I 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.
Dwarf Fortress: An actual look at graphical improvements
21–30 of 142 posts
Re: Dwarf Fortress: An actual look at graphical improvements
#22Eagerly 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.
Same, i would have given them money years ago but always had issues with Paypal
Re: Dwarf Fortress: An actual look at graphical improvements
#23I 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.
I myself still play both DCSS and DF in ASCII mode, but it seem reasonable to presume that the reason that old hands like us are fine with the ASCII look is because everyone who wasn't fine with it has self-selected themselves out of the sample. If their goal with the DF Steam release is to bring in new players (and compete with the likes of e.g. Rimworld, whose players are accustomed to graphics), then I see this as a sound decision.
(And of course, seconded that DF's nonsensical command UI is going to continue to stymie their efforts here.)
Re: Dwarf Fortress: An actual look at graphical improvements
#24I 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.
Re: Dwarf Fortress: An actual look at graphical improvements
#25I 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.
I completely disagree. The ASCII "graphics" (if you can really call them that) are a huge reason why I've never even considered playing it. I've read all about the mechanics, and they're interesting. I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.
Re: Dwarf Fortress: An actual look at graphical improvements
#26I 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.
I used tilesets when I was learning the game which I would recommend since it can be a lot to take in all at once.
Re: Dwarf Fortress: An actual look at graphical improvements
#27A raytraced DF front end would be breathtaking.
Re: Dwarf Fortress: An actual look at graphical improvements
#28I 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.
I completely disagree. The ASCII "graphics" (if you can really call them that) are a huge reason why I've never even considered playing it. I've read all about the mechanics, and they're interesting. I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.
Re: Dwarf Fortress: An actual look at graphical improvements
#29Eagerly 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.
If it's encouraging at all - after some hours into the game the ASCII actually starts looking like what they represent, enough that even when you see a new character given its context you can figure out what it's meant to represent without really thinking about it.
I'm definitely looking forward to this graphical version, though. And hoping that one day the game will even support multiple threads, but that's probably wishful thinking.
Re: Dwarf Fortress: An actual look at graphical improvements
#30Earlier quoted context omitted.
I completely disagree. The ASCII "graphics" (if you can really call them that) are a huge reason why I've never even considered playing it. I've read all about the mechanics, and they're interesting. I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.
Because gameplay matters 10X as much as graphics.