance troupe members).
Distinguishing between own and allied forces currently has little meaning, as there usually are no allied forces since the game currently doesn't support player (fortress) alliances. Might be different in adventure mode, though.
(https://i.imgur.com/CEmnW9z.png)
I also think #1 and #2 look the most fitting.
A purple ring/spot/whatever could also be used for highlighting undead instead of a purple outline, because they attack all living creatures and are not just a "regular" enemy faction.Giving undead purple circle is one of the best ideas here, imo.
I have a question regarding the various cave creatures and stuff that are original to Dwarf Fortress. I've always been pretty interested in how Toady One and Threetoe actually envisioned them when they were adding the critters to the game, so I've enjoyed tracking down crayon art pictures etc. How much (if any) input is the official tileset going to have from them on how the weird original critters are supposed to look, as opposed to just working off the same one-line descriptions as everyone else?
(https://i.imgur.com/CEmnW9z.png)I think number one is most appropriate. I feel like the anti-aliasing of 2 makes it look less clean. The little shadow version is likely to be obscured by more a more variable amount depending on sprite size, and I don't like the blurred edges there either. 3 is okay, I just find its nature less immediately obvious since it's not as conventional, and it'll obscure more terrain. However, I think it would be good to make a proper mockup and see if some seeing-impaired folks reckon the band is thick enough. I reckon a 2px width might strike a better balance. It also depends on the degree of contrast between the ring and the ground, but the ground has a wide range of potential colors.
This is meant to be something you can turn on to make things clear, or turn off otherwise. My intended "default" behavior would be that it's only on while the military menu is up. But it's definitely something that different people would have different preferences for.(https://i.imgur.com/CEmnW9z.png)
I also think #1 and #2 look the most fitting.
I dunno, are we sure we want doggos to carry green hula hoops around with them constantly? Imagine this in aggregate, like in a dog pen. Won't it be distracting? I'd like something subtle like #4 more.
It would be nice to be able to toggle just hostiles with this. Versus, say, every creature on the map being labeled, or none.I agree with this.
It would be nice to be able to toggle just hostiles with this. Versus, say, every creature on the map being labeled, or none.
(https://i.imgur.com/CEmnW9z.png)
After watching that video with stockpile UI, I've got a question.
All creatures seem to be right in the center of the tile, with their legs in the bottom. Would it be better if instead, their legs were in the center of the tile?
That would also probably look better with unit markers.
Quick mockup to hopefully somewhat illustrate what I meant about the font and the green buttons.
(https://i.ibb.co/R9PMhTg/Screenshot-2020-10-22-at-17.jpg) (https://ibb.co/rmMLb2Q)
It would be nice to be able to toggle just hostiles with this. Versus, say, every creature on the map being labeled, or none.I agree with this.
Separate toggles: halo for hostiles, halo for friendly, halo for neutral. What about additional toggle with a user filter?
Green for friendly, red for hostile, yellow for unknown, blue for neutral. Makes the most sense to me. Purple ring for undeads is nice.
Quick mockup to hopefully somewhat illustrate what I meant about the font and the green buttons.My eyes aren't the best and deal really badly with a lot of things.
(https://i.ibb.co/R9PMhTg/Screenshot-2020-10-22-at-17.jpg) (https://ibb.co/rmMLb2Q)
Tarn still has to finish ~60 UI bits like this. Most of it is WIP, and I'm not going to waste too much effort working on something that's maybe 10% done. Once the functionality is there, we can start giving it a nicer style.Fair enough if the big single-color fields are placeholder then. It's often not clear what's WIP/placeholder, what's up for discussion and what is reckoned to be "good enough" unless you say something. I think it's probably not too early to discuss font since that doesn't highly rely on other UI elements. I like Manveru's color choice on the font since it has good contrast to read and matches the UI. I think something with straighter letterforms (and more consistent line width) would be preferable because that there has too much anit-aliasing around the edges, but a nice serif font would still be better over something too console-like. I'm a fan of Libre Baskerville, personally, but there are plenty of good choices (and there are definitely better ones than that at when it comes to looking nice at a smaller amount of pixels). Serif is still out of style for digital body text though, since accepted design principles haven't really caught up with modern screen resolutions.
The font will definitely be changeable, and hopefully not that difficult to change. That being the case, I reckon in terms of accessibility, it would make sense to include a "classic" chonk fontQuick mockup to hopefully somewhat illustrate what I meant about the font and the green buttons.My eyes aren't the best and deal really badly with a lot of things.
(https://i.ibb.co/R9PMhTg/Screenshot-2020-10-22-at-17.jpg) (https://ibb.co/rmMLb2Q)
So yeah that (previous posts) neon green is a bit over used and looking at it a while does irritate my eyes. Maybe made a bit more of a pastel colour or something would help...
The font you showed on the otherhand is bad though. I actually find this more difficult to read. But that's just because the pixely font is very chonky and my poor excuse of eyeballs deal with that better.
If you want an example of how bad my eyes are: in "idlers" I see "iders" because the l and d just merge together for me. While the chonkster font causes no issue there. The fact that is pretty rectangular also helps. Its like an accessibility feature by accident.
