Bay 12 Games Forum

Dwarf Fortress => DF General Discussion => Topic started by: Tormy on July 20, 2008, 06:06:28 am

Title: Question about the upcoming Presentation Arc
Post by: Tormy on July 20, 2008, 06:06:28 am
So Ive just spotted that theres a new version of DF, gonna try it later today.
My questions are the following:
1.  AFAIK after the army arc will be completed, Presentation Arc is next. Presentation Arc will add proper graphical support also? What I mean is: separate text and all game objects, so players could be able to mod in graphics for everything in the game. Is it not possible at the moment correct? [I havent been playing for quite a long time, beacause DF is more of a sandbox mode game now, perhaps it will change once the army arc is completed].
2. Also I have a question about colors. How many colors are supported by DF now? AFAIK only a couple of colors were supported in the past, so in that case the presentation arc might bring 16bit colors?
3. What updgrades can we expect to have in the interface? Right now its very stone age style. :)
4. Can we expect to have full mouse support?


PS. [[Please dont even reply if you want to say: This is ASCII we dont need graphics here :) . Many people including myself would prefer to play DF with graphics. Nothing awesome just simple 2d. Here is a screenshot below for example what is looking good enough for DF also imo.]]


(http://www.roguetemple.com/wp-content/uploads/2007/08/cvrlscreenshot.png)
Title: Re: Question about the upcoming Presentation Arc
Post by: Grek on July 20, 2008, 06:40:49 am
Why do people keep saying the Presentation Arc is next? I've never seen Toady say that he was going to do it and it doesn't make sense to work on interface before all the content goes in. If Toady did that, he'd have to keep coming back to it every time he added something.

As far as I've heard, he's going to either add random stuff he feels like and avoid working on one arc at a time OR start on the caravan arc for resource tracking and better trading/theft.
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 20, 2008, 06:54:51 am
What is that screenshot from? It has a castlevania-like feel to it.
Title: Re: Question about the upcoming Presentation Arc
Post by: Sean Mirrsen on July 20, 2008, 07:13:06 am
He did say he was going to work on presentation, but I think that was before he stated he no longer wanted to constrain himself to an arc. I suspect he'll still be working mostly on presentation, because he now needs to make the game more visually appealing, but he'll probably slip in bits of Caravan and Army arcs.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 20, 2008, 07:13:19 am
Yeah indeed, its Castlevania roguelike :)

Ah...well my bad...I swear that I read somewhere that presentation arc is next. It was also said that Toady have that as priority to attract more players. I cant remember where did I read about this, but it was in the time when Toady has started to work on the Army Arc.
Title: Re: Question about the upcoming Presentation Arc
Post by: Toady One on July 20, 2008, 07:19:06 am
I don't have a list of what I've said these many months, but I think I said that I would be focusing on it next if I was hurting for donations, and I also said during the Bay 12 get-together in April that I might be doing parts of it (like expandable views and tile support for items/terrain) as a sort of humanitarian action even if the donations are fine.  Although I'm still treading water more or less on donations, I'm not yet hurting, meaning that I haven't liquidated the meager funds I saved while working the math job.  The current idea is to work in some of the things that need to be done as I'm working on other things, at an unspecified ratio.  This makes it a very vague current idea, but that's what I'm working with.

1 - Yes, graphics support for items, terrain and so on, and it's not possible at the moment to attain a separation from the text for anything aside from creatures.

2 - DF uses 24bit color (32 if you count alpha, which is supported by what's there, but not used), but you can only get at that through the creature bmps right now (though you can specify the core 16 colors in the init up to 24bit).  As more support is added, we'll figure out what we want to use the alpha channel for (smoke, miasma etc.).

