Eagerly awaiting the graphical version to finally be available on Steam so that I can buy it and throw some money their way. I know the regular version has been available for free forever, but the ASCII graphics have always been a turn-off. I'm not opposed to MUD-style graphics in general, Dwarf Fortress is just so dense with stuff that I found I spent most of my time just trying to figure out what was going on.
Dwarf Fortress: An actual look at graphical improvements
11–20 of 142 posts
Re: Dwarf Fortress: An actual look at graphical improvements
#12I spent significant time in DF in the early part of 2010s, but in the end found that it's just too much to micromanage - the game (at the time, at least) didn't offer much help with it, and after awhile, all the clutter really got in the way. If you like this kind of game, but would want something not as demanding, try Rimworld. Out of all dwarffortresslikes (I don't think that calling them Dward Fortress clones is f…
Re: Dwarf Fortress: An actual look at graphical improvements
#13I never thought the ASCII graphics were a big problem in Dwarf Fortress; once you get used to it using a bunch of symbols as decoration, almost all the weird stuff ends up being things you placed yourself. On the other hand, the complete lack of UX consistency - whether a given submenu will use primary/secondary cursor keys, nested menus, or a pile of hotkeys - is a lot harder to deal with.
Re: Dwarf Fortress: An actual look at graphical improvements
#14I never thought the ASCII graphics were a big problem in Dwarf Fortress; once you get used to it using a bunch of symbols as decoration, almost all the weird stuff ends up being things you placed yourself. On the other hand, the complete lack of UX consistency - whether a given submenu will use primary/secondary cursor keys, nested menus, or a pile of hotkeys - is a lot harder to deal with.
Re: Dwarf Fortress: An actual look at graphical improvements
#15Seems like simply upgrading some of the characters to equivalent emoji would have been a big improvement. I know many people don't like emoji, but for the most part they are pretty universal and easy to understand.
Re: Dwarf Fortress: An actual look at graphical improvements
#16I never thought the ASCII graphics were a big problem in Dwarf Fortress; once you get used to it using a bunch of symbols as decoration, almost all the weird stuff ends up being things you placed yourself. On the other hand, the complete lack of UX consistency - whether a given submenu will use primary/secondary cursor keys, nested menus, or a pile of hotkeys - is a lot harder to deal with.
Completely agree. ASCII graphics were completely fine, if not desirable. I loved playing DF but I also hated it at the same time because of the inconsistent UI. wasd vs. ijkl vs +- vs arrows vs ... almost nothing made sense to me until reading the manual. Granted, the game is fun enough that I always read the manual, but a good UI is intuitive UI. I hope this new effort fixes more than just graphics. I can't care les…
Re: Dwarf Fortress: An actual look at graphical improvements
#17I never thought the ASCII graphics were a big problem in Dwarf Fortress; once you get used to it using a bunch of symbols as decoration, almost all the weird stuff ends up being things you placed yourself. On the other hand, the complete lack of UX consistency - whether a given submenu will use primary/secondary cursor keys, nested menus, or a pile of hotkeys - is a lot harder to deal with.
It shows a disregard for users and a self-imposed barrier to adoption. DF is horrid for usability. Just because I can screenshot notepad, print it out, and send mail on a turtle, does suffice to say I support an e-mail feature. Military squad mechanics are as byzantine as you can get.
Re: Dwarf Fortress: An actual look at graphical improvements
#18I never thought the ASCII graphics were a big problem in Dwarf Fortress; once you get used to it using a bunch of symbols as decoration, almost all the weird stuff ends up being things you placed yourself. On the other hand, the complete lack of UX consistency - whether a given submenu will use primary/secondary cursor keys, nested menus, or a pile of hotkeys - is a lot harder to deal with.
The complete refusal to integrate any sort of meaningful mouse support is mind boggling.