[HN Gopher] Dwarf Fortress: An actual look at graphical improvem...
       ___________________________________________________________________
        
       Dwarf Fortress: An actual look at graphical improvements
        
       Author : skibz
       Score  : 248 points
       Date   : 2020-03-26 16:30 UTC (6 hours ago)
        
 (HTM) web link (steamcommunity.com)
 (TXT) w3m dump (steamcommunity.com)
        
       | raytracer wrote:
       | Don'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 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/
        
       | tveita wrote:
       | I didn't know they were doing a graphics update, this looks
       | great!
       | 
       | It will be interesting to see what they do with the interface.
       | I've thought before that a complete mapping and redesign of all
       | Dwarf Fortress screens and actions would be material enough for
       | an entire thesis on UX.
        
       | jshaqaw wrote:
       | One day when I am retired and my kids are grown up I will have
       | the proper bandwidth for DF and play it. Until them I am an
       | admiring fanboy from afar.
        
         | gorogue wrote:
         | Ditto. I would love to give it the attention it deserves, but
         | unfortunately...life.
        
       | koverda wrote:
       | One thing worth checking out if you're looking for DF-Lite with
       | nice graphics: Odd Realm.
        
       | empo_simo wrote:
       | fortnite is better
        
       | Der_Einzige wrote:
       | There is already a pretty excellent 3D isometric front end for
       | Dwarf Fortress. The name eludes me but it's well known within the
       | community.
       | 
       | However - I found that many parts of Dwarf Fortress disappointed
       | me (and I was hyped as heck to play it - given that I'm a fan of
       | Nethack, DCSS, Cataclysm, and basically any rougelike or
       | rougelite). The game just feels extremely unfinished. Adventure
       | mode is a total joke. Performance is totally garbage. The creator
       | refuses to open source his game (no one will laugh at you man!).
       | The documentation is horrific (no one quite knows how some of the
       | BASIC SKILLS work or what they do)
       | 
       | It's got the potential to be a true gem, but right now, it's like
       | an uncut diamond in the rough.
       | 
       | Might as well just play Rimworld. Rimworld solved every single
       | problem that Dwarf Fortress had and its world is more compelling
       | to me.
        
         | jointpdf wrote:
         | > _...3D isometric front end for Dwarf Fortress_
         | 
         | There is more than one mod in this category, but you may be
         | thinking of Stonesense:
         | https://dfhack.readthedocs.io/en/stable/plugins/stonesense/d...
         | 
         | DF is a bit rough as a casual gamer (me), but don't many game
         | designers consider it the greatest game ever made? The
         | complexity of the underlying system of simulation is mind-
         | boggling, especially for a two-person project.
        
         | bmn__ wrote:
         | > pretty excellent 3D isometric front end for Dwarf Fortress.
         | The name eludes me
         | 
         | http://dwarffortresswiki.org/index.php/Utility:Stonesense
         | 
         | It's not a complete front end. It cannot control the game, just
         | provide a visualisation of the world.
        
       | golergka wrote:
       | I spent significant time in DF in the early part of 2010s, but in
       | the end found that it's just too much to micromanage - the game
       | (at the time, at least) didn't offer much help with it, and after
       | awhile, all the clutter really got in the way.
       | 
       | If you like this kind of game, but would want something not as
       | demanding, try Rimworld. Out of all dwarffortresslikes (I don't
       | think that calling them Dward Fortress clones is fair), it's got
       | a good amount of polish, reasonable 2d graphics (nothing too
       | fancy, but looks nice) and most importantly, you don't feel as if
       | you have to manually tweak every little thing. You still can, you
       | just don't have to.
        
         | hu3 wrote:
         | Rimworld is easily moddable with C#.
         | 
         | And there's a vibrant mod community:
         | https://discordapp.com/invite/rimworld
         | 
         | I've created a few simple mods and it was a pleasant
         | experience.
        
         | bbrazil wrote:
         | Seconding this. Out of all games in that general category
         | Rimworld is scratching my DF itch, without me having to dig all
         | the way back into full DF complexity.
        
         | bllguo wrote:
         | the key thing about rimworld for me is the multiplayer mod.
         | there are many things i am willing to sacrifice for that
         | experience.
        
