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Messages - Phasma Felis

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DF Suggestions / Re: Full graphics support details
« on: November 09, 2009, 10:54:11 am »
I've been playing a simple little roguelike called Wayfarer recently. It's still in alpha, and much, much less complex than DF, but it struck me as a decent example of what Dwarf Fortress graphics might look like, with the goal "represent a 3D world effectively with clear, minimal graphics." Especially note the way Z and X can raise/lower the viewpoint from a strictly overhead-tile view to an almost-first-person view, and how normal sprites change as compared to "flat" things like Slithergadees--I thought that was a nice touch.

(I hope this is the right place for this post. It's a little more abstract than the rest of the thread, but the game really made me think of Dwarf Fortress, and I wanted to mention it here. EDIT: If it should go somewhere else, let me know.)

Wow, that must be the least informative rogue-like graphics ever.  Even the angband tilesets are more useful than that, and they're still vastly inferior to the ascii.  But that, that is just blobs of crap.
How you figure? There's not a whole lot in the game yet, but everything there is clearly represented. Obviously DF would need more detailed/less stick-figurey tiles, but the existing tilesets should mostly cover that.

Not sure why you think the Angband tiles are worse than ASCII, for that matter. They do suck in a lot of ways, but at least you can say "that's a sword" or "that's a dragon" most of the time. If you're coming from the viewpoint that ASCII is automatically superior, I'm not really sure why you're reading this thread.

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DF Suggestions / Re: Full graphics support details
« on: November 06, 2009, 02:42:37 am »
I've been playing a simple little roguelike called Wayfarer recently. It's still in alpha, and much, much less complex than DF, but it struck me as a decent example of what Dwarf Fortress graphics might look like, with the goal "represent a 3D world effectively with clear, minimal graphics." Especially note the way Z and X can raise/lower the viewpoint from a strictly overhead-tile view to an almost-first-person view, and how normal sprites change as compared to "flat" things like Slithergadees--I thought that was a nice touch.

(I hope this is the right place for this post. It's a little more abstract than the rest of the thread, but the game really made me think of Dwarf Fortress, and I wanted to mention it here. EDIT: If it should go somewhere else, let me know.)

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