Is it possible to add simple post-processing, to modify the hue/saturation/luminance for everything except the UI and interiors? (example below)Spoiler (click to show/hide)
I think people mentioned day-night cycle in fortress mode would make the screen flash because of how fast time passes.Is it possible to add simple post-processing, to modify the hue/saturation/luminance for everything except the UI and interiors? (example below)Spoiler (click to show/hide)
Good Idea.
The terrain is very bright and colorfull.
What youve done looks way more like a rainy day, its pretty effective. A critical strike.
The contrast to the bright Sunny environment, is very extreme tho. Also, just a bit too dark. It would be pretty good for nighttime (if tweaked a bit), assuming nighttime Shouldnt be pitch black, for the sake of gameplay, and being able to Tell Where your dwarves are.
Maybe, if you could lower the saturation a bit less, it would be more in line with the general brightness, that seems to dominate the current artstyle.
Also:
could we have something like this for day and night?
That would be AMAZING. An actual day and night cycle, visible to the player. Yet another previously invisible mechanic, seamlessly integrated into the visual picture of the world, the player recieves.
This should actually be pretty high priority IMHO.
Maybe have several stages like, sunrise, morning, midday, evening, Sunset, night, and so on.
I mean, this could be somewhat easy to do, right?
Huge payoff tho. Great for immersion, and generally, just getting a sense of time(Very usefull), the world spinning, day and night coming and going.
An actual World, where time passes, and that creates an effect, that you can see.
And make the picture MUCH less static + make for more varied, potentially Beautiful scenes.
This is not on you, toady, or anyone.
But, it would almost be a bit dissapointing, if dwarf fortress: steam version, didnt come with a day and night cycle. (At least at some point).
Good night everyone
Day/night cycles in fortress mode would likely be horrible, given that time passes quickly in that mode. I assume it would be at home in adventure mode, though. If day/night cycles are introduced, they definitely should be optional, at least for fortress mode.
But why would you introduce day/night at all if there's no mechanical reason for it? (Fortress mode critters don't sleep at night, werewolves just change at the beginning of the day of a full moon, etc).Day/night cycles in fortress mode would likely be horrible, given that time passes quickly in that mode. I assume it would be at home in adventure mode, though. If day/night cycles are introduced, they definitely should be optional, at least for fortress mode.
You could theoretically borrow a page from Cities: Skylines where the day/night cycle isn't actually attached to days, but takes place over the course of a week or a month or something. It doesn't actually make any sense, but it's a way to abstract the concept so that days can pass quickly enough where mechanics are concerned, but the length of the day/night cycle is long enough that people can focus on each phase as it arises.
Quick mockup to hopefully somewhat illustrate what I meant about the font and the green buttons.
(https://i.ibb.co/R9PMhTg/Screenshot-2020-10-22-at-17.jpg) (https://ibb.co/rmMLb2Q)
Regarding the chair graphics. They look nice, but they aren't chairs. Those are stools ;D
Stools are seats featuring three or four legs. ... Stools may also stand taller than the typical table to fit a tall counter and bar. Chairs usually have four legs, a seat and a back. They can include arms or footrests.
Quick mockup to hopefully somewhat illustrate what I meant about the font and the green buttons.
(https://i.ibb.co/R9PMhTg/Screenshot-2020-10-22-at-17.jpg) (https://ibb.co/rmMLb2Q)
Oh please NO!
Fonts that try to look fantasy-ish are the worst to read.
Please have a standard Serif or sans-serif font.
I definitely find that font a bit difficult to read/straining on the eyes. Could be the relatively low contrast colors or the general composition of the image though.
The happiest smiley looks off to me, I think it has to do with corners of the mouth not being raised enough. Currently it's more of a "very fast rollercoaster face" and less of a wide toothy smile, which is what I'm guessing you're going for.
Regarding the chair graphics. They look nice, but they aren't chairs. Those are stools ;DThat is not a fantasy-ish font, and is a pretty standard serif. The problem is that it's slightly italicized and also makes use of varied line width. Both of those look fine in print, but because of the way pixels work, it means that the font relies on anti-aliasing to look right on screens. This makes the letter forms far fuzzier and less distinct, and therefore less legible at the same size. Naturally, something to avoid.
Stools are seats featuring three or four legs. ... Stools may also stand taller than the typical table to fit a tall counter and bar. Chairs usually have four legs, a seat and a back. They can include arms or footrests.Quick mockup to hopefully somewhat illustrate what I meant about the font and the green buttons.
(https://i.ibb.co/R9PMhTg/Screenshot-2020-10-22-at-17.jpg) (https://ibb.co/rmMLb2Q)
Oh please NO!
Fonts that try to look fantasy-ish are the worst to read.
Please have a standard Serif or sans-serif font.
As past calligrapher[1], I'd say it's not an overblown font, like ror6ax suggests, but it could easily be a bit simpler. At least an option of switchable serif/non-serif typeface. It doesn't need to be Transport (https://en.wikipedia.org/wiki/Transport_(typeface)), Johnston (https://en.wikipedia.org/wiki/Johnston_(typeface)) or Gill (https://en.wikipedia.org/wiki/Gill_Sans) in nature. (I suppose Tarn and his geographically close circle would be more familiar with Highway Gothic.) And, to continue the theme, perhaps something like Rotis Serif (or R. Semi Sans), as apparently used in Singapore, for the non-Sans choice.It's not really an issue of complexity but of whether or not the typeface is optimized for digital. Your examples are only incidentally better.
