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Dwarf Fortress: Ten hours with the most inscrutable video game of all time

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171–180 of 186 posts

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#171

Great explanation of DF's bodily combat damage modeling: http://dayzmod.com/forum/index.php?/topic/95316-complex-dama... > DF's damage system is just as complex and oftentimes difficult to keep track of as the rest of the game. Instead of simple health points or separate body parts DF simulates each individual by the sum of it's parts. This starts at the single parts of a body, then adds layers of tissue, muscle and…

The UI in Dwarf Fortress is completely indefensible. Even when you do understand how to play the game it's a kludge. Let alone the fact that AN ASCII GAME CAN BRING AN 8 CORE DESKTOP TO A CRAWL. (The ASCII is actually rendered in OPENGL for performance which is a joke in and of itself because 99% of the system resources are spent poorly simulating stagnant blocks of air rock and dirt with nothing happening to them).…

Stonehearth is a project that aims to build a usable game with much of the same depth and emergent complexity as DF.

http://stonehearth.net/stonehearth/

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#172
post #150

Earlier quoted context omitted.

> Isn't the game 11 years old? What is a reasonable amount of time to spend before moving to stage 2? I'm guessing you don't program?

I am of the opinion that beyond a certain level of complexity Stage one depends on Stage two. DF has been there for quite a while. Stage 2 should be done in tandem with stage 1.

That's cute. :-)

Complexity is like beauty though. A programmer can turn something as trivial as a command line calculator into one of the worlds greatest feats of engineering.

Where you are mistaken is your assumption that given enough time, every programmer will follow a predetermined structure.

Our tools may require logic, but that doesn't mean we must behave logically.

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#173
post #170

Earlier quoted context omitted.

Hmm, I think I remember coming across the material properties thread a long time ago. Wow that was some data gathering. It's kinda strange to think that along with DF you can get a dataset with the properties of various real world materials.

Part of it was crowdsourced to my fellow forumites, but a lot of that thread was just me, Google & Wolfram Alpha. You could probably still find it buried somewhere on the suggestions forum with that giant table of materials, material properties & sources.

Oh I did.

Incidentally, do you remember user Martin? The guy who made the original Morul?

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#174
post #83

Earlier quoted context omitted.

Normally the DF executable works like a terminal emulator, rendering the glyphs using GL or such. You can however run dwarf fortress in a console (ie, to run it over SSH) by changing the configuration file, and then it is a true text game. BTW it doesn't use only ASCII but a larger subset of unicode. ASCII would be a very restricted set of characters to use.

> to run it over SSH Cloud gaming. I like it.

More a matter, I think, of being able to run it in a screen session at home, then detach and pick up again from elsewhere.

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#175

Earlier quoted context omitted.

This means, essentially, that the strategist can't build an Excel model of the game and win that way, the way many games are played and won. Excel would blow up...

Good God. At some point Toady will add an economy module. I... shudder at the thought of the processing required for that. Each site will have its own produce, production rates and ability to transmit goods, (the current build is already deciding on how much transport succeeds based on banditry and so on). Man. It just painful to consider how much processing is going to be required ><.

Perhaps DF will be the first game that requires an actual mainframe to run on...

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#176
post #165

Earlier quoted context omitted.

I would love to see a bunch of hard hitting engineers focus on optimizing DF with multithreading and GPGPU stuff. It would probably require a full rewrite. Having some experience with AI and pyopencl physics simulations I have no doubt that DF could be many orders of magnitude faster and capable of sooooo much more. That's really where my angst stems from.

> [...] focus on optimizing DF with multithreading and GPGPU stuff. You should probably start with algorithmic improvements.

It could go either way IMO, GPGPUs are super great for naively simulating a bunch of different blocks in parallel.

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#177

Earlier quoted context omitted.

Good God. At some point Toady will add an economy module. I... shudder at the thought of the processing required for that. Each site will have its own produce, production rates and ability to transmit goods, (the current build is already deciding on how much transport succeeds based on banditry and so on). Man. It just painful to consider how much processing is going to be required ><.

Perhaps DF will be the first game that requires an actual mainframe to run on...

One hopes to be the first to see the post.

"So I had some time and a cray... Also some refactored code"

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#178
post #172

Earlier quoted context omitted.

I am of the opinion that beyond a certain level of complexity Stage one depends on Stage two. DF has been there for quite a while. Stage 2 should be done in tandem with stage 1.

That's cute. :-) Complexity is like beauty though. A programmer can turn something as trivial as a command line calculator into one of the worlds greatest feats of engineering. Where you are mistaken is your assumption that given enough time, every programmer will follow a predetermined structure. Our tools may require logic, but that doesn't mean we must behave logically.

I understand that no two people will design any system identically, but for many situations there are 'obvious' solutions.

Regardless of that, well engineered code is far easier, more flexible and waaaay faster to maintain in the long run when compared to a mess of quick dirty hacks to get passable results. It takes no time at all for the hacks to impede your ability to make changes to the system.

Early in a project it's often difficult to get the design perfect. Requirements are refined and unforeseen engineering challenges crop up. When this happens your existing design pattern may no longer be a perfect fit. This is how I approach it:

I think about what the new 'ideal' or obvious solution is considering the new challenge.

If that solution is not practical to implement. I may try to engineer around the problem in a way that is consistent with the design of the rest of the system. While it may not be the 'optimal' solution the next developer who needs to get in there and change something will readily understand what's going on if they are familiar with other parts of the system. I like to call this 'fractal' design.

I rarely encounter a situation that I cannot solve via the ideal or fractal approach. But only after I have ruled out both do I allow myself to resort to hacks.

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#179
post #158

Earlier quoted context omitted.

Yes, as I described in the first paragraph rendering it in openGL is a joke in terms of the performance gain. The real room for improvement lies in the simulations. Ignoring the crippling UI, there is vast room for algorithmic improvement in nearly every aspect of the game. We don't need a button for everything, we could have context sensitive menus that change.

Well yes, there are constant suggestions for UI improvements and menu redesign on the forums. Little known fact, there was a 3D predecessor to DF. This is what it looked like: http://www.youtube.com/watch?v=-ARLSii23w8 Yes, that person is dying to a bush. A named bush. And that animation... oh man.

Heh, that's pretty funny. In this regard I think Notch made the perfect compromise in using painfully simple models when making Minecraft.

Re: Dwarf Fortress: Ten hours with the most inscrutable video game of all time

#180
post #170

Earlier quoted context omitted.

Part of it was crowdsourced to my fellow forumites, but a lot of that thread was just me, Google & Wolfram Alpha. You could probably still find it buried somewhere on the suggestions forum with that giant table of materials, material properties & sources.

Oh I did. Incidentally, do you remember user Martin? The guy who made the original Morul?

Yes, not to mention many of the other forumites. Though I haven't been active over there for a while now.
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