16
Utilities and 3rd Party Applications / Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« on: October 22, 2016, 02:22:15 pm »
It takes a moment to decipher them, which however can be done. the stair ones look a bit confusing side by side, but them being that way should be uncommon anyway. Perhaps the down stair slash should go the other way? I can't visualize what that would look like, it might be ugly too.
The bush one I immediately saw as a skull, and spent a while trying to figure out that it was a bush.
The dig and channel designations have the line and dots for clarity whichever direction they are being viewed from, I see that, but I still feel like they should be something more clear. Not sure if channel could have a good looking hole or channel on it though.
Personally I'd almost like using the letter key for the designation, but that may just be me, and wouldn't be great for graphical sets.
Edit: Removing ramps should probably be something different from regular digging, too. This also makes me thing that some of the outside ones might benefit from not being full cubes, especially since things can still walk through them, but I don't know how difficult that is on your end.
The bush one I immediately saw as a skull, and spent a while trying to figure out that it was a bush.
The dig and channel designations have the line and dots for clarity whichever direction they are being viewed from, I see that, but I still feel like they should be something more clear. Not sure if channel could have a good looking hole or channel on it though.
Personally I'd almost like using the letter key for the designation, but that may just be me, and wouldn't be great for graphical sets.
Edit: Removing ramps should probably be something different from regular digging, too. This also makes me thing that some of the outside ones might benefit from not being full cubes, especially since things can still walk through them, but I don't know how difficult that is on your end.

