to portray not only material, but also quality, spatter, wear... and add some toggleable variants...
and add the actual decorations. I'm curious what you guys think. Initially we also wanted to add orientation, aka rotating the furntiure piece N, E, S, W, just like the siege engines can be rotated, but that multiplies the sprite count by 16, so we are holding off on that for now. Tarn might code-support it for modders though.
The current setup we want to test looks like this:
That's a bed.
- Four materials, wood, stone, metal and glass. Shown using texture on the bed-frame.
- Seven quality levels, from regular to artefact. Shown on the creases and embroidery on the cloth.
- Four varieties (optional ornamental changes to avoid copy+paste effect) that you can cycle through. Shown by different pillows.
- Five decorations, which are colored depending on their material and copied on top.
- Four wear-states, which are copied on top.
- Four spatter effects, which are colored depending on their material and copied on top.
Examples would look like this:
Individually those can be read easily, it gets more harder if everything happens at once: A very decorated bed with two spatters and heavy wear for example. Luckily spatter is rare on furniture, as is wear; while decorations are controlled by the player, you can pick yourself how much you want to put on a given piece.
Here the table:
And an example with ten random tables (empty), ten with spatter and wear, ten with decorations, and finally ten with everything at once.