I can't believe I didn't think of this before: Use horizontally-oriented chars for all floors and/or floor textures, vertically-oriented chars for all walls and/or wall textures, and shaded characters for sprites. That will really make everything stand out in ways that will make sense for the player.
Love the toxic waste barrel and armor sprites' dithering. You might want to use them as a reference to make other sprites looking good. Btw, preprocessing most common sprites offline using best ASCII art tools available, then importing the result back might be a good idea.
That does make everything more readable. Could a COLORMAP of characters convey different hues and lighting levels? I guess lighting would still scale with distance, rather than reflecting sector brightness alone.
We are getting there. Now try to make picture more consistent - do experiments with disabling pulsing lighting fluctuations on the floor and ceiling - this will eliminate constant charset changing even when player stands still and reduce disorienting on turnarounds. If it will look good - apply this to the walls as well. Might be a good idea to make a toggle in the options menu.
Just some fantastic work this
I can't believe I didn't think of this before: Use horizontally-oriented chars for all floors and/or floor textures, vertically-oriented chars for all walls and/or wall textures, and shaded characters for sprites. That will really make everything stand out in ways that will make sense for the player.
Yep, looks really good
That's a nice improvement! :)
Inside the Matrix…
Love the toxic waste barrel and armor sprites' dithering. You might want to use them as a reference to make other sprites looking good. Btw, preprocessing most common sprites offline using best ASCII art tools available, then importing the result back might be a good idea.
It definitely looks better, but I'd go a step further and remove the texturemapping entirely, keeping only the "diminishing lighting" shading.
That does make everything more readable. Could a COLORMAP of characters convey different hues and lighting levels? I guess lighting would still scale with distance, rather than reflecting sector brightness alone.
We are getting there.
Now try to make picture more consistent - do experiments with disabling pulsing lighting fluctuations on the floor and ceiling - this will eliminate constant charset changing even when player stands still and reduce disorienting on turnarounds. If it will look good - apply this to the walls as well. Might be a good idea to make a toggle in the options menu.
Needs a matrix printer for the music.
worthy effort, but much too late, RPi pico can run doom with ease.
you're missing the point