Gorobay: I looked at your
revised template test, and it was pretty illuminating -- I think we'll be painting ourselves into a lot of corners with that approach. It doesn't really allow in-raws comments, and it forces people to learn a whole new style of raw editing. I've done a lot of thinking about what would best suit our needs, and here's what I'm leaning toward now:
- A taxon optionally specifies a pre-variation (initial template) and a post-variation (caste setup).
- A creature has three parameters for its raws: a start block (for the name), a body block, and an end block (for caste-specific stuff).
- The blocks are assembled in this order: start, pre-variations (from all parent taxa, from general to specific), body, post-variations (general to specific again), end.
- For our typical use, the assembled result would be:
- CREATURE tag and name
- invocation of template variations
- main raws
- invocation of caste variations
- caste customization
- For an iguana, it might look like this:
- CREATURE:IGUANA and iguana name
- invocation of vertebrate and lizard templates
- main iguana raws
- invocation of vertebrate caste variation, invocation of lizard caste variation
- iguana caste customization
What are your thoughts? I think it has enough structure that we can cleanly handle templates/castes, but not so much structure that raws creators will feel boxed in. By the way, thank god you knew about "white-space: pre". That seems to do a perfect job of making sure the raws look the same in both views.
Incidentally, is there any way to avoid having lots of one-row tables and the associated overhead of typing "{{ark begin}}" for each one? Like a table that continues across section headers, or a "smart" row that automatically opens/closes the table?
tell me if they're bad, I don't want to push my help into the project if not needed
(oh and it's my first time, so I guess I'm warming up)
The future of zombie/skeleton graphics is uncertain, due to this
dev_next item: "Generalization of 'zombie' and 'skeleton' to broader curses/sphere-related alterations (Core96)." Effort spent on those might end up being wasted.
I'm not an artist, so take this with a grain of salt, but most of the ones with varied coloration (stripes and spots) look kind of jagged or jumbled. I think it's because a) it's hard in places to distinguish the coloration from the contour gradients, and b) some of the stripes/spots are too small to convey a shape, so they just look like individual pixels. If you look back at therahedwig's sprites, s/he doesn't even try to express much variation in skin/fur color. Of course this makes it harder to tell similar-looking creatures apart, but I think it ends up looking better. If two creatures look so similar that the difference can't be drawn in a way that looks good, we'll happily use the same sprite for both. Apologies if any of this sounds condescending, I'm not very experienced at critiquing.
I just put in a dozen or so bivalves and gastropods.. but then I realized that many of them are very small..
I'm a bit confused about what separates vermin from creatures and how the Ark project will handle them, and if I should even put potentially vermin-sized creatures in.. Will the ark project include vermin?
It'll include a crapton of vermin, yeah. One of the major incentives for including vermin is that the next version's worldgen will occasionally create titan-size vermin, which should be very entertaining. We'll probably have to establish a clear size cutoff for vermin, but for now, don't worry about the distinction.
I looked over the gastropods/bivalves you added, and they look great. If you were worried you added too many, don't be. We could probably use even more, in fact (if we get many more, we'll need to create subsections). Thanks for tackling those.
I don't know, it might be best to just to replace larvae with subadults until metamorphosis is in the game.
That's my feeling on it too. In fact, I think DF creatures can skip the "child" stage entirely -- that might be the best option for ones that have troublesome juvenile stages.