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Search - "dwarf fortress"
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I've been working for years on a game that would be a mix between Dwarf Fortress, Factorio and SpaceChem.
Problem is, I keep switching between engines and languages, never making too much progress. I've written several isometric rendering libraries, tried out going fully 2D ASCII or fully 3D in unity... And then something else eats up my time for a while again.14 -
If you're making a game, dont start by thinking about your inventory system. Start by thinking about what you want your player to be able to DO, the cost of those things, and the constraints.
For example, ages of empires didnt have you worrying about unit equipment at all. every villager could do almost any job. while survival games, especially survival horror, like the recent RE remake, severly restrict inventory and stack sizes to make resource managenent more important.
Games like Fallout had list based inventories because lists are cheap, and it allowed a tighter interaction loop. players would loot. go into inventory. close container, onto the next container, keeping the player in the exploration loop longer. neoscav did the opposite *for effect* harkening back to diablo, but taken to the nth degree: *everything*, actions, combat, exploration, character design, all based on an inventory-style grid.
while games like rimworld and dwarf fortress have your inventory represented by zones where items are physically *stored* in stacks on the ground, extending the concept of base management to resource management through physical layout and build optimization.
its important to think about what kind of actions you want players to be able to do, and the kinds of challenges and constraints you want on them at each point of the game and each mechanic they engage in.
other examples, though terrible, include fortnite, where the limitations of competitive play had inventory limited to a resource system and a hotbar. while earlier battle royale and sandboxs games like rust and battleground induced tension by combining loot mechanics and grid inventories with the constant danger of competing players, allowing them to have richer inventory systems at the risk of frusterating players who frequently died while managing their inventory. meanwhile in overwatch, notice how the HUD changes to best represent the abilities of each character.
all in all it is better to stop thinking of inventory systems as a means to an end, and instead as the end representation of desired mechanics, or artificially selected representations for particular effects.
this applies likewise to ui and ux in general. because the design of interface is fundementally about the design of *interactions*, and what you want to enable a user or customer to *do* will ultimately drive those interactions.6 -
It has always pissed me off that people will judge a game because it doesn’t have good/traditional graphics, or an incredible story, or other stuff like that.
So when people judge video games like Dwarf Fortress & NetHack, I get pissed because the devs that made those games put so much effort in creating really complex amazing games that are really detailed and fun (if you take the time to learn)
And those games can be so complex because they are ascii based and I personally don’t see that as a bad thing because that means they can just focus on gameplay and it’s fucking awesome and to me it’s inspiring.
Idk if anyone else agrees but it’s always just pissed me off to hear “That’s stupid it has no graphics” or “this isn’t a game it’s just text” or other stupid shit.11 -
My lessons both come from my current side project (I will share it with you in a week or two, the website isn't finished yet):
1. Every project comes to the point where it hurts to continue. Keep pushing, the result is worth it.
2. You aren't as good as you thought you were when you started, but you'll be better than you ever were when you finish.
3. Sometimes, there's more points to a list than you'd expect.
4. One hour per day is easier than five hours a week.
How?
Well. I started out my project knowing some C#, but Jack shit about unity. I know most of what I might build will end up being shit I'm gonna regret, refactor and recycle later. But I don't give a fuck. Doing it is better than planning it.
It sometimes hurts to get rid of a carefully planned algorithm that took hours to build because it fails in practice. But it's the right thing to do.
Never plan too much. If I'd have planned this project out, I wouldn't even have started with what I'm good at: write code, break shit and experiment.
It's easier to progress slowly but steady. Look at some awesome games that have been worked on for ages while the public had their say (RimWorld, Project Zomboid, Dwarf Fortress...) as opposed to those that are developed behind closed doors and rushed to the market before Christmas or some other major event (Mafia 3, Fallout 76, Fallout 4 VR...). Progress slowly, deploy early, push often. And the one hour per day approach is a good way to do this. -
Fun stuff from the few most recent pages in Dwarf Fortress bug tracker:
Human civilization's soldier is an Alligator Recruit.
Dead suspects confess to crimes
Crash due to zero-size weasel
Pets and other animals from retired fortresses appear as selectable 'workers' in request screen, die of old age on arrival
Some animal people have extra fingers
People dying twice?
Most confusingly, one necromancer shows as having died from old age twice, despite this not being possible.
My Nature Hating Adventurer Who Lacks Altruism And Is Very Cruel Isn't Happy After Butchering Animals
bat man males don't have geldables
Reanimated severed werebeast necromancer hand has a full body
Dwarf likes "cacao wood wood"
Dwarves turn hostile againt the player and defend their prison from raid sent to free them
Visitors giving birth during visit leave their baby behind
a water buffalo got stuck inside a rough tetrahedrite wall
Animals which retract into body parts forget to come out
Herbalist stuck on stepladder, starving to death.
Artifact has an image of nothing
Cave Dragons are sometimes intelligent, and sometimes join human civilizations
A goblin knocked over a workshop and now my dwarves are killing each other
Ambusher elves are being spotted, but the giant monsters they're riding on aren't.
runs with food from table to table. Can't eat
Intelligent Undead Sent on Mission Return as Ghosts
Horrified merchants immediately destroy their wagons, pack their goods and leave the depot
Dwarf king abdictates to become commoner necromancer apprentice
Internal body parts with certain tags can still wear clothing & armor, without being otherwise accessible
Necromancer marries zombie
Single dad dwarf with buggy dead wife leaves kid behind when he takes over holding
Large quantities of adamantine coins causes trade depot to burst into flame3 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
Tried playing Dwarf Fortress again today.
So much information and learning.
I quickly went back to coding, seems to be far less work now.5 -
> Waiting for code to compile
> quickly pulls up dwarf fortress
> compliment for working so hard, my set-up looks difficult to use
> ...9 -
Whenever there is a problem I need to solve. I can solve it. Want regular news for dwarf fortress, build an app for it. Bang. Done. That is the best thing about it in my eyes. The same as a carpenter can feel great about putting together a quality cupboard and using it himself.
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Before i bought my gaming laptop, i used to think if i bought enough games i would find a game for every mood. But all i got is decision fatigue after buying 20 odd games, trying to decide which one to even install first. I am still bored almost the same amount when i used to have factorio and Dwarf fortress as the only 2 choices.9
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Today I learned that Vim normal mode is Turing complete. Figures. Anything can be Turing complete. Doom can now run itself, Minecraft and Dwarf Fortress are Turing complete, even PowerPoint is technically turing complete. It's only a matter of time before somebody can run DevRant in DevRant.4