Night Goat
The Immovable Autism
I find this a good song for Dwarf Fortress:
I've started by playing around with the main job selection procedure. It'll take a bit to get it balanced out, but jobs-choosing-dwarves-independently is in the past. I have my little invisible help-wanted ads for them to look through now, followed by a little invisible pick-best-applicants procedure.
I would love to do the small farms outside, nobles inside setup but ambushes would kill them. I did once try to put ALL of my dwarves in the military until they reached about proficient in all skills (which also gave them above average to excellent in all physical stats) at which point i kept them in the military but deactivated so they kept walking around in full war gear.Found some glorious place :I set up colony on top of waterfall that is 20z levels deep and has perfect flat surface. It has two noticeable lowlands and they scream to set up there farms and small micro villages and leave top for big ass awesome castle with shit and bridges.
Cons is that a) there isn't really any wood beside few trees b) ton of wild animals constantly. It started with like 20 hippos and 4 aligators + ton of carps and shit in water that instantly was made red with hippo blood. Later ton of monkeys invaded my realm and they headed into my fortress but were dispatched by human caravan thankfully. I took like 10 monkeys and made shit ton of leather and meat + bones to carve. So i quickly decided to set up a wall and all my dogs at exit from my fortress as cheap security meanwhile i set up some basic weapon industry.
Also it is refreshing that space is so limited here and yet it look pleasing to eye.
Been there, done that, 6 years ago. All these fantastic features are coming to you in an update next Thursday™, 2020. Grimoire will come out before Dwarf Fortress remotely resembles a finished game.
I've been reading about and am now working on the musical aspect of the new art forms. There'll be a few more days of messing around and then we should have more generated fun posted here. This one has a few more layers than the poems -- there's the scale/note choice side of it with its own generator, the rhythm side with its own generator, and then that's combined with a choice of generated instruments (including singing) and other information in varying degrees to say what's performed/composed and how all that works.
Yes, randomly generated poems and music. Just the thing DF needed.
That's ass backwards dude. You don't start with poetry and then add traveling systems and caravans. If you believe that you'll believe anything. Adding more superfluous shit when you have a myriad of broken systems already in place is not super smart PhD game development.Well, again, if you don't follow DF development closely, it may seem that he is just pulling out random shit out of his ass to work on. But if you read the Q&As and the interviews, you see a very well planned long term approach. The poems and music let them flesh out taverns and inns, which in turn allow them to complete traveling systems which in turn lead to the economic aspects such as caravans possibly down the road, and so on. Unlike a lot of indie efforts, the guys behind DF are very bright (Toady either had a PhD in math from Stanford or was on his way to it before quitting for DF), and they really plan stuff out. In terms of the overall project, their goal isn't to produce something balanced and complete right off the bat, just to have to rebalance it every time a new feature is added, but instead to slowly add systems until the whole thing comes together.
That's ass backwards dude. You don't start with poetry and then add traveling systems and caravans. If you believe that you'll believe anything. Adding more superfluous shit when you have a myriad of broken systems already in place is not super smart PhD game development.Well, again, if you don't follow DF development closely, it may seem that he is just pulling out random shit out of his ass to work on. But if you read the Q&As and the interviews, you see a very well planned long term approach. The poems and music let them flesh out taverns and inns, which in turn allow them to complete traveling systems which in turn lead to the economic aspects such as caravans possibly down the road, and so on. Unlike a lot of indie efforts, the guys behind DF are very bright (Toady either had a PhD in math from Stanford or was on his way to it before quitting for DF), and they really plan stuff out. In terms of the overall project, their goal isn't to produce something balanced and complete right off the bat, just to have to rebalance it every time a new feature is added, but instead to slowly add systems until the whole thing comes together.
That's ass backwards dude. You don't start with poetry and then add traveling systems and caravans. If you believe that you'll believe anything. Adding more superfluous shit when you have a myriad of broken systems already in place is not super smart PhD game development.
Tell Toady to build a house and he'll start by modeling the quarks and electrons.
I believe the real question is why he needs to make a random poem generator rather than just abstracting it like any sane developer would. The answer, which we've all come to realize in the last ten years or so, is that he's not sane.
What concerns me more than his state of mind however, is how he plans to conjure the processing power to handle all these ridiculous details. Particularly since he seems wholly uninterested in going with multi-threading.
Semantics.The systems aren't really broken though, they are just incomplete.
If I look at it through the prism of 10+ years of development I am seriously disappointed and blame it on the creator's retarded priorities.If you look at it through the prism of 30 year development cycle, a typical video game equivalent of DF would be maybe 1 year or less into development, and most of its systems would be incomplete too.
The real issue is that generating poems doesn't lead to any gameplay whatsoever. So much pie in the sky bullshit regarding the possible implications of poems, it's nonsense.The reason for that lies with Oblivion. Do you remember how boring the dungeons/caves/forts were in Oblivion? Or in Daggerfall way before? Procedural generation doesn't work very well on a shallow level. If you just generate some shallow abstraction of things (be it poems, or dungeons, or history, or anything else), then procedural generation will lead to really boring gameplay.
I would say it does lead to gameplay. If your kids can get their English class homework out of the way faster, they can get more gameplay time. And they will badger you less for help if you can just refer them to Dwarf Fortress, which means YOU can get more Dwarf Fortress in.The real issue is that generating poems doesn't lead to any gameplay whatsoever. So much pie in the sky bullshit regarding the possible implications of poems, it's nonsense.
The real issue is that generating poems doesn't lead to any gameplay whatsoever. So much pie in the sky bullshit regarding the possible implications of poems, it's nonsense.
Too bad the songs and poems don't contribute anything to Dwarf FORTRESS, the game.
I believe the real question is why he needs to make a random poem generator rather than just abstracting it like any sane developer would. The answer, which we've all come to realize in the last ten years or so, is that he's not sane.
What concerns me more than his state of mind however, is how he plans to conjure the processing power to handle all these ridiculous details. Particularly since he seems wholly uninterested in going with multi-threading.