I agree, the payoff would be huge. I do think showing gear is more important though, and i think multiple z-levels are as well.
Although in retrospect my phrasing wasn't clear, I was still talking about relative to effort. Showing gear accurately needs at the very least a separate sprite for each type of gear and type of creature to wear it. It may also require a but of code support per thing, depending on how it's set up, although based on how he normally does things I would expect Toady can and will go for an easily expansible and moddable solution.
Would you say this is reasonably clear as a track roller? Bottom shows one on tracks with a gear assembly next to it.
I couldn't find any RL references to rollers. ^^
I always assumed that they were equivalent to the "roller" portion of a rollercoaster. After all, a rollercoaster is basically a minecart track designed by the kind of person who might play DF, and the first rollercoasters were gravity railways anyway. In case you're not very familiar with rollercoasters, it's basically Mala's first mockup but with a chain on the gear because normally they're linked over multiple gears and the chain is linked to an engine below, next to, or otherwise out of the way of the track.
The kind of roller that you've depicted there isn't normally powered, and I'm having a hard time imagining how it would work with a minecart on top, since minecarts do, after all, have wheels. Seems like you'd basically need to take the cart off the track and turn it on its side or something? I don't know, I've only ever seen these used in packaging facilities and playgrounds.
Maybe me seeing it just as a representation of what is there rather than as a literal thing helps? I don't see it as a lion-sized housecat. I just see it as a housecat. It's scaled up to make it easier to make out what it is, which is the most important thing, and its a nice looking bit of pixel art. Which is all I care about at least.
The same way I don't see the c symbol for cat as a literal representation of a cat. It doesn't seem like that far fetched of a thing? Most pixel art games do basically the same thing.
It's a representation, but the point of moving away from ASCII is to have a better (that is, more representative) representation. One where you don't have to learn to "read" DF to be able to tell what you're looking at; where new players can tell just by looking rather than always loo[k]ing. Obviously, perfection is not attainable. But that hardly means it's meaningless to identify things that ought to be improved, and in a game with lots of giant animals, an oversized cat does have a substantial potential to be misleading. Furthermore, the illusion of meaningful sizes in the graphics is important to provide context for the game's fictional creatures, and it relies in the known creatures being accurate. For this purpose, although it's not the situation "a chain is only as strong as its weakest link", still each imperfection weakens the overall illusion, and this error, besides being quite noticeable, is also in one of the most recognizable creatures.
I started this post before this was here, but:
Three rollers in a row, with the chain/rope visible.
Why is there two chains? And although this might be a nitpick, it seems like this mess would get in the way of the wheels as well.