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Dwarf Fortress now on Steam with a graphical overhaul

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
You should give it a shot now. Still no telling when the Steam version is released, and it could still be a while.

I don't mean I'm avoiding it altogether ^^; just got a million other thirngs I could focus on, even within roguelikes and colony sims, while waiting polish.
 

dehimos

Augur
Joined
Jan 11, 2011
Messages
276
Inspecting the details of your Dwarf Fortress https://store.steampowered.com/news/app/975370/view/4816004515020626335

Happy New Year!

The holidays have passed, though we've moved on to not exactly calm and workerly times. But we're mostly back to the game and can show you our in-progress Look command.

28ab9b9889580a0dc5e343fd4b53bfaedea7e6ae.png


We haven't had an artist pass on this dwarf view yet, but it's starting to come together! The old text version of Dwarf Fortress made it unnecessarily difficult to find information about dwarves and other game objects. Not only was the data hidden behind many (many) keypresses as you might expect, but it was also scattered through many different windows and screens. We're trying to bring it all together here. We might end up with more icons and less text as we go.

The tabs and overview boxes are still in flux but the screenshot here is where we are so far in-game. Between physical attributes, mental attributes, personality facets, and beliefs, the game picks the strongest or most unique six and displays them in the overview. You'll still be able to get at the full set of data within the tabs; the intent of these boxes is to answer simple questions and provide the best flavor and context. The same is true for items, skills, positions and the rest. The full data and options can be found in tabs, with a short summary at the top level.

We'll also be adding some of the missing options like camera follow and custom naming to the uppermost box.

The game can still run unpaused when this popup is displayed, so you can see e.g. the current job and thought list update in real-time. It's also pretty common to have multiple dwarves/creatures in a single tile, especially with pets tearing about and babies being held. Instead of the cumbersome 'Next' command, which is how we used to deal with this before, we have little tabs that pop up on the right side. If there are too many critters in a tile for right-side tabs to work (which doesn't happen often, but industrious players sometimes drop all of whomever in a narrow pit), clicking gives a scrollable list. The tabs also include items and buildings and engravings, with similar solutions for high object counts.

As a bonus, we have an image to put a cap on last month's winter video update, where I showed a small hallway that Zach had carved out for the coffins, but we didn't have the artwork added in at that time. Now we have the wooden caskets! And, um, the hallway got quite a bit longer... the open ones are unoccupied. Can't say the same for the closed ones.

55662b1eaba808e464aef94b6260e275c945a2b7.png


Talk to you again in 2 weeks!

- Tarn

2nDF1K.gif
 
Joined
Dec 17, 2013
Messages
5,392
He better speed it up, the way things are going in game development, Dwarf Fortress might have to replace the entire industry.
 

Narushima

Prophet
Joined
Jun 14, 2019
Messages
2,035
Up until he put patreon he lived in effectively some flat that looked like hovel and barely got by with bills.
That's not true, he made plenty of money from direct donations before Patreon, as can be seen from the old announcements on the forum.
The Patreon was launched in April of 2015, and while he generally earns more now, there are also some outliers, like July 2014, where he was given $15,273.52.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,630
Up until he put patreon he lived in effectively some flat that looked like hovel and barely got by with bills.
That's not true, he made plenty of money from direct donations before Patreon, as can be seen from the old announcements on the forum.
The Patreon was launched in April of 2015, and while he generally earns more now, there are also some outliers, like July 2014, where he was given $15,273.52.


Delve on RoyalRoad earns 15k$ a month. DF fans must be poor.
 

Mustawd

Guest
Rimworld ate DF's lunch. Adding a gui now is a decade too late.


How do you figure? My thoughts are that it opens his game up to a whole new market that isn't really into ASCII grafix but like the autism aspects of the game.
 
Unwanted

jcd

Punished JCD
Patron
Joined
Jan 4, 2012
Messages
10,681
Location
UNATCO HQ
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
I played both and the main difference is the scale. Rimworld is more focused on individuals, and each item has more value. In DF, you focus more on groups of dwarves with similar jobs (unless you want to read funny stuff, then you go into their inidividual thoughts etc). Trading in DF is usually done in bulk too.
 

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
8,347
Location
Kelethin
I'm serious, what even is it? And what happens later in the game? I built tunnels as store rooms and stuff, tribe grows bigger, build better stuff, etc.. But then what happens? In Rimworld nothing happens. There is a tiny bit of progression / character development, and the bad guys that attack gradually get a bit stronger or whatever. But there isn't long term hook, that's my problem. You can leave your region and travel to make a new region in a new place but it is just repeating the same shit. The same problem with Factorio and every other building game... They rely on you being ok with just building more stuff. I'm desperate for something with some good building but with some sort of long term campaign.
 

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