Just wanted to update you guys on the ramp situation. Weird corner/edge cases looking much better now.
This looks great, but now I'm imagining how much work it will be to make water look good flowing down all these crazy procedural angles.
No new animations are planned for now; those were all mock-ups showing Tarn how it would look ingame. We first have to do everything else; animations would be possible additions we might tack on at the end. That being said, if he adds a bit of code support for the community to create 2-3 frame animations using ALT_TILES for more objects/creatures, I'll be the first to make you guys a set with that.
Animations are a big effort relative to the payout, but making sprites slide from one tile to another should be pretty simple, it only requires sprites to be displaced dynamically from the center of the tile, and the only big requirement for that is that they be able to overlap the edges of the tile which it seems is already in the cards for big creatures. Then, it needs to be set up different for each action that uses it, but unlike proper animations with frames, it doesn't need to be done differently for each creature and equipment has no effect on it. Of course, it's Toady working on it and not you guys, so I know you can't definitively say anything, but I would expect that he can do it pretty easily, and would be willing to. Aside from stuff that's already all but confirmed, I think this would have by far the biggest impact on the look of the game relative to work put in. In fact, I think the only things more impactful are having different dimensions on the text and map tileset, seeing the background tiles behind creatures and items, and having sprites accurately represent equipment, wounds, and distinctive characteristics, the latter of which is a huge effort from everyone involved. Even the multi-level view is, I think, slightly less of a big deal aesthetically. It just feels bigger since we've already become accustomed to it in TWBT. And it will, of course, be handy to new players who aren't accustomed to z-levels.
Blazerules pretty much describes my approach to the problem.
For example, the big cat bothers you but the dog being over 3/4 the size of a cow is ok? Well - there's gonna be 100 people for whom the dog is the bigger problem. And then to satisfy everyone, we'd have to make all relative sizes accurate. And then we'd have elephants that take up about 12 tiles...
I won't be surprised if Meph prepares a mod that makes the relative sizes more accurate, but I chose clearer representation of the creature and more interesting details in favour of accurate sizes, because I believe the latter is a lost battle already, what with every possible creature occupying just one tile right now. If that ever changes? I'm all for it.
I'm open to a few small corrections, I'll try to do the cat somewhere down the line, but probably only after we have all other graphics ready.
I think part of the problem is that the smaller end of the size range is spread a lot less carefully than the larger range. The coney is pretty much exactly the right size compares to the cavy, and the duck and chicken also have pretty much real life size, while the goose is only slightly smaller than it realistic is compared to them. And that puts the goose at a size comparable to somewhat bigger stuff. I'm not saying that you should go back and redo all those or anything, and I'm also not sure that's entirely a bad thing (might as well have more sprites use more pixels, and thus be more recognizable, compared to the alternate possibility) but I reckon that's the methodological thing which lead to it.
But yeah, no matter how you slice it, the cat is too big and that happy little piglet sprite should probably be accompanied by a full grown boar/sow sprite. Although it's weird, since even though it's drawn as a piglet, the size isn't wrong for an adult if compared to something like a horse.