I'd like the option of having the player's image/color change in relation to his current wizard class. This is just an excuse because I want to draw more witch sprites.
Actually, that's not a bad idea. It might be even possible in ASCII mode, with combining colours. Although, I wonder how that would work exactly in graphics mode. Would an Aspiring Mage start out with a gray robe?
One would wonder what else could change along with relation to the player's school. Then again, that could be a future trap, making players prefer one school over another because they want the different treatment they get. A bit of a problem already I think (I wouldn't pick dark school, with what I found to be two useless spells and one that I only occasionally used).
Interesting! Given some of the changes to the engine made to accommodate the editor, this is much more possible than it would have been a few versions ago. Would you see the color/image change being based on your initial school selections, or on your spell-points spent (like the title)?
I'd definitely like to include something along these lines. There are a couple of major hurdles, though.
For tiles, there's the issue of the raw number of tiles that would need to be created; 26 images, distinct from one another and from all the mob wizards. This could be handled by just creating differently-colored robes for them (be it with separate images on the tilesheet, or with the single tile being altered on the fly by the code); that may be the only approach I can take for now, due to lack of artistic talent.
For ASCII, the issue is legibility. A Dark-only mage would (by the general paradigm of the game so far) be dark gray in color. That's way too hard to see; even shifting it up to a lighter gray could cause problems. Further, the PC is one of very few things in the game that are actually true white by design, as it makes it relatively easy to pick out the @. If this were even implemented for ASCII, there would definitely need to be a menu option to turn it off.
I definitely agree on having the option to turn it off. The more options, the better!
I figured that the change would occur on spell points, like the title. What are the 26 sprites needed, by the way? I know of 16 Mage Titles; I don't see the need to go into the degree ("Aspiring", "Apprentice", etc.).
For issues of readability, the Ascii colors could
1) stay White.
2) change to a very-close-to-White color (assuming 24-bit color options in Ascii), unique to the player. (pastel?)
3) change to a very radical color, unique to the player and wholly separate from the black. (neon?)
I don't have much experience in dealing with the Ascii mode, so I don't know which colors pre-dominate the screen or which colors the monsters are.
...there are 16, I can't do math in the morning. :) 16 is still a pretty large number for me to handle, though. I'm not even entirely satisfied that the current mob mage tiles are sufficiently different from each other and from the PC, let alone 16 more.
Another alternative with ASCII might be doing something to make the player look completely different, so it can't be mistaken, regardless of color. The thing is, Phasma (MG's display library) doesn't actually output "real" text. So, it would be possible to add a very slight glow (or outline) to the @, or make it extra bold, or some similar thing.
How about colouring the inside of the player image and the ASCII image trough code?
However, on second though, I think that such a change could be needless in the long run and could be a awkward step away from the rougelike philosophy of minimal graphics and maximal gameplay.
This is, more-or-less, what I'm going to be doing for the tiles. For the ASCII...The current plan is to just leave it white, all the time. There are several other ways to handle it, but I don't particularly like any of them.
Actually, that's not a bad idea. It might be even possible in ASCII mode, with combining colours. Although, I wonder how that would work exactly in graphics mode. Would an Aspiring Mage start out with a gray robe?
One would wonder what else could change along with relation to the player's school. Then again, that could be a future trap, making players prefer one school over another because they want the different treatment they get. A bit of a problem already I think (I wouldn't pick dark school, with what I found to be two useless spells and one that I only occasionally used).
Interesting! Given some of the changes to the engine made to accommodate the editor, this is much more possible than it would have been a few versions ago. Would you see the color/image change being based on your initial school selections, or on your spell-points spent (like the title)?
I'd definitely like to include something along these lines. There are a couple of major hurdles, though.
For tiles, there's the issue of the raw number of tiles that would need to be created; 26 images, distinct from one another and from all the mob wizards. This could be handled by just creating differently-colored robes for them (be it with separate images on the tilesheet, or with the single tile being altered on the fly by the code); that may be the only approach I can take for now, due to lack of artistic talent.
For ASCII, the issue is legibility. A Dark-only mage would (by the general paradigm of the game so far) be dark gray in color. That's way too hard to see; even shifting it up to a lighter gray could cause problems. Further, the PC is one of very few things in the game that are actually true white by design, as it makes it relatively easy to pick out the @. If this were even implemented for ASCII, there would definitely need to be a menu option to turn it off.
I definitely agree on having the option to turn it off. The more options, the better!
I figured that the change would occur on spell points, like the title. What are the 26 sprites needed, by the way? I know of 16 Mage Titles; I don't see the need to go into the degree ("Aspiring", "Apprentice", etc.).
For issues of readability, the Ascii colors could
1) stay White.
2) change to a very-close-to-White color (assuming 24-bit color options in Ascii), unique to the player. (pastel?)
3) change to a very radical color, unique to the player and wholly separate from the black. (neon?)
I don't have much experience in dealing with the Ascii mode, so I don't know which colors pre-dominate the screen or which colors the monsters are.
...there are 16, I can't do math in the morning. :) 16 is still a pretty large number for me to handle, though. I'm not even entirely satisfied that the current mob mage tiles are sufficiently different from each other and from the PC, let alone 16 more.
Another alternative with ASCII might be doing something to make the player look completely different, so it can't be mistaken, regardless of color. The thing is, Phasma (MG's display library) doesn't actually output "real" text. So, it would be possible to add a very slight glow (or outline) to the @, or make it extra bold, or some similar thing.
Long story short, I figured out a way I can handle this without wanting to tear my own face off, so it'll be in 2.0 for tiles. Unsure about ASCII yet.
How about colouring the inside of the player image and the ASCII image trough code?
However, on second though, I think that such a change could be needless in the long run and could be a awkward step away from the rougelike philosophy of minimal graphics and maximal gameplay.
This is, more-or-less, what I'm going to be doing for the tiles. For the ASCII...The current plan is to just leave it white, all the time. There are several other ways to handle it, but I don't particularly like any of them.