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DF Suggestions / Re: On Why the current abstract ASCII graphics are superior to sprite graphics
« on: June 24, 2011, 10:36:49 am »*headdesk headdesk headdesk*What did i answer? I didn't even ask a question.
You answered the first part with the second. Of course we wouldn't have different sprites for different injuries--that's why you wouldn't have the sprites in the first place, by his argument! Anyways, sprites are as much a part of DF as rainbows and lollipops; you can mod them in, but vanilla is not like that.
Anyways, I like ASCII. I actually discovered that the hardest part of Kobold Camp, aside from the lack of stone, was the graphics! "Is this guy a woodworker or a farmer...oh, he's my miner." Also, [/serious]it keeps the rabble out. Do you want to see trolls around here?
And, yes his argument is flawed. Sure, it is not a good idea to have a sprite for every detail. Why does this mean that there shouldn't be any sprite graphics at all?
And i really like the latest "i want to use my imagination" posts.
a) since DF simulates every little detail, e.g. in fights, there is not a lot to imagine.
And tileset graphics would be with maybe 16x16 pixel tiles. There is not a lot of detail in them, but just enough to be iconic representations of the game content. There is still lots to imagine.
b) why do people that don't like graphical representations block any development or ideas towards nicer graphics? If everything is supported by tilesets they are still free to use abstract character sets.
The amount of elitism in the community really annoys me. And at the same time there is a tremendous fear that "something" is taken away from DF when the graphics are improved. It sounds like DF will go completely downhill if it would use detailed 2D graphics, like there is no benefit in it at all. It's ridiculous.
PS: Please stop hitting the desk with your head. It's bad for the brain and the desk.