         | jredwards wrote:
         | I've spent more time with Rimworld than any other game I've
         | ever played. Between the vibrant mod community and the recent
         | re-engagement of the original developers, it continues to grow
         | and change, offering new experiences alongside the classic
         | ones. Every colony I build is different. I will forever
         | treasure this game.
        
       | jtolmar wrote:
       | 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.
        
         | Supermancho wrote:
         | It's a lot like languages that refuse to change syntax (Erlang
         | vs Elixir, both still not that great on syntax) because it's a
         | luddite adherence to cultural experience or thinking.
         | 
         | It shows a disregard for users and a self-imposed barrier to
         | adoption. DF is horrid for usability. Just because I can
         | screenshot notepad, print it out, and send mail on a turtle,
         | does suffice to say I support an e-mail feature. Military squad
         | mechanics are as byzantine as you can get.
        
           | macintux wrote:
           | Erlang has a very concise syntax that takes about a half hour
           | to teach. "Not that great" is a very subjective observation.
        
           | xsmasher wrote:
           | The 3D package "Blender" bit the bullet and revamped their
           | entire UI over the course of many years/releases to (1) bring
           | it in line with other applications (ctrl-c, ctrl-v should
           | work everywhere) and (2) make more options visible in the UI,
           | so that they were discoverable. It's been wildly successful.
           | 
           | I hope Dwarf Fortress will have a similar refit over time.
        
         | yew wrote:
         | I always find this topic interesting, because it shows such a
         | diversity of... aesthetic instinct? If you ask a dozen people
         | why they don't like something that's known for being divisive,
         | you can easily get a dozen different, incompatible answers.
         | 
         | People talk about the subjectivity of beauty, but I've never
         | felt like the sheer _polarity_ of opinion gets enough
         | emphasis...
         | 
         | (For the record: Dwarf Fortress's controls never bothered me,
         | and I've never been able to play without a tileset. The same
         | for NetHack and other ASCII games.)
        
         | zionic wrote:
         | 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.
        
           | II2II wrote:
           | I also found the presentation distracting and the mechanics
           | interesting, and I am quite accustomed to games that are text
           | only. Simultaneously decoding glyphs and figuring out
           | mechanics felt like more effort than it was worth.
           | 
           | While I cannot speak for the developer, I can understand why
           | they would go that route. Unless you have an interest in
           | computer graphics, implementing them can be dreadfully dull.
           | Unless you have an eye for design, creating the various
           | graphical elements can lead to some interesting results.
        
           | VonGuard wrote:
           | Because gameplay matters 10X as much as graphics.
        
             | fishmaster wrote:
             | Gameplay only starts to matter once UI and graphics are
             | appropriate.
        
             | [deleted]
        
             | OscarTheGrinch wrote:
             | Can confirm this assertion. I spent years building pretty
             | games, but often our games are trounced by a rival with by
             | with crappier graphics and better gameplay.
        
             | jers wrote:
             | I would normally agree, But hard to understand visuals (not
             | intuitive) might discourage new players from trying the
             | game. Those that do try the game will have a large
             | cognitive load just to understand what is going on, and
             | therefore will be unable to focus as much on the gameplay
             | (that df is know for). So potential players and new players
             | would be most affected.
        
           | kibwen wrote:
           | I don't fault you, but let's be charitable to Tarn here: the
           | austere style is deliberately _because_ he didn 't want to
           | spend any more time than necessary on the graphics, when what
           | interested him most is the systems and the simulations
           | (remember that DF has been a solo passion project for well
           | over a decade now). His experience making the precursor to
           | Dwarf Fortress (which is technically the second game in the
           | series) is what led him to this conclusion, so it is not
           | borne out of ignorance.
        
           | outworlder wrote:
           | > I just don't understand why anyone would spend so much time
           | developing so many intricate features when the presentation
           | is so poor.
           | 
           | Why do you think they had time to develop those features in
           | the first place?
           | 
           | I'm itching to know how they are going to come up with
           | graphical representations for all the randomly generated
           | forgotten beasts. A character is abstract, but when you have
           | a drawing, it conveys more meaning. I wouldn't be happy with
           | a dragon picture or similar, while the forgotten beast was a
           | corrosive gaseous entity.
           | 
           | The presentation may be a bit busy at times (if you embark on
           | a forest, for instance), but it is otherwise fine.
        
