There are a bunch of things related to the tile/wall/door changes that I need to adjust and work on further. There are still some big things, like lighting and collisions pending. For now, I will do some less tedious and more broken ones first related to presentation.
Firstly, the room placement logic and the overlapping walls/doors. Everything was doubled for my fake-3D stuff:

So, firstly, I need to remove any excess double-tile spawning for those fake walls:

And then overlap the rooms again to produce “normal” 1-width doors and walls between rooms:

This is again the whole overlapping versus adjacent rooms logic and all the things that come with it.
I was previous using wall sides when they are “below” a wall, so some of those hard-coded rules do mess up some things, such as tile revealing (it think it needs to “light up” double doors):

The second big thing is getting the style to work again. I reduced the number of sprites I need by a lot for walls and doors, so now I can think more about getting some different sprites for distinct places in the dungeon.
So I can go back to my dungeon styling definition asset and specify some styles. I am also adding a “room” style:

I am also thinking I am not going to have per-level style definitions, since they are all essentially the same anyway. I can still point to different assets, if I ever want to, but I will keep a single central one for now:
![]()
I am also merging my tile sprites with tile definitions now that I don’t have elaborate rules for choosing these:
![]()
So I don’t need to work with so many assets when I add another style:

I can then specify different definitions for different styles (I had most of this working already, but it got somewhat broken in last tile changes):

Anyway, this then correctly selects the style I want for the rooms (green):

There is the old problem of style order though: rooms get spawned pretty much by iterating the dungeon generator’s grid, which means overlapping room tiles do not necessarily get styled correctly:

Instead, I will sort the rooms based on their style and the order is the style order in the styling definition:

Two styles like this need a total of 6 sprites:
![]()
Of course, I can, for example, reuse doors sprites that are the same for the styles. I can mix and match and such. Wall tops can all be the same color and only sides be styled. Anyway, these are arty question I will get back to eventually.
Another thing to consider is the angle at which the game is played, that is, my perspective camera lean angle. The more top-down it is, the less “realistic” it is. But the more I lean it to be realistic, the more I have to render behind it and consequently the player can see less in “front” of the camera:

This is an extreme example, but the values between seeing the whole level and seeing just the immediate surroundings are literally about 10°.
One thing I am also adding is for objects to have an extra view angle offset parameter in camera system, so they can lean or fall back slightly more in relation to the camera.
![]()
Furthermore, I haven’t yet messed with my camera FOV setting:
![]()
As opposed to real 3D FOV differences, this looks different because of the fixed angle camera and on-the-rails panning. Higher FOV means more pronounced verticalness. It’s hard to explain and even to show, but it basically means the player is sort of fish-eying their character and everything around it gets (nightmarishly) exaggerated and tall:

The actual values I want are probably somewhere in between (full viewport screenshot):

But I have to be careful making it look too realistic and “too 3D” or I end up with uncanny visuals, where things obviously don’t align (but align just close enough to seem like they are broken rather than intentionally abstract):
![]()
This is especially noticeable when other objects are the ones close to the edge of the screen with higher FOV:

If you don’t think about it — it’s fine. But once you see it — you can’t unsee it.
It’s mostly fine and even near-perfect when things are “further” away or with lower FOV:

I think if my sprite graphics are pixelated enough and I add more level detail, it will pass off as a deliberate style and not half bad. (Can you tell how confident I am in this style?) Well, I think it will work better than flat 2D. It might not be as consistent, but it’s unique-ish. In any case, I spent some time experimenting with sliders and running around the dungeon with different camera settings. I think I have something that looks reasonably good and sufficiently abstract.