3 - For the whole presentation arc?  Whatever people complain about the most.  The more specific people are the better.  There are many prior posts/emails on the matter that are fairly specific, though oftentimes the solutions presented aren't really practical (or solutions aren't even considered).  In addition, the more specific the solutions get, the more nailed down the game itself has to be (and it isn't), so there's a bit of a problem, though clearly a robust framework can handle most of what's thrown at it (but not everything, especially as new features oversaturate the current screen real estate, requiring a revision).

4 - Sure.  You can already use the mouse on many of the new screens, but the main screen isn't one of them of course (aside from designations).  Again, the more specific people are the better, keeping in mind the overall context.  I find some of the suggestions about real-time hover sort of impractical, for example, since the critters move on a grid and there are lots of them.
Title: Re: Question about the upcoming Presentation Arc
Post by: CautionToTheWind on July 20, 2008, 08:28:13 am
I believe my dream would be a Dungeon-Keeper like interface for DF. Designed from the start to run as a separate thread.

Dungeon Keeper has 3d terrain and buildings, and the creatures are sprites with some pretty decent perspective work. Not terribly expensive by today's computing standards. And sprites are more accessible to modders than 3d models.

One great feature of dungeon keeper is to be able to "possess" one of your creatures and see the world through its eyes. For example if you possess a fly, you even get a visual distortion usually associated with the insect eye.

Well i'm sure many of us could talk at length about how good Dungeon Keeper was, but yeah, that's how i imagine the interface if we had 10 Toadies.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 20, 2008, 08:37:27 am
I don't have a list of what I've said these many months, but I think I said that I would be focusing on it next if I was hurting for donations, and I also said during the Bay 12 get-together in April that I might be doing parts of it (like expandable views and tile support for items/terrain) as a sort of humanitarian action even if the donations are fine.  Although I'm still treading water more or less on donations, I'm not yet hurting, meaning that I haven't liquidated the meager funds I saved while working the math job.  The current idea is to work in some of the things that need to be done as I'm working on other things, at an unspecified ratio.  This makes it a very vague current idea, but that's what I'm working with.

1 - Yes, graphics support for items, terrain and so on, and it's not possible at the moment to attain a separation from the text for anything aside from creatures.

2 - DF uses 24bit color (32 if you count alpha, which is supported by what's there, but not used), but you can only get at that through the creature bmps right now (though you can specify the core 16 colors in the init up to 24bit).  As more support is added, we'll figure out what we want to use the alpha channel for (smoke, miasma etc.).

3 - For the whole presentation arc?  Whatever people complain about the most.  The more specific people are the better.  There are many prior posts/emails on the matter that are fairly specific, though oftentimes the solutions presented aren't really practical (or solutions aren't even considered).  In addition, the more specific the solutions get, the more nailed down the game itself has to be (and it isn't), so there's a bit of a problem, though clearly a robust framework can handle most of what's thrown at it (but not everything, especially as new features oversaturate the current screen real estate, requiring a revision).

4 - Sure.  You can already use the mouse on many of the new screens, but the main screen isn't one of them of course (aside from designations).  Again, the more specific people are the better, keeping in mind the overall context.  I find some of the suggestions about real-time hover sort of impractical, for example, since the critters move on a grid and there are lots of them.

Many thanks for the detailed reply Toady. :)
Title: Re: Question about the upcoming Presentation Arc
Post by: penguinofhonor on July 20, 2008, 10:26:17 am
As far as colors go, I'd be happy with adding just two: orange, and a brown that doesn't look like vomit.
Title: Re: Question about the upcoming Presentation Arc
Post by: dreiche2 on July 20, 2008, 10:33:36 am
Are there any improvements planned that could get us some significant FPS improvements in the future? Personally, I don't play any more because it just gets too slow on my laptop (and unfortunately dual core doesn't really help).

I'm not complaining, of course there will always be people whose computers are to slow to run DF properly. Just asking here, because maybe general optimization fits under the heading of "presentation".
Title: Re: Question about the upcoming Presentation Arc
Post by: Untelligent on July 20, 2008, 04:21:39 pm
We don't need an upgrade to the interface. Works fine for me.
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on July 20, 2008, 04:37:46 pm
We don't need an upgrade to the interface. Works fine for me.

