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TIGSource ForumsCommunityDevLogsDwarfCorp: Ruthless Capitalism RTS in a Fantasy World
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Author Topic: DwarfCorp: Ruthless Capitalism RTS in a Fantasy World  (Read 100491 times)
Noogai03
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« Reply #460 on: July 01, 2013, 09:07:49 AM »

GODDAMNIT BLEAKPROSPECTS WHY IS THIS SO EPIC?
If this achieved nothing other than being an accessible DF clone it would be ridiculously good.
DF looks like a STUPDILY good game but it's so inaccessible, with ASCII art, over-complicated orders, INSANE simulation (the fat content of your dwarves is simulated lol)...
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Dacke
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« Reply #461 on: July 01, 2013, 10:02:57 AM »

DF's main selling point is it's awesome simulation. The main problem is it's presentation. Mostly UI/menus and lack thereof, but also graphics to a certain degree. But there are plenty of playable ASCII games out there.
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BleakProspects
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« Reply #462 on: July 01, 2013, 11:45:36 AM »

GODDAMNIT BLEAKPROSPECTS WHY IS THIS SO EPIC?
If this achieved nothing other than being an accessible DF clone it would be ridiculously good.
DF looks like a STUPDILY good game but it's so inaccessible, with ASCII art, over-complicated orders, INSANE simulation (the fat content of your dwarves is simulated lol)...

That's what me and all the other guys thought, apparently. It just currently happens to be low-hanging fruit design wise. I just hope I have something to offer over the competitors!
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coah
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« Reply #463 on: July 01, 2013, 12:01:42 PM »

This game is really interesting, I hope the design works out (seems promising so far).

DF's main selling point is it's awesome simulation. The main problem is it's presentation. Mostly UI/menus and lack thereof, but also graphics to a certain degree. But there are plenty of playable ASCII games out there.

To be more specific DF is actually about simulating history. Relationships of dwarfs carry down the the beginning of time and as a player the point is to etch your own part of that history.
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BleakProspects
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« Reply #464 on: July 01, 2013, 04:32:09 PM »

Threw together a little minecrafty drag and drop interface today:



It is also resolution independent (can scale up or down the graphics and it works just the same). Interfaces directly with the rest of my GUI layout system as well. Now to stick it into the shipment screen.
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Pineapple
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« Reply #465 on: July 01, 2013, 07:36:37 PM »

Those are some beautiful item pixels.
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JobLeonard
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« Reply #466 on: July 02, 2013, 04:16:21 AM »

Is it hold-to-drag/release-to-drop or click-to-drag/click-to-drop? Because in the latter you can optionally choose to let dropping items on non-matching items mean switching them, which is more efficient when rearranging your inventory.
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Weilard
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« Reply #467 on: July 02, 2013, 04:25:33 AM »

Good luck on Kickstarter. We will watching commander. Wink
In any case really want support this game and help to promote in all places where i will.
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BleakProspects
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« Reply #468 on: July 02, 2013, 05:50:25 AM »

Is it hold-to-drag/release-to-drop or click-to-drag/click-to-drop? Because in the latter you can optionally choose to let dropping items on non-matching items mean switching them, which is more efficient when rearranging your inventory.

Right now its hold and release (easier to program). I can see how clicking would be more useful for a wider variety of tasks. One thing that was nice in minecraft was the repeated clicking for gathering more items.
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JobLeonard
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« Reply #469 on: July 02, 2013, 06:02:38 AM »

Yes, plus the advanced options with shift+click are also very nice:

http://www.minecraftwiki.net/wiki/Controls#Non-configurable_controls
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oyog
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« Reply #470 on: July 02, 2013, 05:00:51 PM »

Is it hold-to-drag/release-to-drop or click-to-drag/click-to-drop? Because in the latter you can optionally choose to let dropping items on non-matching items mean switching them, which is more efficient when rearranging your inventory.

Right now its hold and release (easier to program). I can see how clicking would be more useful for a wider variety of tasks. One thing that was nice in minecraft was the repeated clicking for gathering more items.

You could use click and hold to select a group of items so you can move a chunk of inventory around. Actually I dunno if that be at all useful. (I've been playing a lot of Rome: Total War. I think it's getting to me.)
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BleakProspects
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« Reply #471 on: July 02, 2013, 05:17:18 PM »

Working on the order screen. Coming along.

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JobLeonard
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« Reply #472 on: July 03, 2013, 03:37:18 AM »

Love the hot air balloon!

The stark white background is a bit too high-contrasty for my tastes though, I hope that's just a result of this being a WIP?
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Vitali Kirpu
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« Reply #473 on: July 03, 2013, 03:51:46 AM »

I love voxel bases games, only critic i would give you is that the UI could use some edits, but i think you know that and will probably change it when the game is near to release! Smiley
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Working on the game and trying to help others on the way!

If you ever need tips let me know! I will gladly help
BleakProspects
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« Reply #474 on: July 03, 2013, 05:21:09 AM »

Love the hot air balloon!

The stark white background is a bit too high-contrasty for my tastes though, I hope that's just a result of this being a WIP?

Yeah it's a WIP. Those panels are supposed to be semi-transparent, but for some reason the depth buffer bit is causing them to be drawn over white.
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BleakProspects
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« Reply #475 on: July 03, 2013, 05:18:27 PM »

Y'all can't handle my wooden structures


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Kurt
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« Reply #476 on: July 03, 2013, 05:37:55 PM »

I had a heart attack while viewing that image because it's so BEAUTIFUL
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Dacke
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« Reply #477 on: July 03, 2013, 05:45:09 PM »

The innards of the house are very black. Will you add more advanced lighting later?
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gimymblert
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« Reply #478 on: July 03, 2013, 09:56:10 PM »

har har! dwarve pirate fortress! fighting elves ninja since forever!
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JobLeonard
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« Reply #479 on: July 04, 2013, 02:51:47 AM »

Y'all can't handle my wooden structures
This is true, it be too righteous!
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