BTW, by default, the ASCII graphics in the current version are square and there seems to be no easy way of getting them stretched except by using a stretched PNG which you have to create yourself - just pointing this out since your information seems to be outdated.
This is irrelevant to the discussion, but just chiming in with this: the default ASCII set is still rectangular for a non-graphics display.
It's square for a graphics display though. (but it's easy to get both square and non-square tilesests, I'm not sure what you meant by the latter part of that sentence).
In addition, the graphics give me all the functionality I desire, so I am very happy with the status quo. On the contrary, having a 3D polygon depiction with animated dwarves and things would be likely to be very confusing for me (I am a slow person).
Yeah, I think for a general display that wouldn't convey much information. Pixelart has the advantage of being designed for viewing at very small sizes, which CAN (but needn't) convey the most information. 3D could work for zooming in.
There is a useful application of 3d- being able to comprehensively and simultaneously view large portions of terrain with large height variations and viewing your constructions.
3d can still be symbolic as much as ASCII (
in the spirit of this) so the part of leaving things to the imagination of the player could be there even in 3d.
kingubu: it's not a matter of difficulty but tedium for me. I find the ASCII display more distracting than a semi-graphical solution (and I've played with ASCII for large amounts of time). And when I see some creature I always feel the need to know exactly what it is: and it's impossible to memorialise all the symbols for creatures. (had no problem with it in ADOM, but there's too many in DF (in fact I believe there's too many even regardless of graphics, but whatever). Is that understandable?
And whenver full graphics support comes around, I'll certainly try my hand at making a text/symbol based tileset without the 256 symbols constraint. Like I said, I do appreciate the elegance of ASCII.
To be frank, I find the various graphic sets ugly. The game engine isn't designed for them. To my eyes, they never look right, the tiles end up being too large, the text and UI inevitably get screwed up, and graphical glitches abound. I didn't think I'd like the ASCII at all, but after I fiddled with colours and tiles a bit, I think the ASCII tilesets genuinely look a lot nicer, and a lot better, than the various graphic sets that I've seen. Just my two cents.
I completely agree that the graphics sets look wrong, but I disagree that the engine isn't DESIGNED for them. It just doesn't have the proper functionality YET. Saying it isn't designed for them makes it sound like even adding full graphics support wouldn't allow for a good graphics set (which I disagree with).
Being able to apply proper colours (colorized grayscale is always ugly), no messed up text, no forced re-use of symbols- this is not a matter of engine design, just functions that can be added.
But you'll hopefully be able to see for yourself soon, thanks to the FGS 2d visualiser in the making.