Here is a crazy idea. What about a 64x64 tileset? And 64x64 creature sprites? I know what the first reaction is: No monitor can display this correctly. You would need a native solution of (80x25 tiles) 5120x1600 pixels. Maybe, just maybe, some gamers have 2 24" screens next to each other that should be able to handle it, but I dont even know if DF supports multiple screens.
But... the 80x25 tile minimum does not matter if you play in window mode. Whenever I press F11 ingame the game adjusts the window size to fit these 5120x1600pixels. Even if most of it is outside the actual screen. It does not matter. You can scroll and see everything in your fort even with 64x64 tiles. At some point you cant scroll anymore to the right, but... if you open both ingame menus with tab, which fill 2/3 of the screen, you can still scroll all the way to the right map edge.
Obviously the game is unplayable while fully zoomed in on 64x64. You can either zoom out a little bit with your mousewheel, or simply use it to watch or make screenshots. Here some examples:
Fortress Defense Naga Race:
Arena Mode Creature Tiles, Comparison 16 to 64
Arena Mode Creature Tiles(2), Comparison 16 to 64
Ingame screenshot Walls, Floor and Furniture, Comparison 16 to 64
Example Creature Sprites (done by Shockbolt)
The most important part: This can be done to any tileset. You can play normally with your native solution. Doesnt matter... but as soon as you press F11, you get this extreme zoom. The problem I face is only the limits of my graphical skill, which is quite low as some people can attest. I am no GFX-artist or photoshop genius. I cant even get a tileset right... so before I start with the 256 tiles with correct opacity/transparency/alphachannels and before I do 1300 creature sprites, I wanted to ask what the community thinks of this. Because it is, quite frankly, a lot of work. There is also a small problem about tiles with mutiple uses. The level of detail is simply too high to disguise something as a weapon, an arrow and a slash. Or as a block and at the same time as a treetop. But we'll see.
Now the best part: The creator of the 64x64 (and 64x128) Tileset for Angband, Shockbolt, has given me permission to use his creature sprites. He has about... ~1200? And another giant batch of terrain, objects, items, whatever. All free to use for Masterwork. And/or a possible 64x tileset.
What I need to know is this:
- @Phoebus: Could I possibly get the sourcecode for the Phoebus Tileset Assembler?
- @GFX-Artists: Does anyone would like to design sprites for creatures still missing?
- @Whoever knows alphachannels: Any volunteers for work on the tileset?
- @Whoever knows simply DF graphics: Any volunteers for adding creature sprites? (this one is actually not that hard)
- @All: Would you use this?
The last question is the most important one. If people dont think that this is a good idea, I dont think I will do this.
Edit: With caldirs new utilitiy to port DF sprites directly into stonesense, you could even use the same 64x64 sprites for stonesense creatures.
Edit2: In case its unclear to some people: This has no effect on FPS.
Edit3: Slowly making progress. 1 line of tiles and 4 lines of "text-tiles" done. Not much, but "its something"