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Polygon sat down with one of the creators of Dwarf Fortress

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Re: Polygon sat down with one of the creators of Dwarf Fortress

#71
post #15

To quote myself from the last time I commented on an article about DF: I will continue to have no interest in Dwarf Fortress until it has an actual UI instead of whatever insane random combinations of controls the developer felt like adding on any particular day.

In that case, you might want to give http://gnomoria.com/ a try, which is similar to dwarf fortress, but significantly less complex, easier to control, and looks decent out-of-the-box. You might also be interested in https://www.factorio.com/ which is a game about building factories (free world, 2d isometric). Aside from being addictive, it is also performant, looks good, has a decent soundtrack and comes with all of…

I loved Factorio, but had to give it up because it gave me worse eye strain than any program ever has.

Re: Polygon sat down with one of the creators of Dwarf Fortress

#72
post #34

Earlier quoted context omitted.

> He, by design, doesn't owe anyone anything. A commercial game would have a tutorial mode and other bells and whistles to make it more approachable. Thing is, I have one hour a day before sleep to screw around, so is it Bob's Burgers or Dwarf Fortress?

> A commercial game would have a tutorial mode and other bells and whistles to make it more approachable. Does Jackson Pollock have a tutorial? Duchamp? The beauty in Dwarf Fortress is that it doesn't cater to the lowest common denominator. It's the vision of Tarn and Zach Adams manifested without the filter of commercial interests. Nobody's opposed to a tutorial (and there are plenty of community created ones: http:…

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Re: Polygon sat down with one of the creators of Dwarf Fortress

#73
post #34

Earlier quoted context omitted.

> He, by design, doesn't owe anyone anything. A commercial game would have a tutorial mode and other bells and whistles to make it more approachable. Thing is, I have one hour a day before sleep to screw around, so is it Bob's Burgers or Dwarf Fortress?

> A commercial game would have a tutorial mode and other bells and whistles to make it more approachable. Does Jackson Pollock have a tutorial? Duchamp? The beauty in Dwarf Fortress is that it doesn't cater to the lowest common denominator. It's the vision of Tarn and Zach Adams manifested without the filter of commercial interests. Nobody's opposed to a tutorial (and there are plenty of community created ones: http:…

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Re: Polygon sat down with one of the creators of Dwarf Fortress

#75

Earlier quoted context omitted.

At least many of these "insane random combinations of controls" follow a pretty OK mnemonic naming convention. b>c to build a chair b>d to build a door b>w>l to build a still (type of workshop, many other things under b>w)

This is the kind of stuff that always trips me up: http://dwarffortresswiki.org/index.php/40d:Controls#Building... Several different sets of keys to use depending on what you're manipulating, even though they all have to do with direction. I can never remember and always have to use the in-game help. Whereas, when I play nethack or DCSS or brogue, 99% of the things my fingers do, they do without needing to consult th…

We place a strong emphasis on usability and interface in crawl. For example, we actively avoid putting items in the inventory slot corresponding to using them: potions shouldn't land on 'q', food on 'e', etc. Another advantage is that we're dealing with a simpler game. Brogue takes this one step further and I think does a fabulous job. For example, there are no inventory stacks on the floor. Either there's an item or there isn't. Adding stacks would impose a complexity cost without improving gameplay.

Back in 2009-2010 on DCSS we were very fortunate to have one of our developers organized a usability study. The usability study ran over several months and produced a ton of feedback. Since the core team is around 30, we actually had the throughput to act on these recommendations.

Re: Polygon sat down with one of the creators of Dwarf Fortress

#76
"Fun" aside, they should take a page from GRRM, and look at what makes popular fantasy fiction so popular, and borrow some elements from there (such as allowing nations to commit atrocities during worldgen). The occasional godly intervention makes things more interesting as well.

From a developer's perspective, though, there is a lot of "fun" left in their codebase. They handle massive pathfinding, temperature and fluid mechanics, and other resource intensive algorithms. From what I remember (I last played DF2010), there is a lot of room for improvement, and the community has discovered several "workarounds" that reduce the workload for common structure types (such as a lava pump)

Re: Polygon sat down with one of the creators of Dwarf Fortress

#77
post #14

Earlier quoted context omitted.

Yes, it will crush a core. It actually is a concern as DF in game (dwarf mode anyway) does a huge amount of pathfinding for the little buggers and other creatures. Not to mention item tracking and other bits. This means that once your fortress gets somewhere around 200 dwarfs you start getting into FPS death because it doesn't scale. So it actually as is a problem, and development of the game is going against the gra…

Back when I was hacking on DF ~4 years ago I believe it was actually the item tracking that was ruining performance in big forts. The main loop had to touch every item in the game every frame, including things like every rock mined by your dwarves. You can usually get significant speedup in big forts just by destroying all the spare rocks (I think the best way to do this in-game was put them under a bridge and then c…

Pathfinding was the other big CPU problem; better fortress design means better pathfindning means longer playtime before death by slowness.

Re: Polygon sat down with one of the creators of Dwarf Fortress

#80
post #28
post #9

The truly exciting thing about Dwarf Fortress is that it proves that deep, detailed simulation is well within our reach. It suggests whole new genres of games that have yet to be created; imagine a typical fantasy RPG (or perhaps one that plays more like Mount&Blade) where the entire world is simulated as you play, so every choice you make has logical consequences. The possibilities are endless, and while Dwarf Fortr…

No, please, if Mount and Blade had the simulated world of Dwarf Fortress, I would never leave my house.

In a word, yep. You wouldn't be the only one.
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