Maybe choices of Scandiwegian/Germanic/Hibernian fancy fonts (greater or lesser rune-like nature, etc), but not default unless they're a light-touch on the decorations. At least for anything that needs instant reading. Without going overboard, there'd be possibilities to use multi-typeface designs (not more than two whole families), perhaps to delineate between interface and 'lore' text. Menus (bar/drop-down/mouse-click, usually) the more serious, perhaps the psychology/thoughts display about the nature of a resident/visiting entity can be given a "life book" look..?Decorated fonts are not appropriate for body text or at comparable sizes. They should be used for headers only. Dwarf Fortress does not tend to use headers. Although this may change with UI work, and it's certainly true that orthodox design principles would encourage Toady to add them and in general to add more white space and break things up into sections more, DF has conventionally tended to delineate sections in large blocks of text by color and otherwise not at all.
I definitely find that font a bit difficult to read/straining on the eyes. Could be the relatively low contrast colors or the general composition of the image though.Contrast is part of the problem; compare how legible "Accept" is compared to the others. But it doesn't tell the whole story, and too much more contrast than that button would quickly start to be garish and unpleasant on the eyes. It's more that the low contrast exacerbates the indistinct nature of the letterforms caused by anti-aliasing; it would be adequate otherwise.
The happiest smiley looks off to me, I think it has to do with corners of the mouth not being raised enough. Currently it's more of a "very fast rollercoaster face" and less of a wide toothy smile, which is what I'm guessing you're going for.
Digital optimisation isn't really part of it. You can digitally anti-alias or not anti-alias any font rendering upon direct rendering. If you're doing it with pre-prepared rasters of every size you are going to use, you can tweak as necessary from a base vector descriptor - if you go for definite raster then rescale by non-integer values then you're no better and possibly worse through double-rounding errors for each edge-pixel, etc, whether 'aliased' or not.As past calligrapher[1], I'd say it's not an overblown font, like ror6ax suggests, but it could easily be a bit simpler. At least an option of switchable serif/non-serif typeface. It doesn't need to be Transport (https://en.wikipedia.org/wiki/Transport_(typeface)), Johnston (https://en.wikipedia.org/wiki/Johnston_(typeface)) or Gill (https://en.wikipedia.org/wiki/Gill_Sans) in nature. (I suppose Tarn and his geographically close circle would be more familiar with Highway Gothic.) And, to continue the theme, perhaps something like Rotis Serif (or R. Semi Sans), as apparently used in Singapore, for the non-Sans choice.It's not really an issue of complexity but of whether or not the typeface is optimized for digital. Your examples are only incidentally better.
Do hope that's not confirmed.Regarding the chair graphics. They look nice, but they aren't chairs. Those are stools ;D
Stools are seats featuring three or four legs. ... Stools may also stand taller than the typical table to fit a tall counter and bar. Chairs usually have four legs, a seat and a back. They can include arms or footrests.
They aren't getting backs because the direction of DF chairs is ambiguous.
If some dwarves end up sitting backwards on chairs, I'm cool with that.The image that goes through my mind (https://www.vam.ac.uk/articles/the-making-of-an-iconic-image-christine-keeler-1963). (That link chosen for the bonus info.)
A throne in the throne room does make more sense than a royal stool. Royal stools belong in the sanitation arc.https://www.wikiwand.com/en/Curule_seat
My phone keeps double posting. Ignore this. Still havent found out how to delete my replies.You can't, unfortunately.
Although none of this is wrong, some fonts take better or worse to it, and this can be pretty significant at small sizes. That's what I was referring to. In particular, a greater emphasis on straight lines with proportionately somewhat longer length and smaller, sharper curves tends to work; your freeway examples use quite rounded letterforms and although they're suitable to being read at a distance, that's by being simple and having heavy line weight, which aren't applicable to the same degree in this case. I was getting a bit more into the weeds of typeface design, basically.Digital optimisation isn't really part of it. You can digitally anti-alias or not anti-alias any font rendering upon direct rendering. If you're doing it with pre-prepared rasters of every size you are going to use, you can tweak as necessary from a base vector descriptor - if you go for definite raster then rescale by non-integer values then you're no better and possibly worse through double-rounding errors for each edge-pixel, etc, whether 'aliased' or not.As past calligrapher[1], I'd say it's not an overblown font, like ror6ax suggests, but it could easily be a bit simpler. At least an option of switchable serif/non-serif typeface. It doesn't need to be Transport (https://en.wikipedia.org/wiki/Transport_(typeface)), Johnston (https://en.wikipedia.org/wiki/Johnston_(typeface)) or Gill (https://en.wikipedia.org/wiki/Gill_Sans) in nature. (I suppose Tarn and his geographically close circle would be more familiar with Highway Gothic.) And, to continue the theme, perhaps something like Rotis Serif (or R. Semi Sans), as apparently used in Singapore, for the non-Sans choice.It's not really an issue of complexity but of whether or not the typeface is optimized for digital. Your examples are only incidentally better.
l give examples of fonts made to be readable, just for that 'being readable'. I'm not saying to use those exactly.
