My point/question is why would anyone see this font and suddenly abandon tiles (which is what you say will happen in an ideal circumstance), when they could just as easily make a tile for the extra glyphs you have. There are plenty of free graphics sets, so availability is also not an issue. I'm just curious why you think this would be so great, since I expect people who are really devoted to ascii will also think that this is more of a tileset than a character set. Your argument above is a complaint about implementation (which you even acknowledge is committed by font users as well), and not an actual reason why someone would want to switch to this font from tiles.
I'm not arguing with you here, I sincerely want to know why you think this way, because it seems like such a dramatic limitation to me and, while I certainly see the appeal of ascii, using a bunch of custom made characters seems to be heading away from that ideal.
(This is not to mention that I think, tiles or else, having a set of visuals that a lot of people use is absolutely horrible for the genre)
You do have a good question.
It fundamentally boils down to my existing prejudices against tiles: Raster-based tiles are hard to tell apart when they can easily become a smear of color with a single pixel being the difference between two different things. Additionally, I'm prejudiced against Roguelike games having a minimap. In a Roguelike game, the main map screen
is the minimap. Tiles tend to need to be massive for them to be both distinguishable and to have any sort of the visual meaning that a graphic image would normally imply.
I'm not even saying I think people will see it and suddenly abandon their tiles. That's a matter of dreaming big. That's really a goal of any project of mine.
What's the fundamental difference between a character-based and a tile-based game? A character-based game is color-limited -- not in terms of the number of colors available, but in terms of the number of colors used in a single cell. A character-based game has simple line-art that is easily recognizable at very small sizes.
So, being both color-limited and visually simple, character-based displays can fit far more cells on the screen while still being visually distinguishable than can usually be done with a tile-based game. Of course, to be visually distinguishable it also helps to have a fixed palette for things of particular importance. (You can't have the only difference between two wildly different things be +/- 2 on a single color channel.)
Will people abandon raster--based tiles for SVG-based tiles that scale with the window so they can do things that are trivial to do with fonts? Goodness, that would be a fantastic idea. The problem there, though, is that because of the lack of simplicity and the number of colors, you still can't get the number of cells on screen without making them look like a font.
People make graphics look like fonts all the time. That's standard practice for some libraries. Still, though, raster-based graphics don't scale.
Ultimately, I don't care if people say, "This is so awesome, I want to drop graphics" or they say, "This is so awesome. I want to do something like this with graphics." Anything advancing the genre in new and interesting directions is good.
In a perfect world, we could just use normal reasonably complete Unicode fixed-width fonts. We'd have
enough even if we didn't have architectural symbols. They wouldn't be custom, they would be what is defined in the spec. It's a very large spec.
Some of the things missing should be reasonably adaptable to a variety of fonts. It is possible that instead of pushing for a single font family we could push for the advancement of a number of popular fonts.
I'm not actually against tile-based graphics. As I said, in many cases tile-based graphics look like character-based graphics, so it can be hard to tell the two apart. What I want -- with character-based graphics or tile-based graphics -- is simple graphics which are color-limited per cell, easy to tell apart, and easily scale to any size.
(ASCII-based visuals are fundamentally a common set of clearly distinguishable visuals used by a wide variety of games.)
Cheers,
Steven Black