What's the current approach regarding the UI for the Classic/character tile set Premium version of DF?
The reason for the question is the realization that things are reworked significantly, so the current UI can't be retained as is, and it seems to be a duplication of effort to make two different versions of the UI, in particular if a character set oriented version would try to emulate widgets using characters (or something looking like characters).
Edit: To clarify, I'm thinking of things like sliders, that do not naturally translate into tiles, rather than cases where the character tile set can easily be used instead of image/icon tiles.
I really hope this gets a thoughtful and thorough answer.
I don't have any real preferences about sliders verses whatever, but I think it's very important the default "ascii" and Premium controls look enough the same that any new player can view a tutorial using either, for instance, and immediately understand one is just a fancier or prettier version of the other.
In my opinion, (not to project too much on PatrikLundell's question,) it would be best to keep the control surfaces
exactly the same between Premium Tiles/Premium "ascii"/Classic "ascii." Even from the development side, it would seem better to plan so that making a change or fixing a bug in a control panel doesn't require commissioning two or more sets of art.
It's on a short list of things that I genuinely worry could "split the community," (and I spend a lot of time reassuring people that Premium isn't going to split the community,) along with retaining traditional "muscle memory" key commands, which seems like it should be possible with the
strange mood level super-comprehensive keymapping system built into DF already.