Both versions of the bridge look very 'out of place' and quite cryptic.I would much prefer not to have something that unreal.
I would not have guessed that is a bridge in a million years.
My proposition is to have the closed bridge leave some type of outline where the bridge would open towards. That could be something more in-gamey like a wooden 'fence' going on the edge of the tiles or something more UXey like a striped overlay for the area covered.
Same, I love that DF is a simulation, if gamey stuff is added I hope its optional.Both versions of the bridge look very 'out of place' and quite cryptic.I would much prefer not to have something that unreal.
I would not have guessed that is a bridge in a million years.
My proposition is to have the closed bridge leave some type of outline where the bridge would open towards. That could be something more in-gamey like a wooden 'fence' going on the edge of the tiles or something more UXey like a striped overlay for the area covered.
As to the ramps in the sand - I can't tell if those are ramps or just sand. I guess it's the shadow that was indicating that but it's not enough variation IMO.I think what he meant is that he removed the ramps to get at accessible sand beneath them.
How about if stockpiles just can't be put on slopes?Can stockpiles actually be placed on slopes in the game right now?
That would be reasonable in my opinion.
How about if stockpiles just can't be put on slopes?Can stockpiles actually be placed on slopes in the game right now?
That would be reasonable in my opinion.
How about if stockpiles just can't be put on slopes?Can stockpiles actually be placed on slopes in the game right now?
That would be reasonable in my opinion.
Up-slopes are floors with ramps on them (built or remaining). As a floor, it naturally accepts a stockpile.
Down-slopes are no-floors, immediately below which is a floor-with-ramp (it's just a visual thing). As open space, it obviously doesn't.
(I would prefer that stockpiles on ramps look not quite right than either 'invisible' stockpile squares - at the extreme, a 1x1 stockpile on a slope just not being marked - or changing game mechanics to disallow stockpiles just to make the graphics work better. But that's merely my view.)i.e I would prefer some visual anomoly (which might be tweaking a stockpile boundary to make it more clearly look like it 'rides up' the slope) than:
Spoiler: Making the bridge not look so much like it's on the level above (click to show/hide)
(https://i.imgur.com/khwImCy.png)
This is the single tile, only, that is supposed to be what the ramp-designate should look like situated between walls at its four orthagonal neighbours. It might make more sense in context, but I've not yet applied directional shading, just height-shading, so it'd look odd there as well.
It's just one of several 'solutions' to corners at ground-level, mid-edges at top-level, rather than the generic 'spire' that's ground at edges, the centre is the height.
The general version that serves walkability up to Z+1 on each diagonal and level access in from the orthagonals looks 'better'.
I think it's unfortunate that this thread has been moved down a level of hierarchy. It'll be more difficult for users to find it.
but it would still be a shame if ”Slaves to Armok: God of Blood”, ”Chapter II:”, and ”Histories of X and Y” were to go.
I think it's unfortunate that this thread has been moved down a level of hierarchy. It'll be more difficult for users to find it.
I agree. Moving it to its own spot in "DF Modding" doesn't put it in a more obvious place, which I imagine is the intent.
Hmm. Yes, seems to be a case of "well people are used to tilesets being in modding" thinking. Which forgets that new people or casual forum goers wandering over from Reddit, etc wanting to give input won't ever find it here.I think it's unfortunate that this thread has been moved down a level of hierarchy. It'll be more difficult for users to find it.
I agree. Moving it to its own spot in "DF Modding" doesn't put it in a more obvious place, which I imagine is the intent.
Hey, nope, that wasn't the intent. It was to allow us to have separate discussions in separate topics, rather than keeping all suggestions in one thread, which was getting just impossible to follow for me. I have about 15 minutes or less for browsing this forum per day and I don't want all the great input from the community to go to waste. That's why I asked for the possibility of more structured discussion.
Personally, I'd put it as a sub-forum of the Suggestions forum, this was Tarn's call. Maybe we'll move it later on.
I'm not sure what you guys are talking about, everything's still dark for me. Maybe it's something you set in your personal preferences?
EDIT: ah yes, go to http://www.bay12forums.com/smf/index.php?action=profile;area=theme and choose the theme "Darkling"
Personally, I'd put it as a sub-forum of the Suggestions forum, this was Tarn's call. Maybe we'll move it later on.
The title screen looks nice :). Will be exciting to see it’s final form.
I hope this is not the death of the subtitle/full name. I know it won’t be used for official marketing, due to it’s confusing nature, but it would still be a shame if ”Slaves to Armok: God of Blood”, ”Chapter II:”, and ”Histories of X and Y” were to go.
I'm not sure what you guys are talking about, everything's still dark for me. Maybe it's something you set in your personal preferences?Toady seems to have fixed whatever it was that went wrong with the theme. Now it's the same as the rest of the DF discussion boards. 8)
EDIT: ah yes, go to http://www.bay12forums.com/smf/index.php?action=profile;area=theme and choose the theme "Darkling"
We probably do a little bit of rock/metal design, with a dwarf logo on top. Here a mock-up. Overall Tarn mentioned something like the menu resembling a fortress, as an idea. Either way, nothing too fancy, and with a readable font.
