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Author Topic: Proper non-roguelike graphics posslble?  (Read 4369 times)

i2amroy

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Re: Proper non-roguelike graphics posslble?
« Reply #15 on: February 13, 2012, 12:34:01 pm »

That said, there's hope in the future that there will more support for the tilesets people create now. Such that maybe one day they'll be able to create graphics for every individual object in the game (which would be a far cry from the 256 limitation we face now.)
I actually believe that coming with the next version someone found that you will be able to get another 50 or so by embedding them into the font or something like that. Also if you actually color the tile black and then use the foreground/background as different parts of the tile like that one tile set maker did (don't remember who he was, his avatar was a llama), then you can get double the tiles out of the game with the drawback that things can sometimes look a tiny bit weird if the creature stands on mud.
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IamanElfCollaborator

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Re: Proper non-roguelike graphics posslble?
« Reply #16 on: February 13, 2012, 04:19:51 pm »

Hm, that would have been Ironhand your speaking about.

bombzero

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Re: Proper non-roguelike graphics posslble?
« Reply #17 on: February 13, 2012, 05:09:35 pm »

Yes, Ironhand. he is truly a genius as now tilesets can represent many times more things, problem free.
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darkflagrance

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Re: Proper non-roguelike graphics posslble?
« Reply #18 on: February 13, 2012, 05:22:07 pm »

If somebody really, really wanted graphics for dwarf fortress, they could write a visualizer to hack the game's memory, resulting in a stone sense that not only depicted the fortress as it acted but also allowed the player to control the fortress from within the visualizer itself.

Of course, given the effort needed to design the graphics, hack the memory, and program the visualizer, it might be argued that someone who plans to do this would be better off designing his own original game entirely.
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inEQUALITY

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Re: Proper non-roguelike graphics posslble?
« Reply #19 on: February 13, 2012, 06:49:18 pm »

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KillHour

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Re: Proper non-roguelike graphics posslble?
« Reply #20 on: February 13, 2012, 09:11:43 pm »

3D graphics will never happen. Isometric graphics will probably never happen.  More complete tile sets will almost certainly happen.

Toady is going to hit a wall soon, and I predict it will happen with the army arc.  We're going to need a way to view troop movements on the world map, and probably a more zoomed in version, as well.  A "Military" map will give us 5 basic map styles: World map, Region map, City map, Local map, and Military map.  Having a "^" mean something is fine.  having a "^" mean as many as 5 different things depending on what view you're in is a nightmare.

Toady is going to run out of ASCII characters that can be used in any meaningful way, and the only way to get away from that will be to introduce more tiles.  Knowing that this is Toady, and he doesn't like to put bandaids on problems if he can't help it, this will likely mean arbitrary tile amounts defined in the RAWs, possibly with 24 or 32 bit color, and maybe even the ability for tiles to stack with transparency.

That's probably the best I'd hope for.
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