           | Barrin92 wrote:
           | > I just don't understand why anyone would spend so much time
           | developing so many intricate features when the presentation
           | is so poor.
           | 
           | I think this is a general feature of software that is very
           | 'techy' for a lack of a better term. Dwarf Fortress is a
           | pretty niche, hardcore game and people who build this sort of
           | stuff don't always have the best sense of what a UX design
           | ought to look like that appeals to the general user. A lot of
           | Linux desktop software is like that too.
        
           | dmos62 wrote:
           | To me this is like saying you don't like books because
           | they're black and white. With ASCII I've some textual
           | description of what an object looks like (say, dwarf), but
           | most of it is filled in by my imagination, and it does a much
           | better job than any artist, and it's more dynamic, adapting
           | to my mood and what I'm experiecing. Talk about high-tech. A
           | tileset puts a great constraint on that. If there's a choice
           | between ASCII and tiles, I'll always choose ASCII.
           | 
           | Dwarf Fortress UI ergonomics is another story.
        
             | csours wrote:
             | In a book, I don't have to make the words do anything.
             | Also, I've spent my whole life learning English vocabulary.
             | 
             | I could spend some more time learning the DF glyphs, but a
             | picture is worth a thousand words.
             | 
             | I killed the Balrog in uMoria* back in the day, so I'm not
             | a stranger to ASCII graphics. The difference between rogue-
             | likes and DF is the extremely huge variability in the
             | glyphs.
             | 
             | Edit: To continue the comparison to books, Dwarf Fortress
             | is like an interactive textbook, Roguelikes compare to
             | genre fiction.
             | 
             | *I'm a dirty save-scummer, but I still put in a bunch of
             | time.
        
           | Natsu wrote:
           | 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 everything is made of various
           | materials with all sorts of mostly-realistic properties. I
           | mean, DF is the _sole_ reason you can find the solid density
           | of Saguaro rib wood on the internet and the value came from
           | an empirical test of a small cube of Saguaro rib wood. It 's
           | in the DF raws.
           | 
           | So yeah, you might enjoy DF with a tile set like the LNP if
           | you like the mechanics. But it's a super-complicated game so
           | it takes a while to learn to control things, to learn the
           | requirements to make various items, etc. It's not a game for
           | everyone, you do have to sink quite a lot of time into
           | learning it to enjoy it.
        
             | Dylan16807 wrote:
             | > Also, this is a detailed simulation, so things move a lot
             | faster if you're not spending CPU on graphics.
             | 
             | Nonsense. Rendering a grid of 2D tiles is exceptionally
             | fast, so much so that converting font data into tiles is
             | how you make text grids go faster!
             | 
             | And even if you do have a slow method, you can just run it
             | on a different thread.
        
               | herpes wrote:
               | Dwarf Fortress is single threaded, and likely to remain
               | that way for the foreseeable future.
        
               | Dylan16807 wrote:
               | 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.
        
               | bmn__ wrote:
               | 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.
        
               | Dylan16807 wrote:
               | There's no benefit to it. That's the much simpler reason
               | it hasn't been done.
               | 
               | The things that would actually help to split out are also
               | the things that would be difficult to split out.
        
             | seanhunter wrote:
             | "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 great
             | and the graphics will still show you the shadows of clouds
             | passing overhead.
             | 
             | Dwarf fortress is a very interesting game and a very deep
             | simulation, but the idea that it's such a detailed
             | simulation that graphics would not be possible is just
             | untrue.
             | 
             | Honestly the UX in dwarf fortress is generally just
             | insanely user-hostile and graphics are only a tiny symptom
             | of that. And I say this as someone who plays and enjoys the
             | game - I've had forts with upwards of 100 idiots^Wdwarfs in
             | them, magma moats, breaching multiple cavern layers,
             | surviving necromancer seiges etc. But every time I play I
             | have to go through that thing over again where I try to
             | figure out how to assign a pet to a person, when I set up a
             | military squad getting them to wear the right equipment is
             | a total chore, minecart UX is completely baffling. Also the
             | simulation is very detailed but kind of broken in lots of
             | annoying ways, like female dwarfs randomly dropping their
             | babies while working, forgetting where they put them and
             | then freaking out, random tantrum spirals because someone
             | went out in the rain and so just decides to murder their
             | colleagues etc.
        