(https://i.imgur.com/ljtWpCu.png)
We probably do a little bit of rock/metal design, with a dwarf logo on top. Here a mock-up. Overall Tarn mentioned something like the menu resembling a fortress, as an idea. Either way, nothing too fancy, and with a readable font.Would be very cool to have this with the latest loaded world's map filling the black "background" area.Spoiler: image collapsed (click to show/hide)
All that is true, the world map tiles are 16x16, the main game tiles are 32x32 and the interface tiles are 8x12.Does "interface tiles" refer primarily to the text font, or are the aesthetic elements of the interface also tile-built?
The official tileset will probably be valuing readability and aesthetic over realism. It makes more sense to critique things from the angle of "will the player know what this represents?" rather than "is this what the item actually looks like?"There is no best aesthetic than imagination of player. As readability, ASCII (+ingame text description) is much more better than any tileset that I ever seen.
Double bladed axes are unrealistic.You don't know what you're talking about. Look at Indo-Persian sources for many obvious counter-examples. Greek and West African sources attest the use of similar weapons, albeit less readily available. Don't take internet nerd lore as gospel; pop history usually contains as much falsehood as truth regardless of branding.
Jewelry needs serious rework too. As examples of realistic designs in fantasy games I recommend Discord Times, Legends of Eisenwald and Bastard.This is so vague that it can't even be ascertained whether you might have a valid point, much less how to appropriately act on it if so.
If that's your perspective, then you're likely not the market for the tileset anyway, and will be better served continuing to use ASCII.The official tileset will probably be valuing readability and aesthetic over realism. It makes more sense to critique things from the angle of "will the player know what this represents?" rather than "is this what the item actually looks like?"There is no best aesthetic than imagination of player. As readability, ASCII (+ingame text description) is much more better than any tileset that I ever seen.
Irrelevant.The official tileset will probably be valuing readability and aesthetic over realism. It makes more sense to critique things from the angle of "will the player know what this represents?" rather than "is this what the item actually looks like?"There is no best aesthetic than imagination of player. As readability, ASCII (+ingame text description) is much more better than any tileset that I ever seen.
but it would still be a shame if ”Slaves to Armok: God of Blood”, ”Chapter II:”, and ”Histories of X and Y” were to go.
It would make sense as an easter egg, perhaps on a credits/version screen if there ever will be any.
The great thing with Dwarf Fortress is that (almost) everything is customisable. Including the new graphical additions! So the medieval weaponry fetish crowd, the ASCII+ lovers, and even new people trying to play the game for the first time are catered for. Awesome.
Starver raised an important point in http://www.bay12forums.com/smf/index.php?topic=176640.msg8243514#msg8243514 (http://www.bay12forums.com/smf/index.php?topic=176640.msg8243514#msg8243514):
How compatible are the official Premium tileset copyright/use rules with using it to illustrate the wiki pages? Logically that should be permitted as that would both be a selling point and enhance the usability of the wiki, so if that hasn't been considered, it ought to be.
Are there any computer game wikis that have been banned from using screenshots of the game itself? Kitfox would be shooting themselves in the foot to try that. And since they just posted in the Improve the Wiki forum, I suspect they'll continue with the common sense every other game company uses.Starver raised an important point in http://www.bay12forums.com/smf/index.php?topic=176640.msg8243514#msg8243514 (http://www.bay12forums.com/smf/index.php?topic=176640.msg8243514#msg8243514):
How compatible are the official Premium tileset copyright/use rules with using it to illustrate the wiki pages? Logically that should be permitted as that would both be a selling point and enhance the usability of the wiki, so if that hasn't been considered, it ought to be.
I don't see there being a problem with the wiki using the Premium sprites. :)
Are there any computer game wikis that have been banned from using screenshots of the game itself? Kitfox would be shooting themselves in the foot to try that. And since they just posted in the Improve the Wiki forum, I suspect they'll continue with the common sense every other game company uses.
I don't see there being a problem with the wiki using the Premium sprites. :)
So I see.Are there any computer game wikis that have been banned from using screenshots of the game itself? Kitfox would be shooting themselves in the foot to try that. And since they just posted in the Improve the Wiki forum, I suspect they'll continue with the common sense every other game company uses.
I don't see there being a problem with the wiki using the Premium sprites. :)
Just for clarity, you're replying here to the same Kitfox CM who replied in the other thread.
Yeeeeah..... A, literally nobody does that ever.She didn't say it definitely won't, let's not put words in her mouth. She's not a lawyer and she's speaking only on what she knows which is more than us but still, nobody's omniscient. But there's no reason to suppose that it would be a problem, and her statement reflects that.
And B, if somebody did do that, it wouldn't be a small indie publisher,
And C, kitfox staff have literally posted in here saying it won't happen.
Any updates on the de-Tarned version of inspection view that was shown in KitFox newsletter on 14th of January?Nope, that UI element isn't fully done yet. We'll have a go at it once it's more finalized, that way we don't do the design two or three times. ;)
And again, pointless rambling hypothetical situation that has never happened in the history of computer game wikis.Yeeeeah..... A, literally nobody does that ever.She didn't say it definitely won't, let's not put words in her mouth. She's not a lawyer and she's speaking only on what she knows which is more than us but still, nobody's omniscient. But there's no reason to suppose that it would be a problem, and her statement reflects that.
