He he he, CERTAIN tiles can look better.
I grew up with both kinds of games, so I'm ambivalent about the look from an aesthetic standpoint. Development is a bit faster in ASCII, although I understand that people have strong feelings one way or the other about it. In the end, once things are more stable, changing the underlying framework to support both models is feasible. Since graphics take a bit longer, doing it while interfaces are still being changed all the time would cause a lot of hassles. It's not a concern I'm dismissing by any means though.
As far as all this BAD ASCII stuff is concerned, I'm waiting for people with complaints to come by and voice them here. A lot of the complaints seem to disappear when they actually play the game -- the screenshots can look messy or daunting, but some of the little flickers and animations help a bit (as well as the unvaried ground tiles option for some). Some people have a visceral reaction to the IBM extended ASCII, but I have no idea how to make this game work with only 128 characters.
A very legitimate complaint now is my letter "choice" for a lot of the creatures. A bright white U is a human diplomat but also a unicorn. A gray H is various things. A bright green g is a gremlin and an elite goblin (cross)bowman. With the animals, the system of choosing "realistic" colors and the first letter of the name breaks down very quickly. More abstract groupings might be needed (you can change these now if you want in "raw\objects\creature_*.txt"). Outside of dwarf mode, a lot of the melee units might need their colors equated. Especially annoying is the swordsman=peasant coloration. This came from having 2 tiles for dwarf soldier vs. worker, but only the 'U' for humans. There could just be a sort of melee/ranged color perhaps, since these are the things most important in adventure mode.
For ease of use, I could add a new object file that changes the tiles over the existing creature defs, so you can have them all listed next to each other. or maybe even an in-game editor... though my experience with having editors during alpha in armok was quite painful...
[ August 14, 2006: Message edited by: Toady One ]