             | hutzlibu wrote:
             | "so things move a lot faster if you're not spending CPU on
             | graphics."
             | 
             | Thats why most have a GPU and that is why there are graphic
             | engines, who do the rendering only of what is needed and
             | produced by the simulation. So no, unless DF uses the gpu
             | for simulating which I doubt, better graphics will not
             | really affect simulation speed, if done right.
             | 
             | But yes, that is much harder.
        
               | bmn__ wrote:
               | DF employs OpenGL for rendering, see file
               | df_linux/g_src/renderer_opengl.hpp, so the GPU will be
               | used if appropriate drivers are installed. "Text" tiles
               | and graphics tiles are equally fast - they are always
               | bitmaps under the hood, see df_linux/data/art/*.png.
               | 
               | There is also an ncurses renderer with plain Unicode text
               | output for use in a terminal emulator which may be GPU
               | accelerated, but most term software is not.
        
             | jtolmar wrote:
             | > 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.
        
               | bmn__ wrote:
               | 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...
        
           | LoSboccacc wrote:
           | graphical tileset have been around since way back tho https:/
           | /dwarffortresswiki.org/index.php/DF2014:Graphics_set_...
           | 
           | and the ux is not going to change radically.
        
         | kibwen wrote:
         | 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 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.)
        
           | jtolmar wrote:
           | I play DCSS in tiles mode and DF in ASCII mode. It's not that
           | I think graphics are a bad usability feature, I just think
           | they're over-emphasized because they're the first thing
           | people see.
           | 
           | Adding graphics to DF means more new players give it a try,
           | but most of them are going to bounce off of the wildly
           | inconsistent menus. It's an acquisition funnel thing; the
           | total players will be incoming players times the percent that
           | are okay with the graphics times the percent that are okay
           | with the menus. My assertion is just that in DF's case the
           | menus have room for a bigger lift, because they're really
           | that bad.
        
             | mwaitjmp wrote:
             | The military menu was always the one which I had difficulty
             | with, training and equipping dwarfs, etc.....
        
           | jghn wrote:
           | Anecdata, but even for Rouge in the early-mid 80s I had a
           | version of Rogue on our Mac. It had graphical glyphs for
           | everything. I loved that much more than the classic ASCII
           | graphics when I'd dial into my Dad's work computer & play
           | that way
        
           | crooked-v wrote:
           | Not to mention the lack of mouse support.
        
             | tetris11 wrote:
             | Native yes, but I think DFHack enables that... or
             | DwarfTherapist
        
           | pasabagi wrote:
           | I think there's a big diference - in DCSS, it's extremely
           | important to know whether that 'g' you're looking at just
           | some random gnoll, or crazy Yiuf. In dwarf fotress, it's
           | pretty rare that it really matters. The ascii graphics are
           | also a bit nicer - especially when it comes to stuff like
           | drawing walls.
        
           | vanderZwan wrote:
           | Similarly, Cogmind's success is partially because it learned
           | all the hard-won lessons on good game UI of the last decades,
           | plus the importance of a fancy tile-set:
           | 
           | https://www.gridsagegames.com/cogmind/
           | 
           | It does, however, also have the fanciest abstract ASCII
           | graphics I've ever seen.
           | 
           | (the other reason is that it's just a damn good game)
        
             | VectorLock wrote:
             | Never knew this game existed. Love the aesthetic.
        
         | robohamburger wrote:
         | I like how the ascii graphics look better but the fact that
         | they are not square drives me crazy.
         | 
         | 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.
        
           | bmn__ wrote:
           | http://dwarffortresswiki.org/index.php/Tileset_repository#Sq.
           | ..
        
         | TylerE wrote:
         | The complete refusal to integrate any sort of meaningful mouse
         | support is mind boggling.
        
           | Lockyy wrote:
           | The graphical version will have mouse support.
        
           | danso wrote:
           | Yeah that's the issue for me. I don't mind interpreting ASCII
           | characters, but the UI/menu navigation feels intimidating.
           | Rimworld will (I assume) never be the type of indepth
           | simulation that DF is, but it spoiled me with its point-and-
           | click GUI
        
             | rstupek wrote:
             | I don't know if a point and click GUI precludes the depth
             | of DF. If anything some things should be much easier to do
             | with point and click. Factorio combines keyboard with point
             | and click navigation and it has some depth to it.
        
