Earlier quoted context omitted.
Dwarf Fortress is single threaded, and likely to remain that way for the foreseeable future.
The simulation is single threaded. But a rendering thread that only needs to copy a kilobyte of data each frame? Trivial. Also hopefully there's a pathfinding thread at some point.
Dwarf Fortress: An actual look at graphical improvements
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Re: Dwarf Fortress: An actual look at graphical improvements
#112Earlier quoted context omitted.
The simulation is single threaded. But a rendering thread that only needs to copy a kilobyte of data each frame? Trivial. Also hopefully there's a pathfinding thread at some point.
It may be trivial to you, but it is abundantly clear by circumstantial evidence that ToadyOne is not a good programmer. This is beyond his means, otherwise it would have already been added.
The things that would actually help to split out are also the things that would be difficult to split out.
Re: Dwarf Fortress: An actual look at graphical improvements
#113I 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 graphics serve the game, that's critical. If there was a choice between a fantastically complicated ASCII-only Dwarf Fortress and a graphical version with half the features, that's a clear win for ASCII DF. But here the only downside to graphics is that they're very slightly more effort on some systems and the pay off is that the game is better in practice even if only slightly.
In these present circumstances Board Game Arena https://boardgamearena.com/ is getting lots of extra attention because those of us used to playing board games socially can't go to someone's house to get infected with this virus and incidentally play board games. So we have to find another way (to do the latter obviously).
Sites like Tabletopia virtualize the physical environment of a board game. A game that comes with forty wooden pieces now has forty 3D objects. Can you stack this cow on a house? Tabletopia doesn't know what rules are, so sure, just grab the cow 3D object and balance it on the house. This is amusing for a few minutes, then you realise it's every disadvantage of playing a "real" board game, but without any advantages. Who got most settlements in this game of Clans of Caledonia? Well, let's painstakingly count the 3D pieces, then argue about it. Over at BGA there's no problem, the machine is implementing the actual game (not just providing a generic 3D simulation) and so it shows exactly how many settlements you have at all times.
The trade offs are different than for being there in person, but since we cannot be there in person it's an easy win right now for Board Game Arena in the opinion of myself (and apparently thousands of other people since they're having to do emergency scaling to handle several times more players at once in their lobbies).
Re: Dwarf Fortress: An actual look at graphical improvements
#114I found Cataclysm Dark Days Ahead much easier to get into. As a new Cataclysm DDA player I spent most of my time learning how to survive in the early days of a zombie apocalypse. Finding food, learning how to craft weapons, what the zombies are capable of.
In one game I found a large mansion in the woods. There were a few zombies inside but not too many to prevent me from clearing it out. I set up camp in one of the bedrooms. The mansion had loads of food, water, materials for crafting. Good times!
Cataclysm: Dark Days Ahead https://cataclysmdda.org/
Re: Dwarf Fortress: An actual look at graphical improvements
#115I 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.
In addition to DF I also play Dungeon Crawl Stone Soup, a venerable (and actively developed!) roguelike with the classic ASCII look, and I'd like to present a counterpoint: once it became possible to play DCSS online using the graphical tiles interface rather than the ASCII look, new players overwhelmingly prefer the graphical. Stats that I have seen indicate >95% choose the graphical tiles. I myself still play both…
Re: Dwarf Fortress: An actual look at graphical improvements
#116I 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.
Having a consistent menu system would be frickin' fabuluous. Art does very little here.
Re: Dwarf Fortress: An actual look at graphical improvements
#117Earlier quoted context omitted.
> Also, this is a detailed simulation, so things move a lot faster if you're not spending CPU on graphics. Pretty amusingly, DF used to spend most of its CPU on graphics. There was a graphics rewrite at some point that fixed it.
https://github.com/Baughn/Dwarf-Fortress--libgraphics- This was not written by the game's author, ToadyOne, but someone else. ToadyOne complains that he cannot understand the code anymore. For this reason, he will not open the source code again until he is dead. https://www.pcgamesn.com/dwarf-fortress/dwarf-fortress-sourc...
Re: Dwarf Fortress: An actual look at graphical improvements
#118Don't let Dwarf Fortress put you off ASCII graphic games if Dwarf Fortress is the first you've played. I tried DF a while back but didn't have the time available to get comfortable with it. I found Cataclysm Dark Days Ahead much easier to get into. As a new Cataclysm DDA player I spent most of my time learning how to survive in the early days of a zombie apocalypse. Finding food, learning how to craft weapons, what t…
Re: Dwarf Fortress: An actual look at graphical improvements
#119Earlier quoted context omitted.
The thing is, it's really not. Granted, I always used the Lazy Newbie Pack which gave you basic tiles, but once you get used to ASCII, things tend to be a lot easier. Also, this is a detailed simulation, so things move a lot faster if you're not spending CPU on graphics. Remember, each creature has a bunch of parts with individual health, each tile can get stained by various materials (that can spread disease) and ev…
"this is a detailed simulation, so things move a lot faster if you're not spending CPU on graphics" Consider Battlefield or COD Warzone, which simulate the effects of actions by multiple players (including projectile travel) in real time and still manage upwards of 100FPS of near photorealistic graphics. Or factorio, where people build insane megafactories with millions of machines in them and yet performance is grea…
>Or factorio, where people build insane megafactories with millions of machines in them and yet performance is great and the graphics will still show you the shadows of clouds passing overhead.
Compared to DF, both of those are an incredibly simple simulation that doesn't lend itself to emergent game play. If you're trying to make the argument that they're just as complicated and still have fancy graphics, that's not the case. DF is far, far, beyond anything in those "simulations" in terms of the back end.
I lament the lack of graphics in DF not because the UI is awful... I've played worse, and in fact Fallout 4's builder interface comes to mind... but because it's incomplete. Certain things that have shown up in third party utilities like Dwarf Therapist are nearly impossible to do without, making the base game more or less unplayable after a release until the third party stuff catches up.
A lot of what you mention regarding tantrum spirals has been fixed in the new release... the issues with dwarf emotions are much more balanced now. It's still the same game, though, so I haven't gotten decades into a fort yet, but I'm hopeful it'll be worth playing beyond the point it was in the past where things spiraled into angsty dwarf death.