Current posted version: https://www.dropbox.com/sh/t0cabudbv41evl8/Palzh_ieNH?lst
Updated 11/25/13
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Not even started enough to be a WIP, but a beginning. Design goal here is to keep the 100-move tiles in the background as much as possible and highlight things that need attention from the player.
If you look hard enough the grass/dirt is colored differently (and maybe it needs a little tweak to make it more obvious) but the distinction between the two is not that important because they are not functionally different in game play.
From playing this morning with re-skinning Deon so there are a few mis-labeled tiles. Like the '10’s aren’t tiles, but headers for that row so I don’t have to think when looking through the big image. Deon’s json still points to it somewhere, though.
42x37 viewport w/ 11x11 cootoocursessquare font, narrow; I can almost get the full reality bubble in the viewport but a few rows are cut off top and bottom on a full sunny view - stepping it down to 6x6 gets that space, but it does not feel efficient and when working w/ 7x7 pixels it feels right to have a center pixel rather than having to offset or go 4x4 for a small dot.
Closed interiors feel very claustrophobic because there is so much unseen. It is a good effect for labs and the shelter basement. We’ll see where it goes 