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Author Topic: Runes, Alchemical Symbols, Sans-Serif Fonts, and Colors  (Read 1122 times)

Bohandas

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Runes, Alchemical Symbols, Sans-Serif Fonts, and Colors
« on: August 25, 2011, 08:35:22 pm »

In order to prevent the game from running out of tiles/characters as new things are added (and to help prevent modders from running into this problem), I recommend the following steps:

1.) Expand the number of distinct tiles. The new tiles could be anything, but personally I recommend runes, alchemical symbols, astrological symbols, and/or (since the current default tileset ("curses") uses a serif font) a sans-serif font.

2.) Expand the color palette from 16 to 32 colors
« Last Edit: August 25, 2011, 08:37:08 pm by Bohandas »
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peskyninja

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Re: Runes, Alchemical Symbols, Sans-Serif Fonts, and Colors
« Reply #1 on: August 26, 2011, 09:41:18 am »

completely agree,I never undesrtood why 16 colors...
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Bohandas

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Re: Runes, Alchemical Symbols, Sans-Serif Fonts, and Colors
« Reply #2 on: August 26, 2011, 10:26:38 pm »

The alchemical/astrological symbol for Mercury could easily be used to represent some kind of humanoid
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sockless

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Re: Runes, Alchemical Symbols, Sans-Serif Fonts, and Colors
« Reply #3 on: August 27, 2011, 03:39:25 am »

16 colours is easy to fit into 4 bits, but that's not really an issue for DF.
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Silverionmox

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Re: Runes, Alchemical Symbols, Sans-Serif Fonts, and Colors
« Reply #4 on: August 27, 2011, 05:48:53 pm »

I'd say make the option available to use more fonts for text. That will unburden the graphics, so a lot of letters can be converted to icons, in mods. That doesn't mean we can't use more icon slots :).

More important than the number of icons, however, is the ability to change any icon/letter/picture assignment in the raws (eg. small map squares, limbs, separate icons that now have double use, etc.) If it's hard-coded, it doesn't matter how much icons you can draw, because you can't put them in there for that use anyway.
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