               | munk-a wrote:
               | I think good mouse support wouldn't remove the ability to
               | navigate menus using keystrokes - but for tasks like
               | drawing out farms, the dig squares for a residential
               | block or dragging and dropping workshops into the right
               | place... that's where I think it'll shine.
               | 
               | I don't dislike the keyboard approach used right now but
               | DF hack and it's digging templates has clearly
               | demonstrated that folks feel the lack of good dig
               | designation sorely.
        
               | danso wrote:
               | I agree! I hope that's something the developers
               | (eventually) builds out, as (hopefully) the Steam release
               | brings in much deserved and new revenue.
               | 
               | Tangentially, I remember the MoMA devoting a large chunk
               | of a wall in its video game exhibit to the Dwarf Fortress
               | ASCII display. The graphical tiles look great but the
               | sheer density of ASCII definitely had retro appeal.
               | 
               | https://www.moma.org/collection/works/164920
               | 
               | https://www.flickr.com/photos/zokuga/6090624165/
        
         | cjhveal wrote:
         | I personally agree. A lot of those disagreeing with you find
         | the ASCII graphics to be a barrier to initial entry, which is
         | true, but it is a barrier that you can overcome quickly and
         | feel quite comfortable with. On the other hand, having spent
         | many hours with the game, the UX issues you mention are what
         | block me from building fluid muscle memory and being able to
         | really get into the game.
        
           | fishmaster wrote:
           | Nope, I tried it several times and I just can't stand ASCII
           | graphics. I'd rather play Dota or anything else instead.
        
             | cjhveal wrote:
             | Fair enough-- for me a lot of the joy of the game is in
             | using it as a collaborative story teller and filling in the
             | gaps it gives me. Having underspecified graphics gives me
             | more freedom with my mind's eye, but I can understand that
             | not everyone approaches it the same way and wouldn't get
             | the same out of it even with a lot of effort.
        
           | outworlder wrote:
           | Graphics is not the main issue here.
           | 
           | There are other issues that are much more important. Like the
           | jobs interface. I don't want to have to run Dwarf Therapist
           | alongside it, when games like Rimworld and ONI manage just
           | fine.
        
             | Octopodes wrote:
             | I've been playing for some time using dfhack's "autolabor"
             | feature, and it streamlines things immensely.
             | 
             | Granted, it ends up essentially just turning on every
             | profession for every dwarf, but it's still possible to
             | restrict workshops to certain dwarves. For example, you
             | might have a carpentry workshop set to produce endless
             | amounts of wooden shields, but only allow skilled
             | carpenters access to it.
        
         | wmil wrote:
         | Well there's that moment of panic where you aren't sure if it's
         | a group of goblins or goats.
        
         | danaris wrote:
         | Personally, I grew up playing Angband and Nethack with ASCII
         | graphics.
         | 
         | I still play DF (and DCSS, for that matter) with graphics. It's
         | just so much easier to parse, doesn't require me to spend
         | months "getting used to" the ASCII display (in addition to the
         | rest of DF's arduous learning curve), and it's prettier to
         | boot.
        
         | gnulinux wrote:
         | Completely agree. ASCII graphics were completely fine, if not
         | desirable. I loved playing DF but I also hated it at the same
         | time because of the inconsistent UI. wasd vs. ijkl vs +- vs
         | arrows vs ... almost nothing made sense to me until reading the
         | manual. Granted, the game is fun enough that I always read the
         | manual, but a good UI is intuitive UI. I hope this new effort
         | fixes more than just graphics. I can't care less about ASCII vs
         | pixel graphics, but UX needed to be improved imho.
        
           | rstupek wrote:
           | I agree that the graphics (with mods) were acceptable but the
           | inconsistent UI made it more difficult than it needed to be.
           | Some of the AI could use some tweaks as well. It definitely
           | is a fun game (dropping lava on an orc/troll army and
           | watching them run was awesome)
        
             | gnulinux wrote:
             | Never really advanced that much in the game to fight orcs.
             | I just set up some good looking magma smelters, smelted
             | whole bunch of jewels and sold them to caravan and elves
             | and stuff. This was many years ago, I remember having a lot
             | of fun, but also how excruciatingly tedious everything was.
             | I remember setting dwarf tasks (allow/disallow) required a
             | lot of micromanaging and DwarfTherapist didn't work well in
             | linux. Regardless, amazing game, I hope devs solve the UX
             | issue. I'd probably buy the game the day it's released.
        