And B, if somebody did do that, it wouldn't be a small indie publisher,
And C, kitfox staff have literally posted in here saying it won't happen.
This might seem like a pedantic point but people often mistake informative posts from games developers and representatives as promises, so we should make sure we're clear about this kind of thing.
"Rogue lawyer bans screenshots from informal marketing materials for computer game company!"
Lawyer gets fired...
Kitfox and Bay 12 would love for the Dwarf Fortress wiki to use the sprites from the Dwarf Fortress Steam version as decoration, explanation, diagrams, illustration, etc. Please do not redistribute the graphics as packs, sell them, put them on merchandise, or otherwise commercialize them. Use common sense. If you have any questions or a situation you're not sure about, ask us: info@kitfoxgames.com
"... (Like last time, none of the interface art is final here.)" from the post, so yes. I'd say those particular ones are placeholders before the first artist pass.
Hi folks!
The official word from Kitfox Games in regards to Steam version images use on the DF Wiki:QuoteKitfox and Bay 12 would love for the Dwarf Fortress wiki to use the sprites from the Dwarf Fortress Steam version as decoration, explanation, diagrams, illustration, etc. Please do not redistribute the graphics as packs, sell them, put them on merchandise, or otherwise commercialize them. Use common sense. If you have any questions or a situation you're not sure about, ask us: info@kitfoxgames.com
(From Steam news) After Patrick drew lots of new images and adapted many additional images to the statue format, we're finally able to begin showing some portion of the details! This is my coati hall, with eight coatis and a coati person. There's also a sunfish enjoying some time in the waves under the moon. The colors of the statue give some indication of their material, various stones I located in the mines. It's a strange room, and I shouldn't be in charge of decorating anything, but my dwarves enjoy the space, because they don't know any better. There's also a visiting human monster hunter there, possibly confused.
Does the choice to have statues reflect their descriptions more remain (for modded sets) or are you going with "one main subject, one graphic"?I'm afraid I don't fully grasp the question.
What i believe the question was, is:It's a question for the official graphics thread. Oh, that's here.
Will there be code support for modded tilesets to show the "action" of a statue, in addition to the subject?
That might be more of a question for Toady.
Rose: Different poses would mean different poses of clothing and armor and weapons too. :/Oh no. So, a death god depicted as a skeletal dwarf will just be a dwarf? Surely the first thing everyone builds for their temples is a depiction of the god? :)
There isn't anything for statues with multiple objects. It's just not enough space.
Shonai_Dweller: No skeletal death-god statues. ^^
Drawing 14.836 sprites for cheese doesn't take time at all.Ah. I see. You're doing a bare minimum graphics set and just lazily re-using for the other 90%.
2052.
Picture unrelated:
(https://i.imgur.com/0fOoG6n.png)
See, now just make them yellow and there's cheese.
And maybe some blueish veins for roquefort...
*ducks*
I know it's been suggested in other places, but I don't recall seeing it in here: It would be handy to have a 1-tile long raised bridge look different than a 1 tile long lowered bridge. Right now I make all my drawbridges a minimum ot 2 tiles long so I can tell at a glance if it's up or down.
I know it's been suggested in other places, but I don't recall seeing it in here: It would be handy to have a 1-tile long raised bridge look different than a 1 tile long lowered bridge. Right now I make all my drawbridges a minimum ot 2 tiles long so I can tell at a glance if it's up or down.You might be positively surprised. :)
I wonder if there is a clean way to do something for open floodgates?
I see your point, but using different silhouettes is a bit tricky due to the equipment. Either we have to make two sets of every piece of clothing and armor, or the silhouette gets covered as soon as anyone wears any clothes.Fair enough! And as long as there's support for people modding separate male/female bodies and clothing/equipment, I'll be happy enough.
Meanwhile I'm in the opposite camp where elves and humans are fine, but dwarfs are too different. Either dwarfs should have a slightly smaller head, or elves and humans should have bigger.Yeah, the dwarves' heads make them proportioned like (dare I say it) newborn babies. But hey, it's a game and I'm used to watching the tile-sized faces walking around anyway.
Because right now, when they're side by side, it just looks very wrong.
It would make more sense if the humans and elves also had similarly proportioned heads. As a bonus, elves would have more visible ears that way.
I see your point, but using different silhouettes is a bit tricky due to the equipment. Either we have to make two sets of every piece of clothing and armor, or the silhouette gets covered as soon as anyone wears any clothes.Actually that's way more realistic. I don't see any need for boob-armor in Dwarf Fortress, its 32x32 pixels for <insert deity> sake...
Is there any way to make the outside world bridges you find out in the wilderness crossing rivers a different design to dwarven drawbridges?
Hmm. Didn't realise that. Would still be nice if they could look like bridges.Is there any way to make the outside world bridges you find out in the wilderness crossing rivers a different design to dwarven drawbridges?
I thought those were made out of constructed walls and floors?
