I'm working on the NPP 32x32 tile set right now. NPP has a lot of terrains. NPP also has terrains which, in theory, could set upon another terrain. Right now all we can do is have a terrain type such as a tree, or a rock ,which has to be drawn on a static background terrain which works OK most of the time, but could be improved by allowing the splitting the terrain feature from the terrain flooring that it is placed upon.
It would be nice if we could mask and layer multiple terrain types the same way we do with items or monsters (upon terrains). In this way we could have a tree upon a dirt floor, or a tree upon a grassy floor which is currently impossible short each instance of a tree being a unique terrain type.
In not proposing any game play changes at this time (not that it couldn't happen). The dominant terrain alone would continue to dictate the rules that govern a particular grid. What I'm suggesting is a purely cosmetic change, to make the dungeon look nicer, much nicer.
While this wouldn't have much impact on V (no terrains) or ASCII players (no tiles), there are a *lot* of variants that use terrains that could benefit from this. Does anybody else think that this has any merit, or I am just barking at the moon?
ALSO on a related note. It would be wonderful if the game could shade out-of-LOS (torch lit, etc.) tiles itself instead of someone having to draw 3 of every tile. I know we've had this discussion before, and an opinion was formed that the artist should be allowed to shade tiles to his own tastes, but I gotta tell you, it's more trouble than it's worth. 99% of the time I just scale the brightness a bit, the same way Angband.exe could/would. If we could leave the degree of shading up to the user, all the better... and then we'd be able to shade monsters too, though I don't know what that gains us.
Anyone hear from Shockbolt lately?
It would be nice if we could mask and layer multiple terrain types the same way we do with items or monsters (upon terrains). In this way we could have a tree upon a dirt floor, or a tree upon a grassy floor which is currently impossible short each instance of a tree being a unique terrain type.
In not proposing any game play changes at this time (not that it couldn't happen). The dominant terrain alone would continue to dictate the rules that govern a particular grid. What I'm suggesting is a purely cosmetic change, to make the dungeon look nicer, much nicer.
While this wouldn't have much impact on V (no terrains) or ASCII players (no tiles), there are a *lot* of variants that use terrains that could benefit from this. Does anybody else think that this has any merit, or I am just barking at the moon?
ALSO on a related note. It would be wonderful if the game could shade out-of-LOS (torch lit, etc.) tiles itself instead of someone having to draw 3 of every tile. I know we've had this discussion before, and an opinion was formed that the artist should be allowed to shade tiles to his own tastes, but I gotta tell you, it's more trouble than it's worth. 99% of the time I just scale the brightness a bit, the same way Angband.exe could/would. If we could leave the degree of shading up to the user, all the better... and then we'd be able to shade monsters too, though I don't know what that gains us.
Anyone hear from Shockbolt lately?
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