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dcss:brainstorm:tiles:tiles_improvement [2012-10-02 06:43]
infiniplex [Improve existing monster tiles] Added hell hound
dcss:brainstorm:tiles:tiles_improvement [2013-11-29 17:48] (current)
Claws Update done areas, grab some tile inquiries from the tile dev, delete entries fixed over a year ago, etc
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     * We don't currently have any frog skeletons, though frog //zombies// do exist. Were you thinking of those? --- //[[user:jpeg]] 2011-03-25 22:42//     * We don't currently have any frog skeletons, though frog //zombies// do exist. Were you thinking of those? --- //[[user:jpeg]] 2011-03-25 22:42//
       * These are normal quadruped_small and quadruped_large, fitting the zombie sizes.  I don't get why giant frogs, giant toads and spiny frogs would be ZOMBIE_LARGE -- ie, larger than humans; the tiles are correct though.  We're not really expected to have a complete set of skeletons for every single monster -- unless you volunteer to draw all of: skeleton, zombie, spectral for all of them. --- //[[user:KiloByte]] 2011-03-25 23:04//       * These are normal quadruped_small and quadruped_large, fitting the zombie sizes.  I don't get why giant frogs, giant toads and spiny frogs would be ZOMBIE_LARGE -- ie, larger than humans; the tiles are correct though.  We're not really expected to have a complete set of skeletons for every single monster -- unless you volunteer to draw all of: skeleton, zombie, spectral for all of them. --- //[[user:KiloByte]] 2011-03-25 23:04//
-  * <del>Death Ooze is just a darkened regular Ooze - too similar in current design (I admit to getting confused) ([[Mantis>3546]]) 
-    * "Possibly put in some green or red stripes to represent matter or provide a blackish halo or something." (XuaXua)</del> 
-  * <del>Water elemental ([[Mantis>2008]])</del> 
   * detected panlord tile   * detected panlord tile
-  <del>Alligator snapping turtles</del> +    The large pandemonium lord tiles should also be used for detected panlords rather than the outdated demon one. I'm thinking demon_body_normal + a generic head (maybe helmet) without wings would work fine.
-  * <del>Eye of Devastation -- candidate under [[Mantis>3185]]</del>+
   * Most tiles that look like the player doll   * Most tiles that look like the player doll
-    * I'm looking at you, <del>Frederick...</del> +    * I'm looking at you, <del>Frederick</del> and Harold...  
-  * <del>Variations for the Killer Klown to use in animations --- //[[user:co]]: working on this//</del> +  * <del>Silent Spectre and Rotting Hulk could use some touching up </del> 
-  * <del>The tile for the shadow imp is of a flying monster, but shadow imps don't fly (see [[Mantis>2202]]) This also applies to the tile for Grinder the unique shadow imp.</del> +  * <del>Fix the gnoll's shield / left arm positioning. A completely retouced gnoll tile like the Goblin and Kobold would be cool too.</del>
-  * <del>The tile for Agnes is of a human, but she's a spriggan in trunk.</del> +
-  * <del>Shedu have been drawn by a good for nothing hack, and are beyond abysmal.</del> +
-  * Silent Spectre and Rotting Hulk could use some touching up   +
-  * <del>Fix the gnoll's shield / left arm positioning. A completely retouched gnoll tile like the Goblin and Kobold would be cool too.</del>+
     * <del>Wait, I don't think they even use shields at all!</del>     * <del>Wait, I don't think they even use shields at all!</del>
   * The tile for the iron devil doesn't match the tile for the iron imp at all, now that the latter has been improved.   * The tile for the iron devil doesn't match the tile for the iron imp at all, now that the latter has been improved.
   * <del>Blizzard demons have replaced blue deaths, but still use the blue death tile.</del>   * <del>Blizzard demons have replaced blue deaths, but still use the blue death tile.</del>
   * Gnoll sergeants are not guaranteed to have shields anymore, but their tile shows them with one.   * Gnoll sergeants are not guaranteed to have shields anymore, but their tile shows them with one.
-  * Sixfirhies can't pick up or use weapons, but their tile shows them with a trident. +  * <del>Sixfirhies can't pick up or use weapons, but their tile shows them with a trident.</del> 
-  * Hell hounds are described as black with red eyes, but look like hounds re-coloured red. +  * <del>Hell hounds are described as black with red eyes, but look like hounds re-coloured red.</del> 
-The large pandemonium lord tiles should also be used for detected panlords rather than the outdated demon oneI'm thinking demon_body_normal + a +  * Holy swines 
-generic head (maybe helmet) without wings would work fine.+  * Insubstantial wisp and vapour 
 +  * Nergalle 
 +  * Small abomination tiles need more variations (and be less recognizably humanoid), like large abomination tiles
 +    * Large abomination tiles themselves should be more visually consistent 
 +  * Giants (and minotaurs) have noodly blobs for arms
 +  * Rats have mostly palette-swap, generic tiles, 
 +    * likewise between hound and wolf tiles,  
 +    * plus polar and ancient bear tiles, 
 +    * doubleplus azure jellies and Dissolution, 
 +    * tripleplus spriggan air mages, enchanters, and assassains. 
 +  * Phoenix tiles push up too hard against the tile borders. 
 +  * With their buff, flayed ghost tiles should be a lot more intimidating. 
 +  * Elementals should be less obviously humanoid and more element spirits
  