Imo, dwarfs face right. Right is the direction of progress in games like Super Mario Bros. Goblins, Undead, Humans, and Elves face left so they can face the dwarves in combat (or in trade).Dwarves actually face left though as seen in all the screenshots so far, just like humans, elves, and most animals (haven't seen goblins); I at first thought it was about hostility (don't know what they're called, but those big green guys with the stretched out hand face right), but I recall seeing some hostile creatures facing left (eg, dragons and hydra), and am not sure what the deciding factor is.
War trainable animals face right so they are facing the same direction as the dwarves. Dangerous animals face left to face the dwarves to attack them. Weak and cowardly animals (like deer) face right so they can flee from the dwarves.
Imo, dwarfs face right. Right is the direction of progress in games like Super Mario Bros. Goblins, Undead, Humans, and Elves face left so they can face the dwarves in combat (or in trade).
War trainable animals face right so they are facing the same direction as the dwarves. Dangerous animals face left to face the dwarves to attack them. Weak and cowardly animals (like deer) face right so they can flee from the dwarves.
It doesn't work out when they are on the other sides, but it's probably better than them facing a random direction. You can get clues about an animal from the direction it's facing. And you'd have the option to set up your fortress entry so that dwarves are facing outwards and visitors/invaders are facing inwards.Would invader and visitor dwarves be reversed then? Would make my merc squads look pretty weird all facing different directions.
I personally would like it if creatures faced right when oriented north through southeast, and faced left if oriented south through northwest. But I think Meph said that changing sprite direction wasn't going to be an option because of... shadows maybe?
I think some sort of movement-direction information is recorded by DF so I think it could be possible to flip the direction according to how they're moving.
I think some sort of movement-direction information is recorded by DF so I think it could be possible to flip the direction according to how they're moving.
"Move" actions stores x/y/z coordinates of tile they're moving to, so one could pretty reasonably have direction flipping based on comparing move's x coord to dwarf's
make every 10th line thicker and to add a x,y number on the sideA little late to the party, but, IMHO, visually splitting selection in tens seems a bit redundant if there is a total x,y counter. A visual pointer for center alignment though, as Mr_Crabman suggested, would be useful. As for even sides, two rows/columns in the center could be made thicker.
A little late to the party, but, IMHO, visually splitting selection in tens seems a bit redundant if there is a total x,y counter. A visual pointer for center alignment though, as Mr_Crabman suggested, would be useful. As for even sides, two rows/columns in the center could be made thicker.
Ultimately, giving user an option via settings or maybe modifier key (think how Alt, Ctrl and Shift change selection in graphic editors) would be a perfect way to go.
Every 8th or 16th line would fit the map better, given each embark square is 48x48.
I see, so something that wouldn't involve new art being drawn or existing art being modified (but which is still oriented around nicer overall graphics/tileset functionality) should be in Suggestions rather than this forum?Yes. Things like "the stockpiles ought to be split into these categories allowing those criteria to be specified within them" are suggestions beyond the artistic realm. If that gets implemented, the artists would be called upon to create icons for the new versions (and possibly revise existing ones, of the boundaries have shifted sufficiently to work better with a different image), but that's at the tail end of the process, not he decision part.
Well, if there are suggestions, I'm all ears. ;)
Every 8th or 16th line would fit the map better, given each embark square is 48x48.12 might be better since it has 2, 3, 4 & 6 as factors.
Well, if there are suggestions, I'm all ears. ;)
Forwarded that to Tarn. :)Well, if there are suggestions, I'm all ears. ;)
Ah, well I just posted it in Suggestions like a minute ago (http://www.bay12forums.com/smf/index.php?topic=178601.0), but it's basically reflections in water and glass/reasonably reflective tiles. Just a nice little visual extra.
Meph mentioned he would be mountaineering and significantly offline this Summer (https://www.reddit.com/r/dwarffortress/comments/o428az/regarding_dwarf_fortress_gladiator_tournament_vi/h2glg0t/) in the context of a DF community thing he wanted to be involved with but couldn't be.
I will just put this pic here without any further comments by my side.Spoiler: Picture (click to show/hide)
I will just put this pic here without any further comments by my side.Spoiler: Picture (click to show/hide)
>150: gigantic
>125: very large
>110: large
91-109: average size
<90: small
<75: very small
<50: tiny
For myself, and for gathering some particular ruminations of others on this matter (https://discord.com/channels/329272032778780672/555404726817259580/875465493513916437 (https://discord.com/channels/329272032778780672/555404726817259580/875465493513916437))....I can only hope for now, that some kind of 'Abracadabra' pass could be made in post, to resolve what appears to be a very...minor issue overall.I will just put this pic here without any further comments by my side.Spoiler: Picture (click to show/hide)
That human looks plenty dwarfy to me... That aside the time has propably passed for making major changes to the main species design, since the armor sprites would have to be redone with them. That even if the design changes would be objective improvements, which I would not say the ones in the picture are.
I will just put this pic here without any further comments by my side.This looks good, it always bothered me that dwarves are not stout or "dwarfy" enough, they don't have shoulders, they are not wide.Spoiler: Picture (click to show/hide)
I thought DF has not a lot of equipment, and it would be a simple edit anyway, not complete redrawing from scratch.Well, take this example of some possible art variations done for just one weapon and one bit of clothing (http://www.bay12forums.com/smf/index.php?topic=173474.msg8188145#msg8188145), and assuming you aren't 'just' mathematically squeezing and squashing everything (perhaps both, if you want the head upwards after compressing them vertically as a whole/compressing them irregularly/both compressing most but expanding the neckline) and accepting the imperfections[1] then every current bit of originally-dwarf-fitting/positioned equipment has to be revisited and retouched-up.
