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Dwarf Fortress 0.42.01 released

bay12games.com

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Re: Dwarf Fortress 0.42.01 released

#2
This is why text-based games are king. One dot release and we're seeing a mountain of new features.

I've always dreamed of getting together a big budget to make a text adventure (e.g. Zork) of incredible scope, both in depth and "interactibility" -- a complex object typologies system, bring in learning chat bots for NPCs, and a system where users can add new objects, rooms and descriptions while they play, a complete object relational system (so it can tell "on", from "next to", from "above"), a very complete state system and so on.

Perhaps an "adjectives system", so it knows a huge amount of adjectives relating to any one object, and can generate simple novel sentences about that object on repeat views.

I think that at some point someone will be crazy enough to do it, and it's going to be most excellent.

Re: Dwarf Fortress 0.42.01 released

#3
post #2

This is why text-based games are king. One dot release and we're seeing a mountain of new features. I've always dreamed of getting together a big budget to make a text adventure (e.g. Zork) of incredible scope, both in depth and "interactibility" -- a complex object typologies system, bring in learning chat bots for NPCs, and a system where users can add new objects, rooms and descriptions while they play, a complete…

There were attempts at implementing some of what you suggested - here's one: https://www.guncho.com/

Re: Dwarf Fortress 0.42.01 released

#5
post #2

This is why text-based games are king. One dot release and we're seeing a mountain of new features. I've always dreamed of getting together a big budget to make a text adventure (e.g. Zork) of incredible scope, both in depth and "interactibility" -- a complex object typologies system, bring in learning chat bots for NPCs, and a system where users can add new objects, rooms and descriptions while they play, a complete…

How would this be substantively different from Muds?

Re: Dwarf Fortress 0.42.01 released

#7
post #2

This is why text-based games are king. One dot release and we're seeing a mountain of new features. I've always dreamed of getting together a big budget to make a text adventure (e.g. Zork) of incredible scope, both in depth and "interactibility" -- a complex object typologies system, bring in learning chat bots for NPCs, and a system where users can add new objects, rooms and descriptions while they play, a complete…

Fun to note DF is a massive voxel simulation that displays a 2D slice as ascii. There's some neat third party visualizers that can hook into it's memory to show more. http://i.imgur.com/PTj1QpL.jpg

Re: Dwarf Fortress 0.42.01 released

#8
For anyone who is thinking about giving it a spin for the first time, do yourself a favor and don't get this .01 version. Either wait for a few patches or download the far more stable and mature 0.40.24 (http://www.bay12games.com/dwarves/older_versions.html)

Dwarf Fortress is basically a perpetual beta with lots of major bugs as it is, but especially brand new major versions like this one usually have multiple game-breaking bugs, including crashes, corrupted saves, etc. It would be a shame if people willing to give it a try would give it up due to the poor quality of the initial release of a new major version.

Dwarf Fortress is a truly unique game and really worth putting in the effort to learn simply due to the stories it generates as you play.

Here's an example of a story that happened to me. https://www.reddit.com/r/dwarffortress/comments/1mb0cw/the_s... Note this story is in no way embellished by me. Everything described there was actually simulated within the game.

Re: Dwarf Fortress 0.42.01 released

#9
post #5
post #2

This is why text-based games are king. One dot release and we're seeing a mountain of new features. I've always dreamed of getting together a big budget to make a text adventure (e.g. Zork) of incredible scope, both in depth and "interactibility" -- a complex object typologies system, bring in learning chat bots for NPCs, and a system where users can add new objects, rooms and descriptions while they play, a complete…

How would this be substantively different from Muds?

Right, yes, some of these features were added to various MUDs with some amount of success.

The big difference I'm arguing for is scope, and engineering.

If you have NPC chat bots that can learn, and an adjectives and typologies system for object, combine them so that chat bots can talk about objects adjectives and typologies. That sort of thing, really engineer the hell out of it.

In the end it would all be a massive NLP problem. As major advances in NLP happen the possibilities for MUDs is massive.

Re: Dwarf Fortress 0.42.01 released

#10
post #2

This is why text-based games are king. One dot release and we're seeing a mountain of new features. I've always dreamed of getting together a big budget to make a text adventure (e.g. Zork) of incredible scope, both in depth and "interactibility" -- a complex object typologies system, bring in learning chat bots for NPCs, and a system where users can add new objects, rooms and descriptions while they play, a complete…

Making it a text game instead of minecraft-like would limit the audience and save next to nothing in development time IMHO.
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