 New plant, fungus and bush tiles would be nice - I'd love to have more variation (not only recolours!) on these. The plant "monster" could even be represented by a bunch of different plants aside from the tentacle-looking thing that it currently is.  --- //[[user:coolio]] 2011-01-08 13:45// New plant, fungus and bush tiles would be nice - I'd love to have more variation (not only recolours!) on these. The plant "monster" could even be represented by a bunch of different plants aside from the tentacle-looking thing that it currently is.  --- //[[user:coolio]] 2011-01-08 13:45//
 > Varied plant tiles were added with 04fdece in 0.11. Variations for fungi and bushes may also be good, though, and certain vault monster plants could have distinct tiles besides recolours (withered plant, demonic plant, petrified plant). --- //[[user:Claws]] 2012-07-21 17:53// > Varied plant tiles were added with 04fdece in 0.11. Variations for fungi and bushes may also be good, though, and certain vault monster plants could have distinct tiles besides recolours (withered plant, demonic plant, petrified plant). --- //[[user:Claws]] 2012-07-21 17:53//
 +>> 4453d638cd and 751e49fdaa covered bushes, and fd308f984 fungi.  --- //[[user:Claws]] 2013-11-29 17:30//
 +
 +=== Ancient finished requests ===
 +Stuff resolved over two years ago.
 +  * Death Ooze is just a darkened regular Ooze - too similar in current design (I admit to getting confused) [[Mantis>3546]]
 +    * “Possibly put in some green or red stripes to represent matter or provide a blackish halo or something.” (XuaXua)
 +  * Water elemental [[Mantis>2008]]
 +  * Alligator snapping turtles
 +  * Variations for the Killer Klown to use in animations --- //[[user:co]]: working on this//
 +  * Eye of Devastation -- candidate under [[Mantis>3185]]
 +  * The tile for the shadow imp is of a flying monster, but shadow imps don't fly (see [[Mantis>2202]]).  This also applies to the tile for Grinder the unique shadow imp.
 +  * The tile for Agnes is of a human, but she's a spriggan in trunk.
 +  * Shedu have been drawn by a good for nothing hack, and are beyond abysmal.
  
 ==== Tiles for tab displays ==== ==== Tiles for tab displays ====
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   * darker autopickup border   * darker autopickup border
   * stone walls should be replaced by Shoals-specific rock tiles   * stone walls should be replaced by Shoals-specific rock tiles
 +
 +Addressed through several thorough re-draws in 2a6619c0b4 and d88de33e. --- //[[user:Claws]] 2013-11-29 16:52//
  