               | rstupek wrote:
               | Perhaps you put your fortress down in a place with no
               | enemies... most games I would have to immediately setup a
               | system to keep enemies out or they'd massacre everyone
               | pretty quickly! Once I had a dragon come and lay waste to
               | everything, burning down all of the trees outside and
               | setting fire to all the hapless dwarves.
        
               | gnulinux wrote:
               | No, I would normally disable invasion. When I enabled
               | invasion, I'd just lock my dwarfs in my fortress and not
               | leave the fortress for a season and eventually goblins
               | abandon the invasion. I just never figured out how to
               | prepare an army and attack, so figured, I'd much rather
               | focus on things like farming, smelting, jewelry etc.
        
               | tarboreus wrote:
               | You can just put down stone traps and it will kill 85% of
               | invasions. The rest you can create a drawbridge or
               | something and pull it up if you see an enemy you can't
               | deal with. Closing yourself off also means you can't
               | trade, generally, so it's good to leave your fortress
               | semi-open.
        
               | kd0amg wrote:
               | If you use cage traps instead, you can set up a target
               | range to train your crossbowdwarfs.
        
               | rstupek wrote:
               | The problem with traps that kill, when I've used them, is
               | the cleanup aftermath where your dwarves will go crazy
               | from having to cleanup the remains and reset the traps!
        
         | whatsmyusername wrote:
         | Presentation still matters. It's why I have 1100+ hours in
         | Rimworld and about 8 seconds in Dwarf Fortress.
        
         | dpc_pw wrote:
         | Came here to say the same thing. I know that ASCII is repuslive
         | to a lot of people, but personally the UX inconsistency is kill
         | the game for me. Every single thing in the game seem designed
         | with a completely different UX idea, to the point it's almost
         | impossible to build muscle memory.
        
         | QuesnayJr wrote:
         | I don't mind ASCII graphics in general -- I used to play a lot
         | of Rogue, Angband, and Nethack -- but DF is just so dense that
         | I found it bewildering.
        
         | tialaramex wrote:
         | I'm torn here. I really agree with you about UI consistency as
         | a priority but the restriction to typically a few dozen symbols
         | in such software is ultimately too much and I think just adding
         | graphics is the practical way forward.
         | 
         | 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).
        
       | xyzal wrote:
       | In case you dislike Steam, take note Dwarf Fortress Premium is
       | also available at Itch: https://kitfoxgames.itch.io/dwarf-
       | fortress
        
       | d4mi3n wrote:
       | Nice to see the classic getting some modern graphics. I love text
       | based games, but something as complex as DF really benefits from
       | graphics that can make it easier to determine what is going on on
       | the screen.
        
         | nomel wrote:
         | My main DF consumption is through Kruggsmash
         | playthroughs/stories on Youtube [1], so I don't live it, but I
         | know I would would enjoy watching the game more if I knew which
         | of the more than 30 creatures the "C" that I'm looking at
         | represents [2].
         | 
         | [1] Kruggsmash:
         | https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA
         | 
         | [2] Creature characters:
         | https://dwarffortresswiki.org/index.php/DF2014:Creature
        
         | [deleted]
        
       | starpilot wrote:
       | Next step: going 3d
       | http://www.bay12forums.com/smf/index.php?topic=167533.0
       | 
       | A raytraced DF front end would be breathtaking.
        
         | zimpenfish wrote:
         | Get someone to write a DF to Minecraft map converter and then
         | use Mineways to export to Blender? (Admittedly, this won't be a
         | real-time affair...)
        
           | bmn__ wrote:
           | only works on old versions
           | 
           | https://github.com/TroZ/DF2MC
           | 
           | https://github.com/Thutmose/dorfgen
        
       | nineteen999 wrote:
       | I wonder how this will affect the performance; last time I played
       | DF it was pretty much single-threaded and the performance would
       | tank noticeably once your colony grew to around 100+ dwarves.
       | 
       | Granted, it's been about 10 years since I played it.
        