It may work fine for us 'hardcore' gamers, but I know quite a few people who scoff at the idea of a text-based game to the point where they won't even look at it, much less consider playing it. Plus, some streamlining wouldn't hurt; it'd be grand if I could identify dwarves at a glance, and designate things quickly and efficiently.
Title: Re: Question about the upcoming Presentation Arc
Post by: Sobaalissimo on July 20, 2008, 04:47:03 pm
It would be best if you could separate the interface completly from the game, ie. make two distinct parts - the DF server which calculates everything that happens in game world and the DF client that controls user inputs and outputs and communicate with the server.
This way modders could create their own clients, relieving you of the hard task of improving the interface.

Imagine a client interface based on 3Dwarf Visualizer (http://www.bay12games.com/forum/index.php?topic=608.0)

And it wouldn't hurt the ASCII fundamentalists as they would just use the ASCII client...
Title: Re: Question about the upcoming Presentation Arc
Post by: Capntastic on July 20, 2008, 05:15:21 pm
Personally, I think a lot of people are jumping the gun in assuming that the Presentation Arc is going to magically cause DF to be 3d isometric models or whatever.   It'd be a long road to get there.
Title: Re: Question about the upcoming Presentation Arc
Post by: Sobaalissimo on July 20, 2008, 05:21:20 pm
Nah, it could be made almost effortlessly in the Dungeon Keeper manner - blocky 3D dungeon with flat 2D sprites for dorfs and other objects. No fancy pansy animated 3D models.

And for the 2D sprites we could use ASCII characters :D
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on July 20, 2008, 05:23:24 pm
It would be best if you could separate the interface completly from the game, ie. make two distinct parts - the DF server which calculates everything that happens in game world and the DF client that controls user inputs and outputs and communicate with the server.
This way modders could create their own clients, relieving you of the hard task of improving the interface.

Imagine a client interface based on 3Dwarf Visualizer (http://www.bay12games.com/forum/index.php?topic=608.0)

And it wouldn't hurt the ASCII fundamentalists as they would just use the ASCII client...

That'd be rather keen, methinks. There has to be a downside hidden somewhere though... hrm.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 20, 2008, 06:09:45 pm
It would be best if you could separate the interface completly from the game, ie. make two distinct parts - the DF server which calculates everything that happens in game world and the DF client that controls user inputs and outputs and communicate with the server.
This way modders could create their own clients, relieving you of the hard task of improving the interface.

Imagine a client interface based on 3Dwarf Visualizer (http://www.bay12games.com/forum/index.php?topic=608.0)

And it wouldn't hurt the ASCII fundamentalists as they would just use the ASCII client...

To be honest, I prefer 2D over 3D anytime if we talk about DF. :)
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 20, 2008, 06:41:56 pm
I'd just like better tile support, some more mouse support in menus and in game, and maybe some rearranging and better layout in said menus. I think that's about all that's needed for now while stuff is still being constantly expanded.
Title: Re: Question about the upcoming Presentation Arc
Post by: Cthulhu on July 20, 2008, 06:51:18 pm
Castlevania roguelike

Wait wait what?  Hold the phone here, a Castlevania Roguelike?  I was about to ask why that guy looked like Alucard.  Where is this Roguelike of which you speak?
Title: Re: Question about the upcoming Presentation Arc
Post by: Keiseth on July 20, 2008, 06:53:12 pm
I've talked to a few folks who won't play Dwarf Fortress because of the ASCII; which is to be expected. It takes getting used to and isn't for everyone. However, most of those folks would still play, say, the 32x32 tile based SlashEM (a NetHack variant). It seems like a lot of work to get there though; DF would probably need to abandon its forced 80x25 tile size, for instance.

