Not really in context to the current ramp subject (which is starting to look really great though!), but here goes.
Not really related to the tileset, but now that you guys have a direct line to the Toad about graphical changes to the game, do you think it would be feasible at all to make movement animations more fluid? So that instead of teleporting from tile to tile, the sprites would actually slide along the path?
Here's an example gif of how it looks in KeeperRL:
https://cdn.discordapp.com/attachments/467795961406816276/531687892381335552/Peek_2019-01-07_15-15.gif
I guess maybe this belongs more in the FotF.
Ive always wished for something like this in DF, to see the busy hallways bustling with movement, actual movement, and Japa does it in his Armok Vision project.
- No animations or extra sprites needed, just the sprite 'sliding' from one tile to the next (with a speed based on how fast that creature actually moves from tile to tile), while "bobbing up and down" slightly. It would be such a slick way of representing movement (maybe without the 'bobbing' for creatures like snakes tho (and it of course shouldn't apply to eg. a wheelbarrow being pushed by a creature, only the creature itself should "bop"), without having to draw any new sprites.
- Directional facing (only left and right of course) by mirroring the sprite to face the direction its currently moving/attacking/looking/interacting etc., would also be such a nice visual feedback to have (even though it might not have any actual functionality in-game, and might mess up shadow directions, but all worth it i say!).
- Melee attacking (and maybe also interacting with certain objects like levers?) could be visually represented as the 'attacking/acting sprite' "bobbing into/towards" the target, as seen in Stoneshard for example.
I think it would actually work better than having animations for everything, as all the animations would muddy the screen (and be a huuuuge amount of work ofc).
The "bobbing" would instead just be a simple movement, easy on the eye, when a big melee battle is happening, and a simple way of showing that something is attacking something, without having to rely on blood spatter or the combat log to show combat actually happening. Smooth.
The 'tick' with a red overlay for creatures taking damage, would probably work well too, combined with the "sprite-displacement animations" (I don't know what to call it). If it's "subtle" enough (not using a 'too bright' red), I think it would go well with blood spatters on the ground.
I personally hope you also do the idle "animations". Any "movement" (teleportation from tile to tile doesn't count) will definitely help distinguishing living things from terrain.
All of this could also be used to give different creatures
a kind of "personality" to their movements.
The quickness of their walk, the frequency of their
attacks, it might indicate an undead creature if very
slow? Or big movements could imply a BIG or heavy
creature!
Cheers to wishful thinking
!
Quick question: Have you talked about grass
animations? Like grass waving in the wind.
Just curious.
I know all of these "animation" requests might not be in the spirit of DF, but it would be a welcome change to me. I stumbled upon DF when i was twelve , and have been loving it ever since! But alas, while the ASCII has its beauties, i could never help but to imagine Dwarf Fortress with some more visual representation. Nothing fancy, just seeing stuff happen on a more than complete basic level.
PS!: I also looked at the animal-people sprites (animal heads combined with humanoid bodies), and i must say it works pretty well for most, some could use more custom work (as you have probably already thought yourselves). But the tigerman!.. I hope his face gets reworked to have a more "Feline" look to it.
Right now, its mouth/pucker is too big,which makes it look like a lion or a great dane. Maybe not, but more importantly, it lacks the 'mane' of a tiger.
The "roundness" of the furry white mane with black stripes that looks so menacing!
Tigers are pretty "broad/round headed", if you include that bushy hair on their neck/jaw, which gives them that distinct tiger-look.
I can imagine a tiger-mans "mane/neck fur", bushing out from the hole in the armor where the head goes.
Right now, it looks a bit like a shaved lion.
I'm only mentioning this, because i would love to play as a tiger-man in the graphical release, and would love for it too look more tigerish (menacing with spikes of fur!)
Example image:
https://imgur.com/a/k3gckbXLots of love for you guys, your'e doing awesome work, truly grateful for your efforts and obvious passion to deliver, its gonna be so sweeet, and i absolutely cannot wait
(sorry for the wall-of-text, but I'm invested at this point!)