         | empath75 wrote:
         | I don't think the graphics will add significantly to the work
         | the simulation is doing.
        
       | bootlooped wrote:
       | Seems like simply upgrading some of the characters to equivalent
       | emoji would have been a big improvement. I know many people don't
       | like emoji, but for the most part they are pretty universal and
       | easy to understand.
        
         | Phrodo_00 wrote:
         | This is not really needed. The game doesn't actually use ascii
         | output, it renders the text (windows terminals would probably
         | be too slow), and it supports graphic packs than can show the
         | dwarves as actual pictures of dwarves. The biggest problem is
         | when a glyph is reused for multiple things, as in that case the
         | graphic has to pick one of them or stay generic.
        
           | bmn__ wrote:
           | > The biggest problem is when a glyph is reused for multiple
           | things, as in that case the graphic has to pick one of them
           | or stay generic.
           | 
           | Solution: https://github.com/mifki/df-twbt
           | 
           | This is included in various content packs, so setting this up
           | manually is optional.
           | 
           | > The game doesn't actually use ascii output, it renders the
           | text (windows terminals would probably be too slow)
           | 
           | Linux and OS X terminals are fast enough. The init.txt
           | setting [PRINT_MODE:TEXT] switches the renderer to ncurses.
        
         | gbrown wrote:
         | This has been essentially the tileset approach for a long time.
        
       | archgoon wrote:
       | Dwarf Fortress strikes me as a game that would benefit from a
       | strong engine / UI split, with an API for querying the world
       | state.
       | 
       | That said, DFHack is probably sufficient for this purpose.
       | 
       | https://docs.dfhack.org/en/stable/
        
         | Octopodes wrote:
         | I haven't used it, but Dwarf Fortress Remote for iOS seems to
         | accomplish this somehow; the whole UI is iOS native.
         | 
         | Obviously there's no official API, but the developer has
         | somehow managed to achieve something similar.
         | 
         | https://apps.apple.com/us/app/dwarf-fortress-remote/id100366...
        
       | [deleted]
        
       | [deleted]
        
       | AdmiralAsshat wrote:
       | Eagerly 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.
        
         | yaur wrote:
         | IMO trying to decipher those glyphs is near trivial compared to
         | trying to manage what your dwarves are doing in a moderately
         | sized fortress without Dwarf Therapist. In order to play it
         | (which I haven't done in a few years TBH) you either need to be
         | willing to push through some abstruse UI choices or use third-
         | party tools. Those ASCII graphics just serve as a warning of
         | what's to come.
        
         | silveroriole wrote:
         | Why didn't you install a tileset? Most people don't play with
         | ASCII nowadays.
        
           | AdmiralAsshat wrote:
           | Sloth, admittedly. I could probably look up how to do it, but
           | the guys explicitly announced they were going to put the game
           | on Steam and add a proper graphical overlay so that they
           | could start charging for the game (IIRC they announced this
           | decision because a family member has medical bills they need
           | to pay, or something).
           | 
           | So, I'm just waiting for them to fulfill their end of the
           | bargain. Then I will pay.
        
         | stevens32 wrote:
         | 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.
        
           | alpaca128 wrote:
           | It's a bit like the Matrix. At first it's an overwhelming
           | amount of mostly tiny green symbols and after a while things
           | make more sense.
           | 
           | 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.
        
         | danaris wrote:
         | It's not terribly difficult to add a graphical tileset to the
         | free version, and there are a variety to choose from on the
         | bay12games.com forums.
        
         | lawlessone wrote:
         | Same, i would have given them money years ago but always had
         | issues with Paypal
        
           | bbeekley wrote:
           | They have a Patreon now. I recently started supporting them
           | there.
        
       | rstupek wrote:
       | The biggest single thing DF can do after graphical improvements
       | is fixing the performance, perhaps make it not single threaded.
       | I've been able to get past the graphics, and work through using
       | the keyboard menus, but having the fortress come to a screeching
       | crawl when there's a ton of things going on is when I stopped
       | playing.
        
