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Dwarf Fortress is coming to Steam with graphics

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Re: Dwarf Fortress is coming to Steam with graphics

#291

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I'd recommend roguelikes in general. Run and done in a sitting, and you can't really optimize the same way as the game has hidden/random elements. Two I'd recommend looking at: FTL and Into the Breach.

What roguelikes (beyond maybe Brogue) can you finish in a sitting?

Spelunky, The Binding of Isaac, Dead Cells, Rampage Knights, Son of a Witch

All of those take anywhere from 30 to 90 minutes to complete once you get a hang of it.

Re: Dwarf Fortress is coming to Steam with graphics

#292
post #81

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Hey, look at it this way: Capitalism in healthcare does drive a better consumer experience!

I think the other response was flagged for language, but the included link was really interesting. I'd never even heard of medical "lodge practice" before seeing this video and reading through some of the references. They're basically voluntary, mutual aid societies – many of them were basically small unions. The were strangled by the bigger, consolidated organizations: https://m.youtube.com/watch?v=fFoXyFmmGBQ The v…

Video seems to hand wave the actual issues of healthcare which are treatment costs and scalability.

The only issue addressed was basically labor rate of doctors (and AMA artificially limiting the pool of doctors by raising standards).

The tone of the video was horrible -- no thanks. I don't need scary cartoons to tell me how to vote.

The end conclusion is basically "what if gov't is the problem?" without offering a solution (or even evidence based critique of modern systems -- what happened over 100 years ago is not the most relevant to my interests. As others have pointed out, the practice of medicine was a lot different then). Total waste of time and attention.

I honestly cannot understand how people look at the health care situation in America and think "if only health insurance had less restrictions, that would solve everything!"

Re: Dwarf Fortress is coming to Steam with graphics

#293
post #175

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I know this feeling - you're climbing up that hill at the very beginning, trying to figure out the mechanics and what the game is about. Then when you finally crest it, you see the whole game set out before you like a beautiful valley... and you realize, "this is going to take hours and days, and I already understand it." You judge the time required vs. the enjoyment that may be gained, and the game loses. And it's s…

I'd recommend roguelikes in general. Run and done in a sitting, and you can't really optimize the same way as the game has hidden/random elements. Two I'd recommend looking at: FTL and Into the Breach.

> Two I'd recommend looking at: FTL and Into the Breach.

Was about to post this :)

Re: Dwarf Fortress is coming to Steam with graphics

#294
post #259

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I've used git when I've contributed to open source projects. It's an over-complicated mess of a system when you're just one or two devs. Regular backups and notes are more than sufficient and never require you to google how to unfuck your branch.

> when you're just one or two dev Version control has nothing to do with the number of developers, it's a tool used to snapshot code, allowing easy tracking, reversal, and plain old "I'll finish this later". I couldn't imagine trying to develop without being able to make a branch, try something out, jump back and fourth between features, and then merging everything together later. I can't stand the command line tool,…

Love Tortoise, it is my go to for Git % SVN

Re: Dwarf Fortress is coming to Steam with graphics

#295

Earlier quoted context omitted.

But if you're going to go through all that work... isn't it easier to just use Git, or some other VC?

I've used git when I've contributed to open source projects. It's an over-complicated mess of a system when you're just one or two devs. Regular backups and notes are more than sufficient and never require you to google how to unfuck your branch.

I'm sorry but if you've been writing one of the most complex and elaborate video games in human history, you can figure git out, probably faster than it took Linus to write it (a weekend).

Re: Dwarf Fortress is coming to Steam with graphics

#296
post #35

One thing that amazes me about Dwarf Fortress is that the creator(s) don't use version control[1] (as of 2014, things may have changed): "I don't use version control -- I didn't like the feeling of having the code get committed into a black box thingy with no immediate upside." I can't fathom how you can manage the complexity of a game like DF without a VCS. [1] https://www.reddit.com/r/IAmA/comments/1avszc/im_tarn_a…

Honestly, for personal projects where I'm the sole developer, I only use git nominally. I mean, it's there, and sure, I commit; but it's not like I'm spawning feature branches or anything like that. It's a rather linear set of commits, functionally almost equivalent to having a zip of the source every now and then. I'm sure many people are the same.

Git flow is dead simple to follow, I find it even easier than coming up with anything else on the fly.

Re: Dwarf Fortress is coming to Steam with graphics

#297
post #19

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> They are putting on steam largely because of the USA's shit healthcare system "after Zach's latest cancer scare, we determined that with my healthcare plan's copay etc., I'd be wiped out if I had to undergo the same procedures . . " I have mixed feelings about this. On the one hand, it totally sucks. On the other hand, I suspect that as as consequence of this crappy pressure, Dwarf Fortress will reach a substantial…

I will keep this in my monetisation handbook. "If I had cancer I would be wiped out which is why XYZ is no longer free. thx for your support"

But the non-pretty version of Dwarf Fortress is still free and will continue to be free. If that weren't the case there would probably be quite some backlash from the community.

Re: Dwarf Fortress is coming to Steam with graphics

#298

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>Dwarf Fortress is an unsung touchstone of internet culture. Surely DF is far from "unsung"? I'd even describe DF as being downright notorious. I really do wonder what kind of criterion people generally use to describe something as "obscure", "unsung" and such, since I find myself rarely agreeing.

It might be notorious in hacker circles, and retro gamers. If you ask people outside of those groups most will not even have heard the name

It is notorious, or at least quite well known, among anyone I'd consider to be part of "internet culture". Also I'm not sure why DF would be particularly notorious to retro gamers, since it is not a retro game.

Re: Dwarf Fortress is coming to Steam with graphics

#299
post #206

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"git log" is a truly arcane command indeed. Also, pushing your repo to Github / Gitlab / Bitbucket / (a thousand different free services) and then looking at the commit history visually is incredibly difficult. Come on people, get a grip.

The actual command you need to use is something like “git show HEAD@{2013-02-25}:./file”, which I would count as arcane. And pushing your repo to github and looking at the commit history is using a graphical interface.

Most people that _play_ dwarf fortress probably memorise more arcane commands than that, let alone the people that write it.

Re: Dwarf Fortress is coming to Steam with graphics

#300

Earlier quoted context omitted.

I wish these games would still have that effect on me. I mean, I can totally see it happening back when I was 20-25 years old. When I try to start factorio, df, rimworld today, I can see the systems, I can feel the ocd style appeal and feedback loops grabbing me, until I realize after one hour that 1) this is just the same as work, 2) someone else has already optimized the crap out of this, better then I'd ever have…

I have this same problem. In factorio for example. Either I use other people's efficient designs that are more optimal and then I feel like I'm just copy pasting and not playing. Or I end up wanting to write a program or design things that can produce the optimal designs. All of which involve not actually playing the game but playing excel spreadsheet or programming dynamic programming algorithms. I like games that a…

One way you could play is embrace the imperfect, know that not everything has to be optimal, and learn to adjust to the circumstances.

I find myself wanting to build perfect things so I speak from experience in needing to let things go and adapt to the situation rather than seeking a perfect play through.

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