If either of you has any questions about things that can be done, I'd be happy to help.
Thank you for the offer! Does
this mockup look like it should be possible with the new version? For example, are the underground edge tiles in
Toady's preview generic dirt or will they differ depending on the type of soil? It's kind of hard to tell in my preview but the underground edge tiles are exactly what they would be, just with a dithered overlay.
Can we have little a rectangular font, as a treat?
...
Shaving off a pixel helps with readability.
It depends on how well the implementation actually works in-game. If it ends up with creature descriptions and menu screens obviously off-center or something then probably not. Otherwise, sure.
How will creature descriptions and full-screen menus work, if (for example) the interface font is 8x9 and the game font is 9x9?
9x9 80 tiles wide is 720 pixels, while 8x9 80 tiles wide is 640 pixels. If the creature description is drawn starting from the left edge of the screen, would there be an 80 pixel gap on the right-hand side?
Also, when I set the DF window to anything over 80x25 and use a colour scheme with a non-black background, there's a jarring difference between the "black" of the intro and the "pure black" outside the movie window. Do you know if that's going to get fixed?
I may as well throw in a selfish suggestion, even if it's futile. This might be a good time for Toady to
revisit dark green. Honestly the whole "keep track of the true RGB colours of everything and map it to the palette" is a little odd to begin with when you're using the palette system, it just results in weird bugs like this one. If a player wants blue to be green and green to be blue in their palette, DF shouldn't try to correct them (IMO).
The 9x9 is amazing and the main reason I never made a tiny/ascii set. It just couldn't compare to what you've already done.
Thank you!
Ever thought about using TWBT till then, making unique sprites for a few more objects?
I've thought about it, but the honest truth is that it's always sounded too unstable for me. I genuinely appreciate all the work that's gone into it, but as a "clean code, good security practices" OpenBSD and Linux hipster the idea of memory editing a running program has always sounded too fragile for my taste. I'm surprised Windows even allows the behaviour; I recall I had to disable security features in Fedora Linux to get dfhack working. Besides, I honestly don't know if I have it in me to put in all the work for a TWBT tileset only to burn it down again when the Steam release happens.
Unique sprites for items is definitely on the todo list though! I like your sample sprites. 9x9 isn't a lot of space to work with but I'll do what I can.
This Tocky screenshot got me interested in Dwarf Fortress to begin with and it would be nice to have things like the little bed and barrel tiles again without visual glitches.
The only thing off the table for me is creature graphics, apart from what I've shown in
this preview. I honestly don't think a decent looking, complete creature graphics set is possible at 9x9. Not without heavy repetition and over-reliance on smileys. It would probably also involve colouring the creatures myself, but I want to continue to use the colour theme system. There's a kind of elegant simplicity IMO in using a strict set of colours. (I suppose that's also a question, will I be able to use the old palette system while also using the newer graphical features?)