 ==== Features ==== ==== Features ====
  
   * <del>Distinctive tiles per portal vault entrance, maybe also a matching stone arch type for deactivated portals.</del>   * <del>Distinctive tiles per portal vault entrance, maybe also a matching stone arch type for deactivated portals.</del>
-  * Differentiate clear rock and clear stone walls. (They currently use the same tile.) +  * <del>Differentiate clear rock and clear stone walls. (They currently use the same tile.)</del> 
-  * The gloom cloud tile is supposed to be a sort of wispy magenta overlay, not just a solid overlay. Add a version with disturbance too. --- //[[user:galehar]] 2010-12-26 00:03// +  * <del>The gloom cloud tile is supposed to be a sort of wispy magenta overlay, not just a solid overlay. Add a version with disturbance too. --- //[[user:galehar]] 2010-12-26 00:03//</del> 
-  * Other than all other wall tiles, green crystal uses perspective, which looks a bit odd, especially when juxtaposed against normal dungeon walls as happens in a couple of entry vaults.+  * <del>Other than all other wall tiles, green crystal uses perspective, which looks a bit odd, especially when juxtaposed against normal dungeon walls as happens in a couple of entry vaults.</del>
   * Metal wall variations.   * Metal wall variations.
   * Shafts. They've already been touched and are now more visible than they were in 0.5.2, but they're still kinda hard to see on the dark Dungeon floor.   * Shafts. They've already been touched and are now more visible than they were in 0.5.2, but they're still kinda hard to see on the dark Dungeon floor.
-  * Improve icon for general store and add tiles for antique stores.+  * <del>Improve icon for general store</del> and add tiles for antique stores.
   * <del>Different tiles for gold piles with different amounts of golds, on a very rough scale (few, normal and lots).</del>   * <del>Different tiles for gold piles with different amounts of golds, on a very rough scale (few, normal and lots).</del>
   * Variations of existing features for greater variety (floor, walls) or animations (lava, fire).   * Variations of existing features for greater variety (floor, walls) or animations (lava, fire).
 +    * Particularly pressing for rock walls in Swamp and stone walls in Spider, plus a distinct tileset for cavern layouts in Depths to correspond with D.
   * Replace bazaars' shop "pedestal" tiles with something nicer. They look really odd with the shop itself having a front view but the surrounding pedestal being viewed from high-up, which has the effect of making it look like a wall surrounding the shop. Maybe copy the ASCII idea (light from the shop flooding the surrounding cells) and add lantern tiles that can be overlayed on floor tiles in front of, to the sides of, or surrounding a shop tile.   * Replace bazaars' shop "pedestal" tiles with something nicer. They look really odd with the shop itself having a front view but the surrounding pedestal being viewed from high-up, which has the effect of making it look like a wall surrounding the shop. Maybe copy the ASCII idea (light from the shop flooding the surrounding cells) and add lantern tiles that can be overlayed on floor tiles in front of, to the sides of, or surrounding a shop tile.
   * Animated abyss entrance -- the faces should be moving.   * Animated abyss entrance -- the faces should be moving.
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     * No idea where this comes from, but IMHO such a tile could only be accepted if it was done in a pseudo-medieval-conforming way, i.e. replace blinking neon lights with something that makes sense in a fantasy context. Something about cards makes more sense, anyway. --- //[[user:jpeg]] 2011-03-10 21:05//     * No idea where this comes from, but IMHO such a tile could only be accepted if it was done in a pseudo-medieval-conforming way, i.e. replace blinking neon lights with something that makes sense in a fantasy context. Something about cards makes more sense, anyway. --- //[[user:jpeg]] 2011-03-10 21:05//
     ** NX existing altar is already a hot pink banner; her overall concept is gambling if you consider the altar plus the cards.  If someone added a new in-game casino reference, I'd wager it'd get applied to NX as well, so the request for (any) animation is coming from her overall "Vegas" feel. --- //[[user:XuaXua]] 2011-04-04 18:11//     ** NX existing altar is already a hot pink banner; her overall concept is gambling if you consider the altar plus the cards.  If someone added a new in-game casino reference, I'd wager it'd get applied to NX as well, so the request for (any) animation is coming from her overall "Vegas" feel. --- //[[user:XuaXua]] 2011-04-04 18:11//
 +  * Trees look rather bad nowdays, due to mixed colours and contrasting styles alongside all the different tree species. Probably needs a new set entirely.
 +  * Forest could use unique floor tiles instead of the current placeholder floor_grass tiles.
  
 ==== Icons ==== ==== Icons ====
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   * smaller armour brand tiles for: running, resist fire/cold/poison/magic, positive energy, preservation, spirit shield, protection, darkness, see invisible, levitation (Yes, that's pretty much all of them... :(  --- //[[user:jpeg]] 2010-01-27 19:45//)   * smaller armour brand tiles for: running, resist fire/cold/poison/magic, positive energy, preservation, spirit shield, protection, darkness, see invisible, levitation (Yes, that's pretty much all of them... :(  --- //[[user:jpeg]] 2010-01-27 19:45//)
     * [[Mantis>4527]]     * [[Mantis>4527]]
-  * mouldy overlay for rotten corpses+  * <del>mouldy overlay for rotten corpses</del>
   * <del>display glowing monsters (Corona, etc.), e.g. by using a recoloured version of the TSO halo, maybe in yellow</del>   * <del>display glowing monsters (Corona, etc.), e.g. by using a recoloured version of the TSO halo, maybe in yellow</del>
  
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dcss/brainstorm/tiles/tiles_improvement.txt · Last modified: 2013-11-29 17:48 by Claws
 
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