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Author Topic: Unicode expansion  (Read 1834 times)

vooood

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Unicode expansion
« on: November 17, 2008, 04:06:04 am »

I have a slight feeling that as the game gets developed (and more complicated) we might need more expansion in our symbols. Why not announce a war to unicode.org and ravage the page in search of several million symbols we can use virtually for anything? And there would be no problems with unicode support on operating system since the game uses bitmaps anyway.

Extend that so I can finally discern a goblin archer from the goblin shaman or that pesky gameboy (lol) lying around. xD
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Random832

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Re: Unicode expansion
« Reply #1 on: November 17, 2008, 08:51:23 am »

I have a slight feeling that as the game gets developed (and more complicated) we might need more expansion in our symbols. Why not announce a war to unicode.org and ravage the page in search of several million symbols we can use virtually for anything? And there would be no problems with unicode support on operating system since the game uses bitmaps anyway.

Extend that so I can finally discern a goblin archer from the goblin shaman or that pesky gameboy (lol) lying around. xD

So, what, you want to use ĝ vs ġ instead of, you know, actual graphics? If you're not going to stick to ascii, there's no real reason to limit yourself to "text character like stuff" at all.
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vooood

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Re: Unicode expansion
« Reply #2 on: November 17, 2008, 09:12:02 am »

I have a slight feeling that as the game gets developed (and more complicated) we might need more expansion in our symbols. Why not announce a war to unicode.org and ravage the page in search of several million symbols we can use virtually for anything? And there would be no problems with unicode support on operating system since the game uses bitmaps anyway.

Extend that so I can finally discern a goblin archer from the goblin shaman or that pesky gameboy (lol) lying around. xD

So, what, you want to use ĝ vs ġ instead of, you know, actual graphics? If you're not going to stick to ascii, there's no real reason to limit yourself to "text character like stuff" at all.

I stick to ASCII even though we have some graphics available. I don't know if there are full graphic plans but even then I suppose we will need more characters than what we currently have.
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Manchild

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Re: Unicode expansion
« Reply #3 on: November 24, 2008, 07:56:40 am »

who cares about using actual graphics...i love the ascii look...it feels more......i dont know...... classic?
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Tormy

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Re: Unicode expansion
« Reply #4 on: November 24, 2008, 08:35:42 am »

I have a slight feeling that as the game gets developed (and more complicated) we might need more expansion in our symbols. Why not announce a war to unicode.org and ravage the page in search of several million symbols we can use virtually for anything? And there would be no problems with unicode support on operating system since the game uses bitmaps anyway.

Extend that so I can finally discern a goblin archer from the goblin shaman or that pesky gameboy (lol) lying around. xD

So, what, you want to use ĝ vs ġ instead of, you know, actual graphics? If you're not going to stick to ascii, there's no real reason to limit yourself to "text character like stuff" at all.

I stick to ASCII even though we have some graphics available. I don't know if there are full graphic plans but even then I suppose we will need more characters than what we currently have.

I don't get it... If text and gfx will be completly separated, why should we need to have more characters?
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Random832

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Re: Unicode expansion
« Reply #5 on: November 24, 2008, 09:09:02 am »

I have a slight feeling that as the game gets developed (and more complicated) we might need more expansion in our symbols. Why not announce a war to unicode.org and ravage the page in search of several million symbols we can use virtually for anything? And there would be no problems with unicode support on operating system since the game uses bitmaps anyway.

Extend that so I can finally discern a goblin archer from the goblin shaman or that pesky gameboy (lol) lying around. xD

So, what, you want to use ĝ vs ġ instead of, you know, actual graphics? If you're not going to stick to ascii, there's no real reason to limit yourself to "text character like stuff" at all.

I stick to ASCII even though we have some graphics available. I don't know if there are full graphic plans but even then I suppose we will need more characters than what we currently have.

I don't get it... If text and gfx will be completly separated, why should we need to have more characters?

Unicode support would be nice, actually - not for using random unicode characters for tiles, but for _text_ - say, if someone wants to convert the interface to Japanese.
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Mikademus

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Re: Unicode expansion
« Reply #6 on: November 24, 2008, 10:53:47 am »

I fear there may be some confusion here. The game is already in gfx using OGL, it is only that the tiles contain glyphs. What you should be asking is rather for more information per tile which would allow you to distinguish more and use more tiles.
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Fieari

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Re: Unicode expansion
« Reply #7 on: November 24, 2008, 01:18:18 pm »

I'd like unicode so that Japanese kanji/kana or Hebrew script could be used. Now you can have a golem's description read "There is the word אמט inscribed on its forehead"

But other than that, I don't see the need. Just allow full tile support for all graphics, including objects, and unicode will automatically be supported.  So if you want that golem represented by the traditional ש you can, but otherwise you can just have a picture of the thing.
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Random832

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Re: Unicode expansion
« Reply #8 on: November 24, 2008, 04:09:23 pm »

I'd like unicode so that Japanese kanji/kana or Hebrew script could be used. Now you can have a golem's description read "There is the word אמט inscribed on its forehead"

But other than that, I don't see the need.

Or for total interface conversion into greek, russian, japanese, hebrew, etc.

As it is, the only languages for which it could be done are the ones that CP437 supports, which is even less than CP1252 (windows ansi).

[nevermind that a significant amount of interface text is still hardcoded - I assume that will change at some point]
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Tormy

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Re: Unicode expansion
« Reply #9 on: November 24, 2008, 04:16:10 pm »

I have a slight feeling that as the game gets developed (and more complicated) we might need more expansion in our symbols. Why not announce a war to unicode.org and ravage the page in search of several million symbols we can use virtually for anything? And there would be no problems with unicode support on operating system since the game uses bitmaps anyway.

Extend that so I can finally discern a goblin archer from the goblin shaman or that pesky gameboy (lol) lying around. xD

So, what, you want to use ĝ vs ġ instead of, you know, actual graphics? If you're not going to stick to ascii, there's no real reason to limit yourself to "text character like stuff" at all.

I stick to ASCII even though we have some graphics available. I don't know if there are full graphic plans but even then I suppose we will need more characters than what we currently have.

I don't get it... If text and gfx will be completly separated, why should we need to have more characters?

Unicode support would be nice, actually - not for using random unicode characters for tiles, but for _text_ - say, if someone wants to convert the interface to Japanese.

Ah okay... :)
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