I have a widescreen monitor, so I like to give cata lots of space, adjusting the size of the viewport in the interface screen (90x32 is large enough to completely fill my screen). Using ASCII graphics, I found that a widescreen monitor provides far more space than you need to either side; the maximum displayable screen size is enough to completely display your horizontal field of vision; if you look to either side, you’re ‘looking’ beyond your maximum vision. Vertical, of course, is another story… but having blackspace to either side is fine, given that the maximum possible viewspace is already displayed.
A look out the window using ASCII, for reference (note the blackspace to the left and right)
Unfortunately, when playing with tiles, the same limit on maximum displayable space exists; the game won’t make use of any more of that space, despite the fact that the tiles are bigger… this means that you’re unable to see some things that you could’ve seen when using ASCII, for no particular reason, given that you’ve got the space to display it.
Same view, using Hoder’s (note that the exact same amount of blackspace exists)
The problem is even more noticeable when using Deon’s tileset, which REALLY needs the extra space
How hard would it be to fix this? Obviously, you’ll always lose a little bit of visibility to a tileset, since the tiles take up more space… but it’d be nice if the rest of the display window were better optimized, giving you more visibility to either side (up to the maximum you can actually see, of course) instead of filling the edges with useless blackspace.