So now that I'm (temporarily) done with doing those silly graphics for DF, I thought maybe I could spend some time to summarize some elements of graphics support and (of course) expand on them. I'll try to include both pros and cons with the more complex subjects... (once again, I'm just throwing ideas around).
1.Rendering both the ground and what is on it. If there was only ONE graphic-support option supposed to be added, I'd take this one.
2.Zooming. In game switching between 16px tiles and 32px tiles (64? maybe some people like to view things up close from time to time). If a larger tile is not available, it could use an upscaled smaller tile. Generally the ability to switch between a simple and clean "map" view that clearly provides the most important information (most useful for larger battles and planning large constructions!) and a "detailed" view that provides more information in a smaller scope. Those who don't like to lose the large amount of tiles displayed wouldn't even need to use this mode. The wall tiles on the map come in 5 flavours only:
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E is wishful thinking of course.
The symbol denoting the type of rock would be blended in with the icon.
On the "detailed" view however...
3... we could employ something more interesting. How about a 3/4 top-down view? All the tiles could have appropriate textures blended in (depending on material and wall type, as shown above).
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Below is a quick mockup- no wall graphics, just the dimensions, enlarged x2! As you can see, basic side-view creature graphics work pretty well with this view. You can even move a creature 16px up (the dwarf on the right) and still clearly see where it's standing- so we could have 32x48 creature tiles.
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As you can see, this requires that at least some wall tiles check their neighbourhood to see what kind of ground (or rock) should be displayed on this tile (even though it's still basically a wall tile). This only has to be done when forming the tile (or entering the area), thankfully. Here's a bunch of examples of how a wall tile inherits its "background" (full dot means wall/rock, empty dot means empty tile):
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(the tile in the middle doesn't neeed such a check, as you can see).
4. Or how about a cavalier projection ala Ultima 7?
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See how this would require completely different creature icons- those are somewhat harder to do. On the other hand, you could see more engravings, all the doors would be easily visible, less tiles would have to be checked for background:
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And then there's the ultimate middle-ground between cavalier and isometric:
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The tiles are still 32x32, the creature tiles can be somewhat larger AND we don't have to worry about walls obstructing the view!
5.Immediate mouse based looK command: all the time spent on pressing K and positioning the pointer on a tile to check what it is is a time NOT spent playing Dwarf Fortress. It would be glorious to have a small window that would always tell you what you're pointing at with your mouse. Check out this silly incomplete mockup: (it also illustrates some further ideas and I also put the walls from the previous mockup in there, but bear with me for a moment).
SILLY MOCKUP (credits to pixeljoint for most of the graphics)
6. RMB context menu? Why not? It works great for buildings and place designations. Need to issue an order to a perfectly quick dwarf? Holding down RMB pauses the game, now you can easily point at him and release RMB, which opens up the context menu (and unpauses the game, if you want it to!).
7. Height. Check out the silly mockup once again. Notice how the slopes are rendered, this is a simple finite set of handmade icons I've already finished. Now let's think of the image in layers:
MAIN VIEW
OPACITY MODIFIER
"DISTANCE HAZE"
I didn't know how to do it in photoshop The lower the height, the bigger the distance from the viewer (who is looking down)- so the opacity of the view is decreased and the "HAZE IMAGE" (it could be an image of clouds?) can be seen through.
(I'm not sure if I'm clear on this, on the mockup above there's a bluish layer for the lower level and a black layer for the even lower one. Instead, the opacity of the view should just be gradually decreased). You could set how many layers can you view at once before the opacity drops to zero.
8. 32x32 pixels is really a lot! If the skill synergy idea is implemented (the one with tool skills and material skills), a dwarf could be rendered with two layers: one for his body (the colour of clothes denoting his highest material skill) and one for the tool in his hands (his higher tool skill).
9.What if you could switch between displaying skills (as it is now) and orders? So a soapmaker who is ordered to only do hauling jobs would be displayed as a hauler, and an elite wrestler who's just been ordered to start using an axe will be displayed as an unexperienced axedwarf.
10Simple "animations". Smooth passing of units between tiles could be nice but it's not a must have. What would really sweeten the deal is if a unit pulled back a little then swung forth to denote a blow during combat. This would look glorious when sending the enemy flying with the force of the blow.