Mattcrampy wrote:
3) I'm already pushing for the grahical code to be rewritten to include extra graphics tiles. At the moment, I'm more thinking of doing things like putting cracks in tiles, but it's easily extended to putting extra scenery and monster mutations.
Would the cracks on tiles be to give rooms personality, or tiles which can be walked over multiple times before crumbling? I'm guessing the latter has probably already been made as a suggestion, but both would be good.
4) Again, this'll be done when the graphics code's rewritten. Eric's already got an idea how to separate the shadows from the tiles (look in the Bitmaps folder to see who it's put together at the moment) and will put it in when he isn't done.
Matt
That would be cool. I was thinking of maybe including some really large/tall scenery that probably casts a large shadow over multiple squares.
The shrub bug I encountered seems to be that shadows from multiple 'objects' cannot as yet overlap each other. If two shadows do overlap, it would be nice if they interacted with each other. Say 50% shadow from one shrub, 50% shadow from another, combined together, would yield 75% shadow. With a range of scenery heights, this could lead to some perhaps interesting 'visibility' creature issues.
Or maybe we could have a floor type which makes any creature on it only partially visible.
At the moment graphics are often 'mock' 3d. If an object were given a certain height, could items hidden 'behind' it be shown in outline. Or, say for instance, a large tree which you can see creatures hidden underneath the 'branches'.