Hey guys, just asking the community, approximately how far is the sprite work along?The impression I get is that almost all of the sprites are done. Toady is now working on menus and other interface stuff, and the end of which will be another art pass that finalizes the appearance and design of the various buttons.
Hey guys, just asking the community, approximately how far is the sprite work along?It's pretty much done, except for some procedurally generated critters. It's still an open question how far we delve into that. Otherwise we have a looooong list of things we might want to try, but it's additions, not necessary to play the game. It mostly comes down to not distracting Toady from the UI work. ;)
When painting zones, stockpiles, or whatever, will we be able to paint shapes other than rectangles & fills?You can paint a rectangle and then remove stockpile designation with d-x to subtractively create the desired non-rectangular shape.
I'm particularly fond of circular shapes.
Yeah, I do, but that's pretty tedious work ;)When painting zones, stockpiles, or whatever, will we be able to paint shapes other than rectangles & fills?You can paint a rectangle and then remove stockpile designation with d-x to subtractively create the desired non-rectangular shape.
I'm particularly fond of circular shapes.
"Gather Sand" and "Gather Clay" would match the pattern of "Gather Fruit", but that conflicts with the active "Fishing" and "Animal Training" as well as "Archery Range" (which would be Archery Training" if described as an activity zone).
I'd probably go for
- "Animal Training Area" (which would probably be cut by the box edge to show "Animal Training"
- Fishing Area (which could be "Fishery")
- Fruit Gathering Area (Again, it would be cut off), although "Orchard" could work
- Sand Gathering Area, but could be "Sand Extraction"
- Clay Gathering Area, but could be "Clay Extraction"
Vordak, I didn't take the color palette from that image. I'm using the same one I have in my tileset, from the example image I posted earlier.
EDIT: nevermind, you are right. It is almost exactly the same palette. O.o
(https://i.imgur.com/Iq9MsMx.png)Spoiler: I used the skeletons in my tileset for the palette (click to show/hide)
Vettlingr I did answer your PM, but just be very clear: You are absolutely correct, I do use Denzis bones and nice bone-color-palettes that I found online. Both of which are free to be used according to their license. In my own, free, non-commercial tileset.It is an impossibility that all are free-to-distribute licenses, maybe these two are, but I have looked over others which I know are not.
I feel like this is not the place to discuss the Meph tileset, since this is the Steam DF thread.It is. Since this is unproffessionalism and these practices are something that is extremely detrimental to any development cycle. You are stealing mikes fame, riding toady, riding kitfox. You should have been honest from the start, that you were no pixel artist.
I feel like this is not the place to discuss the Meph tileset, since this is the Steam DF thread.It is. Since this is unproffessionalism and these practices are something that is extremely detrimental to any development cycle. You are stealing mikes fame, riding toady, riding kitfox. You should have been honest from the start, that you were no pixel artist.
And it is not a discussion, I am calling you out and telling you off because I have never seen this degree unprofessionalism, plagiarism, alleged "stolen valor", pretend talent and alleged fraud in all my years of game artistry. You were given the position of art direction and tileset artist in assumption that you actually did draw tiles yourself, which was a big lie.
You have to understand that they may have to do internal investigations to make sure you have not done any of your usual antics while working on the official tileset, that is why I find even borrowing a palette for commercial use so alarming. Alleged plagiarism is extremely serious and sometimes it is unavoidable even if you feel you have done everything right. Burrowing a palette like that
As I said in my Very outraged PM, I hope it is Extreme idiotic and oblivious naivety that has brought you to this point.
This all that being said. I have yet to see any evidence of plagiarism in the official tileset, yet. Though I haven't looked into it much yet.
This all that being said. I have yet to see any evidence of plagiarism in the official tileset, yet. Though I haven't looked into it much yet.
Feedback on the settlement icons presented in the official thread:
If possible, I'd like the dwarf type settlements to differ in color from the "neutral" ones (castle, vault, shrine, tomb, labyrinth, and cave/lair). It would also help to make them more visible against the typical mountain background of dwarven settlements.
The monasteries and towns stand out nicely against the background, for instance.
The Retreat might benefit from some decorations to help them stand out more, although there's always the risk of turning it into Christmas trees...
...I feel like we need a new Official Tileset thread, given the change in artists. If there's not one already (I spotted this activity via "New replies...", not board-browsing, I should really check), and/orI second making a new thread, given this one was started by Meph and only the thread author can change its name, it is stuck as containing "Mayday/Meph"... unless I am wrong and those powers are also available to mods, e.g. Toady? In that case he could change it to "Mayday/Ironhand", though I suppose it might still be confusing with Meph being the person at the top of the thread.Patrickedit2: Jacob/Ironhand?[1] be posting in here to say something appropriate.
edit: Aha.. http://www.bay12forums.com/smf/index.php?topic=179359.0 (and possibly some other new threads).
[1] I'm clearly getting confused over names... Whoever.
Better? ^^
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