         | hombre_fatal wrote:
         | Being able to run mid-/end-game in grand strategy games
         | (Crusader Kings 2, EU4, Stellaris, Civilization) at a fast
         | speed single-handedly got me to finally build a desktop PC.
         | 
         | I bought the best single-threaded CPU perf I could find at the
         | time (https://www.cpubenchmark.net/singleThread.html) and put
         | it in the smallest case that could support it.
         | 
         | End-game Crusader Kings 2 takes two seconds to simulate each
         | day on my 2017 Macbook Pro. My desktop PC can simulate half a
         | year in that time. I can also play on the largest Stellaris
         | galaxies.
         | 
         | Sooo much more enjoyable when you can run a simulation as fast
         | as you want. Now I can actually finish games instead of bailing
         | at mid-game when things start to slow down.
        
         | MperorM wrote:
         | I picked up dwarf fortress 7-8 years ago when I was in eighth
         | grade, and have been playing it on and off since. Performance
         | is always what kills the game for me.
         | 
         | The game is supposed to be hard, but if you at all know what
         | you're doing it's very easy to keep your fort well, and the
         | only real risk of losing your fort is from you intentionally
         | doing stuff that puts your fort at risk. You literally can
         | defeat entire enemy armies by capturing them all with cage
         | traps, for example.
         | 
         | This I can forgive.
         | 
         | Dwarf fortress is all about the crazy stupid ideas you can come
         | up with after all. Want to build any interesting structures?
         | Prepare for your dwarfs to get stuck every conceivable way one
         | could possibly get stuck trying to build a simple wall. It can
         | be incredibly tedious to accomplish something that ideally
         | shouldn't take more than a few simple commands.
         | 
         | All of this I could live with. The performance without fail is
         | what eventually kills my will to play. Want to do cool stuff
         | with magma? Watch the game slow to a crawl. Want to run a big
         | society? Watch the game slow to a crawl. Want to do anything
         | remotely interesting? Watch the game slow to a crawl.
         | 
         | People go to obscene lengths to keep their performance, such as
         | generating atom smashers that will 'delete' unwanted stuff from
         | their fort completely, so the game stops wasting energy
         | rendering 5000 rocks and how each dwarf is reminded about their
         | childhood traumas as every rock reminds them of how their
         | father died from a falling rock.
         | 
         | This game is so close to being great but falls short at the
         | very last mile because the basic gameplay is fundamentally
         | flawed. This is a simulator first, game second and it shows :(
        
           | rstupek wrote:
           | Yeah trying to build structures where the dwarf decides he
           | can't build it because a rock is in the spot he's supposed to
           | build on and that rock is assigned to be used on another
           | section of wall is very frustrating. Having to continually
           | revisit builds was laborious.
        
           | ahefner wrote:
           | Concerning it being a simulator first and a game second,
           | that's definitely true, but it makes me wonder if the very
           | old 2D versions (before there was a Z-axis or fancy worldgen)
           | was more enjoyable as a game. I didn't start playing until
           | after those versions, but I get the impression there was a
           | lot more consistent narrative as to what you discover while
           | tunneling into the mountain, as opposed to so much depending
           | on the worldgen.
        
         | gnulinux wrote:
         | It seems like factorio is very well optimized and is single
         | threaded (as per devs). Even when you make a ginormous factory,
         | everything works mildly fine on a good laptop. I think
         | dwarffortress mechanics is a bit more complex than factorio's
         | in terms of computation, so maybe some parallelism can be
         | utilized there. But it seems like as long as you optimize well,
         | single thread goes a long way.
        
           | waiseristy wrote:
           | Maybe something to do with the pure voxel nature of DF.
           | Pathing, liquid flows, etc. Factorio has a lot of pathing
           | requirements, but everything is so much simpler when it's
           | strictly 2D
        
           | Tyr42 wrote:
           | I think this is only possible because factorio has a team of
           | very dedicated programmers who care about performance. Tarn
           | is one guy, and I don't think he's going to be able to pull
           | out a comparative level of performance.
           | 
           | I mean, the pipe performance fix took one factorio dev half a
           | year. I feel like having no forward motion apart from
           | performance for that long might demotivate tarn, and that was
           | just for one subsystem. In a game which already invested in
           | multithreaded performance.
        
         | robinhoodexe wrote:
         | I personally limit my fort to 60 dwarves (not including
         | children) in the config file. Makes managing a lot easier as
         | well and I find 60 is enough for 2 squads and most of the
         | professions.
        
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