- Which tiles will be used for the trees?
- Have you given any more thought to allowing us to split the graphics off the curses_640x300.png so we can create proper tilesets?
- Is the code already in place to do all that? We can already create tiles for all the animals and humanoids, since we can access their raw files.
- Do you have a timeline to "rawify" all the things we don't have access to currently?
1) It'll depend, but the default is as follows (with the wall tiles forming the trunk):
Nothing is final (and it can all be changed in the raws), but the 1/4 tiles are branches heavy enough to climb (but they still have some leaves), the single lines are heavy enough to climb on but won't have leaves/fruit, the semi-colons are too light for climbing (I haven't started climbing yet), and the little pentagons are parts of the trunk that slope or taper.
When you say it can all be changed in the raws, does that extend to the tiles that are used to represent certain parts of the tree? I'm down with what you've got there mostly, but the "1/4"s are distracting, being readable numbers thrown into the mix like that. I think it's because number tiles have been otherwise reserved for fluid levels.
Yeah, you can change each of the tiles. The d_init file has the defaults, and the raws have any special tiles for specific trees. For the 1/4th you'd probably just need to change the d_init one.
2) That's Full Graphical Support from the ESV, and the following quote almost certainly still applies. <Fake-edit - assuming you mean giving new tiles to hard-coded items, which is the way I read your post, rather than just change the existing tileset, in which case, Putnam has the answer.>
In the case of supporting tiles for each game object, I need to figure out the deal with all the new SDL code before I can lay anything out in stark terms. The textures are stored differently (in a single atlas if it still works that way), and I'm not sure if it'll be feasible to move to full item/map texture support without altering the way that works.
3) Presumably, no. <Fake-edit - see above.>
4) There is never a timeline for features that aren't actively being worked on. Just the plan to do so eventually (and rawifying as much as possible is a plan).
With pulping coming to prevent Necromancers and reanimation to be too strong, do you plan to ever add a limit to the number of corpses a necromancer is able to reanimate at a time ? With something like a necromancer skill to increase our corpse cap and/or our range. And making reanimating creature that are far stronger than us possibly go berserk because of its strong will being able to be partially free from our control over them, but not being strong enough to be sane.
Ever is a long time. However, Toady has mentioned that, eventually, the interaction system will evolve into a full-fledged magic system where presumably skill and costs will be allowed to be a factor.
Is there any plan to have undead scale with the power of the necromancer?
Eventually it'll be a full magic system with a whole lot of scaling sort of things and tweaks and specific personalized alterations to effects and various coolness, but for now it is utterly dull.