[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. ___________________________________________________________________ (page generated 2020-03-26 23:00 UTC)