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dcss:brainstorm:tiles:tiles_missing_for_0.10 [2012-02-13 15:00] (current)
KiloByte moved to record old changes
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 +====== Missing Tiles (v0.10) ======
 +We have a few new monsters, items etc. for 0.10 that are still missing tiles to represent them in the graphical version. This page aims to list all the tiles that still need to be added. If one of them gets added, please mark this by <del>striking it out</del> rather than deleting it.
  
 +If you are actively working on a specific tile please add <code> --- //[[user:foo]]: working on this//</code> or something similar. This will keep things in order, and also help gauge progress towards completion of total tile sets.
 +
 +If you'd like to help out but don't know how to go about it, [[dcss:help:tiles_creation|here's your guide to tiles creation]].
 +===== Need to have for 0.10 =====
 +  - General
 +      * disco ball for the reflavored pan_disco_hall vault
 +      * <del>octopode (not 0.9, but there are lots of players on trunk): Eronarn's tile has completely wrong attachment and size of head, mine (KiloByte's) is too ugly to exist.  The tile needs to support weapons, shields and hats.  Player tile code currently doesn't support shifts but that can be added if needed, I don't see every single hat being re-tiled, so you'd need to let existing hats fit.</del>
 +      * <del>A golden statue tile for the holy pandemonium level</del>
 +  - Walls/floor:
 +      * <del>regular walls in Tartarus (and one of Abyss variants) us the same tile (a wall of skulls) as stone in Crypt.  One or the other needs to change</del>.
 +      * <del>all of: Pandemonium, Labyrinth, Tartarus, Crypt, Tomb, Dis, Zot use the same floor tile: weakly-pronounced skulls.  That's massively overused.</del>
 +      * walls+<del>floor</del> for the Spider Nest.  The layout is highly irregular, more like a natural cave rather than anything worked by humanoids.  Many cobwebs, obviously, but relatively minor in size, to allow actual web traps to stand apart.
 +      * an overlay for floor tiles next to acidic Slime walls
 +         * maybe some kind of goo oozing to the floor? should make sense with the Slime wall design, so those might have to be touched up as well
 +  - Enchantments:
 +      * being constricted ([[Mantis>5211]])
 +      * (possibly) constricting others
 +  - Traps:
 +      * <del>web traps (only technically a trap)</del>
 +  - Monsters:
 +      * <del>Octopode zombies. They currently use the placeholder monster tile.</del>
 +      * <del>Octopodes also have no statue form/lich form tiles.</del>
 +      * Disturbances caused by invisible monsters. These also currently use the placeholder monster tile. It is somewhat fitting, but could be improved.
 +  - Items:
 +      * <del>Dragonskin Cloak -- both ground/inventory and worn (used by Tiamat).  Described as opalizing with all dragon colours, provides partial resistance to everything one of dragon armours can protect you from.</del>
 +      * <del>ring of the Octopus King</del> -- a piece of coral grown and cut into a ring shape
 +        * with potential for up to 8 rings per game, suggest designing 8 variants, rotated and/or coloured differently.
 +          * no, they're intentionally identical, and with current code it would be a bit tricky to make them differ
 +            * attributes could swap, but recommend varying the images per ring as they will certainly get confusing in tiles inventory.
 +        * candidate in [[Mantis>5198]], one of variants provisionally installed
 +  - Runes:
 +      * <del>decaying</del>
 +      * <del>barnacled</del>
 +      * <del>silver</del>
 +      * <del>golden</del>
 +      * <del>slimy</del>
 +      * <del>demonic (console has random appearance)</del>
 +      * <del>abyssal</del>
 +  - Spells:
 +      * <del>Passage of golubria's portal</del>
 +      * <del>Beastly Appendage: a level 1 spell that gives you randomly one of: horns / tentacles / talons / tentacle spike (octopodes only) [[Mantis>5203]]</del>
 +      * <del>Spell Icon for Mass Abjuration  ([[Mantis>5209]])</del>
 +  - Auras:
 +      * umbra (Profane Servitor, twinkling darkgrey/darkviolet in console)
 +
 +===== Nice to have, but not required =====
 +  - **Further improvement welcome**
 +    * See [[dcss:brainstorm:tiles:tiles_improvement|Tiles Improvement]]
 +    * metal wall variants (for large metal vaults, maybe with rust stains etc.) 
 +      * candidate in [[Mantis>3422]]
 +    * amnesia scroll
 +    * maybe spell tile for Tornado looking less like a twister or Airstrike
 +    * //thin mist// (low priority, currently identical to grey smoke)
 +    * the silence overlay could be improved significantly
 +      * please explain why it needs improvement
 +    * <del>portal to a Ziggurat</del>
 +    * <del>exit out of Ziggurat</del>
 +
 +===== Postponed until 0.11, but still nice to have =====
 +  - Monsters:
 +      * Transdimensional Hellspider (not hellish, name from a game by Linley Henzell).  The guardian of every Spider level, phases back into Abyss every but the last time it is defeated.  Possible inspiration: http://angband.pl/tmp/guardian.png
 +  - **Homunculus spell** 
 +      * Homunculus monster (Google images represents these as small creatures with large hands and large heads. I'd prefer we didn't go with this but instead have a "miniature" creature, like a very small goblin. Homunculi will be on the 'g' glyph and lightcyan.)
 +      * Soupling monster (A "lumpy" homunculus in white or lightgrey)
 +      * "Fizzing potion" item overlay. (A small series of bubbles could work; The idea in my head is for an ellipse (shortcut for a "perspective" circle) with "fizzing" bubbles above it, or possible lines to denote the bubbles if bubbles are too small to work with. I'm reminded of a spell from Chrono Trigger, but can't remember the tech name nor find an image of it for demonstration).
 +  - Runes:
 +      * <del>gossamer</del> (or alternatively, cobwebby.  Spider branch) -- seems to be missing???
 +      * mossy (Forest)
 +  - Walls/floor:
 +      * walls+<del>floor</del> for the Spider Nest.  The layout is highly irregular, more like a natural cave rather than anything worked by humanoids.  Many cobwebs, obviously, but relatively minor in size, to allow actual web traps to stand apart.
 +      * an overlay for floor tiles next to acidic Slime walls
 +         * maybe some kind of goo oozing to the floor? should make sense with the Slime wall design, so those might have to be touched up as well
 +
 +===== Comments =====
 +
 +If you've created any of these (or any other) tiles, please add them as a patch in the //Graphics// category. Thanks!
 +
 +Also, if you notice that there are other tiles badly missing (represented by question marks, TODOs or perfunctory place holders) please add them here. Thank you!
 +
 +Also see [[tiles_improvement]] for more tiles we'd like to have, though less urgently, and general improvements to the tiles version. --- //[[user:jpeg]] 2009-12-19 17:58// 
 +
 +Please see also [[tiles_missing_for_wizlabs]] (not necessarily essential) --- //[[user:due]] 2009-12-11 07:54// 
 +
 +Portal vaults can now specify a tile to use, as well as one to use when timed out. It would be nice if we could have special tiles (a set) for each of the portal vaults.  --- //[[user:due]] 2010-01-31 07:33//
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dcss/brainstorm/tiles/tiles_missing_for_0.10.txt · Last modified: 2012-02-13 15:00 by KiloByte
 
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