Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
If you are interested in helping with tiles, vaults, patches or documentation, this is the place for that.
Vestibule Violator
Posts: 1567
Joined: Friday, 21st January 2011, 22:56
Dungeon Master
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Joined: Thursday, 16th December 2010, 20:37
Location: France
Pandemonium Purger
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Joined: Saturday, 7th July 2012, 02:28
Location: Limbo
dd wrote:The walls are way too similar colour to the floors. There needs to be contrast between the walls and floors to make it easy to navigate.
Spider Stomper
Posts: 246
Joined: Thursday, 19th July 2012, 11:07
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Spider Stomper
Posts: 246
Joined: Thursday, 19th July 2012, 11:07
Dungeon Master
Posts: 125
Joined: Sunday, 8th May 2011, 21:54
Spider Stomper
Posts: 246
Joined: Thursday, 19th July 2012, 11:07
edlothiol wrote:[*] How will it look next to walls?
edlothiol wrote:[*] Changing dungeon generation is not an option, sorry. Also, I don't agree that never having deep water next to floor is more logical; often, the deep water is part of a structure, so it could have been intentionally put there.
edlothiol wrote:[*] Related to this: In some vaults, having the water look like a natural lake might not be intended. If we implement this, it might be good to also keep the old, griddy water.
edlothiol wrote:[*] Something like this would actually also be cool to have for some other tiles; grass for example looks pretty bad when it's used in vaults at the moment.[/list]
Crypt Cleanser
Posts: 645
Joined: Wednesday, 14th September 2011, 09:36
Location: <---
[*] I'll have to think about how viable this is to implement; but it'll probably get pretty messy. Even if it's possible to implement, expect it to be a long while until that happens.
[*] It's important that it's still clearly visible which cells are water and which are land. (I think that's fine in your example; just a reminder.)
[*] How will it look next to walls?
[*] Changing dungeon generation is not an option, sorry. Also, I don't agree that never having deep water next to floor is more logical; often, the deep water is part of a structure, so it could have been intentionally put there.
[*] Related to this: In some vaults, having the water look like a natural lake might not be intended. If we implement this, it might be good to also keep the old, griddy water.
[*] Something like this would actually also be cool to have for some other tiles; grass for example looks pretty bad when it's used in vaults at the moment.
Spider Stomper
Posts: 246
Joined: Thursday, 19th July 2012, 11:07
Ziggurat Zagger
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Joined: Friday, 6th January 2012, 18:45
Ziggurat Zagger
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Pandemonium Purger
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Joined: Saturday, 7th July 2012, 02:28
Location: Limbo
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
white_noise wrote:I've made another candidate for a loading screen.
I like to think that this is the same dude that entered the dungeon on my previous picture.
And it's my way to celebrate the first win.
Spider Stomper
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Joined: Thursday, 19th July 2012, 11:07
Pandemonium Purger
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Joined: Saturday, 7th July 2012, 02:28
Location: Limbo
Blades Runner
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