Hoy, glad to be here, and, well, sorry to bring up a sore subject. I'm an artist (oh-God,-what-have-I-done,) and I've been reading up on the debate that's making the rounds on all this. I've been playing with a little idea that could have a lot of potential for fixing this problem without bugging Toady (much.)
But I'll clear the air first; I don't have any problem with the ASCII themed tileset. I don't think they 'aren't pretty enough,' and their relative age doesn't bother me. The main reason this is an issue is the difficulty with which new users, and the majority of traditional gamers/others out there, have adjusting, or even playing at all. The problem here (a message to all those vehemently opposing any sort of graphical boost,) isn't that people want next-gen graphics that display a ton of information. The average user doesn't mind having to click on a Dwarf to find out his preference, injuries and mindset. The average user doesn't mind having to click on a generic looking sword to find out that it's actually an exquisite ebony jewel-laden magical blade. The average user just wants to look at the screen and see an elephant where there's an elephant. (Honestly, most people wouldn't really care that you can't see that it's a 3-legged african albino clone elephant from mars from its plain, generic elephant model/sprite. People would complain, but they always do, and by god this is problem solving here. Complaints that implementing graphics is impossible because of the amount of assets needed are a little unfounded because of this reason; generic is fine.)
The work happening on the tileset is great, and once it's rounded out and finished, it'll be a fantastic system to work with. This is just a little idea about how far the graphics could go with as little distraction for Toady as possible. ...So I'll get on with it already.
What's the potential for outside programs that create alternate graphical front-ends for Dwarf Fortress?
Would it now, without even a lick of Toady's help, be possible to make a program that would run alongside DF (ontop of it), reading what's going on in DF and displaying it in its own custom format and then sending commands entered by the user into the frontend back to DF? It would be a bit silly to have an entirely seperate program running for it, and I'm not sure how bad the lag between the two would be, but...? It doesn't seem entirely preposterous to think that most modern computers could run DF and a seperate graphical application simultaneously.
Or, for the purpose of keeping things clean for the Toadster, what sort of work would it require to make it possible to switch off DF's native front-end and route all the information that would normally be displayed, (And the display information only, which is already available when we play the game, so it'll remain completely closed-source,) to a seperate program entirely?
Apologies for my wide lack of code expertise, this just came to me as a big, possible solution to a lot of accessibilty and graphical problems. With a large enough force of dedicated programmers and workers, DF could practically be molded into, say, a Dungeon Keeper visually stylized game that could appeal to thousands of new players.
The ramifications, of course, wouldn't solely be graphical, either. Front ends would obviously also function as alternate GUIs. Users (with code know-how) could arrange and customize things as-they-see-fit, with the right time and effort. We could see DF frontends that provide users with dynamic ways of streamlining information; side-windows that provide brief information on highlighted objects and a full report at a request without having to switch screens or sacrifice productivity, front-ends that watch for 'important events' and provide an easy to us zoom-to function and/or thumbnails of the event. Quick-keys for common tasks...well, it seems like the possibilities are pretty much endless.
Silly as it sounds, I have this dream of how awesome it would be to see an entire fortress bustling with semi-3D activity. Of course, the only 3D objects would be characters for ease of animation, and even then they would be probably under 100 tris each (imagine the 3D models you see on the DS nowadays,) and color coded for profession. With only like 3 or 4 animations. ...Seriously, that's all you really need, anyway. With a good art director at the helm this sort of presentation would be so freaking effective. Makes me wanna pen an asset list as I type. Apologies for the ridiculous length, I just get that way sometimes.