Quote: "I'd suggest 0,0,255 for the map color and just make a black tile for it."
The programmer-blue is a good option, I'll hopefully make it so that if we decide to change the map colours down the road, it'll be relatively simple to swap them around (in case of water/deepwater tiles).
As for a black tile - I can do better than that - I'll just not paste a tile there at all (background is black). Should be faster.
Quote: "So, having a 'movement-control' map like what it seems you are doing now, is good, but the map needs to be able to be edited to place different types of tiles, for 'cosmetic' dressing of the game. So there will eventually be several 'Wall' tiles, and 'Floor' Tiles."
Hmm. I can try to keep the map image as it is to a 'collision' based system, but I'm not sure what the most elegant way of supporting many different wall/floor tiles etc would be.
I suppose if I stick with the version at the moment - the colour map - and leave room for variants on each of those colours (for example 255,0,0 for a plain door, then maybe 255,0,16 for a door with a skull over it, etc) then if I (or someone else) eventually makes a graphical level editor for it, they can save the image map out. It'd be much more intuitive.
Quote: "Attributes are rolled similar to D&D but using 5D4 (5 to 20) range. "
Gotcha. 5D4 it shall be.
Quote: "Each Attribute corresponds to a player skill Str/Dmg, Int/Use Artifacts, Wis/Regen, Con/HP's, Dex/Chance 2-Hit & AC, Cha/Luck."
You've told me more in that one sentence than I think you may realise
I've got a much better idea of where you see this going now.
But my main question is - you mentioned in your second post that you wanted to build this using 'fresh ideas from the old school' - if you're deviating from the norm, best let me know
Ta for the feedback - sorry if I'm being demanding - you know what coders are like. "Wah wah wah - how do baddies move... Wah wah wah - what do you mean you want your doors different..."