This one seems to have been “justified” because the new way looks better on 4k screens.
I guess next we’ll have ray tracing applied to ASCII games.
But more annoying is that there’s no reason to hardcode it, as if you purposefully antagonized the original style.
…Why? And why purposefully removing the option that has always been there in the old code?
There’s no reason to write those numbers as constants in the code. Once you know the “rows” and “cols” of the tiles.png, and so the grid the game uses, then you can read the size of the image and set tile width and height accordingly.
I always thought that in the case of Brogue and its neon-color style, a bold font looks much better. Even all the screenshots at the website match the old style: https://sites.google.com/site/broguegame/home/screenshots
Once again, old VS new.
By the way, you may notice an apparent contradiction between this and the other. Because here I prefer a blurrier font, while there I want something that is printed clearly and crisp without any fuzziness.
Brogue is a game of a certain aesthetics. It’s intended to be more immersive. With ASCII being more tiles than text. It’s not a game full of numbers and statistics, the UI on screen is minimal, and the levels of the dungeon have been made with a certain size proportional with the screen available. It’s a game built around simplicity.
Cataclysm is the opposite. It’s a game that needs to cram lots of information, full with mechanical complexity and abstractions of “realistic” mechanics. It is open world, you can see far away, therefore it is best that the visual range is contained within the visible screen to have better awareness. Making ASCII ideal specifically because they convey information immediately without wasting screen space.