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1035327 Posts in 41765 Topics- by 33356 Members - Latest Member: Hobbsicle

August 23, 2014, 11:16:30 AM
TIGSource ForumsPlayerGamesHow many people actually know how to play Dwarf Fortress?
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Author Topic: How many people actually know how to play Dwarf Fortress?  (Read 2451 times)
Ben_Hurr
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« Reply #15 on: November 08, 2012, 09:14:27 AM »

>nooby interface
>get over it
>not everything meant for everyone


what

We're not even talking about learning the game, or the game being too difficult guys, we're talking about it not even remotely having an interface suitable for what you need to do to play.

Unfortunately it probably won't be fixed until its done because the game changes too fast, and since it will never be done the way Toady is going, it will never have a proper interface.  Sad
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Fegon
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« Reply #16 on: November 08, 2012, 09:20:59 AM »

also the game IS an alpha

People tend to forget that.

It´s a massive and very complicated game. I think it would benefit from a better GUI too, but it would still take alot of time to learn how to play. The retarded fanbase consists of people who have spent enough time with the game to reaize the wonders, horrors and humor it gives back. And keep giving back even after hundreds of gameplay hours in a way that I realy never felt in any other game do. But no its not the most noob freindly game out there and probably never will be because it is a very big game, even at this stage.
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Muz
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« Reply #17 on: November 08, 2012, 09:30:51 AM »

Yeah, I don't actually play DF anymore, but I get along with the community very well, because of the same taste in games. I was probably one of the first people to sign up to their forums, back in the Slaves to Armok 1 days.

Took me about a week to understand DF, and I was used to complex ASCII type games.

It's actually a very mainstream game, IMO. Minecraft was built off a similar style. DF goes into far more depth (no pun intended).

Think the guy making it will ever make a better GUI, or is it one of the "features"?

Toady One puts it under serious consideration, even mentioned that he plans to make it full 3D in the future (even though nobody asked for a 3D game). It's in its current form because it's the fastest way to develop it. When he 'feels like it', he'll probably branch out a graphical version for kicks.
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Ben_Hurr
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« Reply #18 on: November 08, 2012, 09:41:30 AM »

Full 3D?  Holy balls.

Time to check back with DF in year 2020.
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C.A. Silbereisen
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« Reply #19 on: November 08, 2012, 09:47:37 AM »

Quote
Toady One puts it under serious consideration, even mentioned that he plans to make it full 3D in the future (even though nobody asked for a 3D game). It's in its current form because it's the fastest way to develop it.
iirc he thinks delving into graphics and mouse interfaces too early is what killed the first armok and he doesn't want to repeat the mistake.

it's actually a smart decision, development wise. the roguelike i'm making right now has a mouse interface, but i didn't implement that either until i had all the core mechanics down. ofc Df has about 100x the scope of my game so it'll take forever until toady is that at that stage.

also i guess the reason he's been able to keep going for so long is that he prioritizes things that are fun to make for him.

i mean the interface itself is awful, no question about it. i'm just saying.
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Capntastic
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« Reply #20 on: November 08, 2012, 01:03:41 PM »

I know everything about Dwarf Fortress's inside baseball and I won't tell anyone anything except for cryptic snide remarks.
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Eric McQuiggan
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« Reply #21 on: November 08, 2012, 01:41:14 PM »

I played a bunch around the time before and after it made the jump to a 3d world.
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Bandages
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« Reply #22 on: November 10, 2012, 11:23:46 AM »

I make one fort every year, but I used to play a lot more back in HS because it could run on my netbook and it was more interesting than 2/3 of my classes.

I love the changes to adventure mode, that always appealed to me more. It's still pretty... rough, but the combat is a bit more fun now with targeting and things like necromancers and vampires.

In what other game can you impale an enemy with the corpse of another enemy?
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Blademasterbobo
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« Reply #23 on: November 10, 2012, 01:17:00 PM »

the game is never not going to be in alpha, so the interface will probably always be shitty.
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Ben_Hurr
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« Reply #24 on: November 10, 2012, 02:02:42 PM »

I already said that.

The scope of Toady's game is so big and taken so long already, I wouldn't be surprised if it was fueled purely by massive amounts of PCP and RedBull.

Or if he was secretly a game making AI; like SkyNet only with rougelikes instead of sending death robots to the past.  Cool
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nikki
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« Reply #25 on: November 10, 2012, 03:27:03 PM »

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Toady One puts it under serious consideration, even mentioned that he plans to make it full 3D in the future (even though nobody asked for a 3D game)

huh, it's allready 3d though right, coming from a 2d world.. have you got a link or something on that ?


as for the question of the post, yeah I do sort of, atleast enough to build a little empire and have fun until bored. just watch some youtube on it and/or install the lazy newb pack , it might be just for you!


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shinygerbil
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« Reply #26 on: November 10, 2012, 03:30:05 PM »

yeah but I can't do complex stuff like irrigation and those insane lava traps you find on youtube, I can generally get a nice lil fortress going and then suddenly tigers or elves appear and they all die :<
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olücĉbelel
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« Reply #27 on: November 10, 2012, 06:22:27 PM »

Quote
Toady One puts it under serious consideration, even mentioned that he plans to make it full 3D in the future (even though nobody asked for a 3D game)

huh, it's allready 3d though right, coming from a 2d world.. have you got a link or something on that ?

As in polygons. Lol, it's a needle in the haystack, under the yearly 200 page development discussion threads and the massive feature list they had a while back. But the original Slaves to Armok was also polygons.

It's not on the "any time soon" list, though. They had a "presentation arc" at one point which was supposed to be a graphical overhaul, but it seems to have been buried too.

A somewhat old thread on this from DF's designer/project manager:
http://www.bay12forums.com/smf/index.php?topic=34311.0

Dev list here:
http://www.bay12games.com/dwarves/dev.html

It used to be more insane, but they've wrapped up the combat mechanics last year and greatly improved the adventurer mode over this year. Looks like next year's focus is procedural story generation.
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antoniodamala
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« Reply #28 on: November 13, 2012, 07:58:52 AM »

There's a book with 240 pages about how to get started with Dwarf Fortress http://shop.oreilly.com/product/0636920022565.do

That shit is cray.
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Eric McQuiggan
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« Reply #29 on: November 13, 2012, 08:20:17 AM »

I think some people miss the point, the simulation itsself's insane depth is the draw, you feel like you can do anything, once you know how to do it, baseline survival is pretty simple, there are basic moves that work for any playthrough, and if you get good enough at that, you will want to try new interesting things like: Obsidian towers, Giant Ebony trees with Cages full of captured goblins on their branches, Golden fighting platforms with lava underneath them, for fighting training in your ornate dining room, a network of towers connected underground to repel raiders, a rapture like 3 story tower sunk into a lake, giant waterworks designed to flood and drown raiders, with an out spout to a local river, using a grate to collect their resources, lava heated water that doesn't freeze in the winter. Those are things I've done.
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