Well, I'm still waiting for more input from others before I decide if I want to keep this.
Reposting for new page:
https://www.youtube.com/watch?v=ZQbD_krM_UoAnother video:
https://www.youtube.com/watch?v=iMZSMrU1z4cToo bad YouTube ruins the video quality. I'll be posting WebM videos on Dropbox from now on.
Now I need to put a description of how to look at it..
Imagine a top-down view, level with character's head where the character occupies two z-levels simultaneously (everything from the waist-down is shaded a bit darker), up ramps on the left, down ramps on the right and in the middle is the ground, the lighter layer is level with the head (1 z-level up), the slightly darker one in the middle is the ground, the much darker layer on the right is what lies below. (1 z-level down)
Just struggling to describe it like this alone is making me anxious.
That actually works really well for me. It's a little harder to tell what's going on than I imagine it will be in the full game, simply because all of the terrain is the exact same shade and you don't have any other entities or shrubs or anything to give your eyes a reference point. Plus, yellow is about the ugliest shade progression you can get in an ascii game. But I think it'll work really really well when you have more stuff on screen to work with.
Not sure about other people, so hopefully they'll come in and give their opinions soon.
Well, I agree about the yellow shade. But in the full game it might also look more confusing when it's full of details. I guess we'll have to wait and see for ourselves. I'll try to add foliage next to check, items can wait for now.
Seems decipherable to me. It'll be nice to play, it seems.
It does look really nice to me.
Thanks for the input guys! I'm feeling a bit more confident about it now.