I'm fine with the interface myself, and I'd probably continue using ASCII as long as it's supported, but I assume a large number of people would require large (24x24 ~ 32x32) sprites for both creatures and terrain before they could really get into it; or any other large visual clues of what is going on.
Title: Re: Question about the upcoming Presentation Arc
Post by: MMad on July 20, 2008, 07:00:11 pm
We don't need an upgrade to the interface. Works fine for me.

It may work fine for us 'hardcore' gamers, but I know quite a few people who scoff at the idea of a text-based game to the point where they won't even look at it, much less consider playing it. Plus, some streamlining wouldn't hurt; it'd be grand if I could identify dwarves at a glance, and designate things quickly and efficiently.

I would *never* have played DF without a graphics pack. I tried, and I failed - I couldn't figure out what kind of creature was what, the horrible ASCII mess hurt my eyes and nothing made sense - I couldn't see a field of grass with dwarves and dogs on it, I just saw a bunch of random letters cluttering my screen. I was about to give up on the game, even though it seemed awesome, when I found Mike Mayday's pre-packaged version - and lo! Barrels suddenly looked like barrels, buckets like buckets, gears looked like gears and I could generally start to figure out what the heck was going on. :)

The few other people I've managed to get hooked on the game also used the Mike Mayday version - the fact that I didn't have to install it or do anything in particular to get it working was probably critical. The two people at work who tried it the bare-bones ASCII version when I did both gave up in minutes, dismissing the game as unplayable. When one of them saw me playing with a graphics pack a few days later, he exclaimed "wow, this actually looks like something I'd want to play".

I want the the graphics and the interface to improve in DF more than any other feature, for the single reason that it would make it easier to introduce it to other people. Right now it's hard for the majority of computer gamers to take very seriously. Which is a huge shame. The ability to have unique sprites for every single object in the game (so that a short sword could be made to look different from a long sword, and have a different color) and have these sprites have an arbitrary resolution would probably result in super-sweet graphics packs in a week or so, and increase the potential player base by at least a thousand percent. :)

A suggestion regarding mouse usage: one basic rule I've always found sensible for computer game interfaces is to make sure from the start that the user can do *everything* with the mouse if they want. I realize how horribly time-consuming that would be to implement in DF, but I think it would be worth it.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 20, 2008, 07:30:01 pm
Castlevania roguelike

Wait wait what?  Hold the phone here, a Castlevania Roguelike?  I was about to ask why that guy looked like Alucard.  Where is this Roguelike of which you speak?

This is it.

http://slashie.net/page.php?6
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on July 20, 2008, 07:34:28 pm
My problem with improving the interface is that, if (when) Toady does, that will attract a completely different group of players than the one we currently enjoy. DF's followers are almost always much more patient and imaginative than your average internet user, simply because both of those things are necessary to have any fun while playing the game. This makes the forum a much more productive place, overall; one that's conducive to the development of the game, and much more, well, reasonable than your normal group of "LOL LEIK WY R DERE LETTERS EVREEWERE HOW DO I MINE FO FISH" 9-year-olds (no offense to 9-year-olds, but most of you are immature and annoying.)
Title: Re: Question about the upcoming Presentation Arc
Post by: Jude on July 20, 2008, 11:59:59 pm
I'm not really worried about adding better graphics attracting dumb players since a) so? b) they'd get driven off by the gameplay anyway.

I really don't care if Toady adds graphics support beyond what is already here. I would certainly not have got into the game without the ready-made graphics pack I found  (tried it with ASCII and, even as a longtime Angband player, it was unbearable for me) and I have introduced 2 friends to it, both of whom I'm sure would not have played without graphics either. Since usermade graphics make such a difference in presentability - and really don't lack anything besides the ability to visually distinguish one dwarf of a profession from another - I don't see how that's a big deal.

The interface, that's another story. Now that I'm used to it and have pretty much all the major commands memorized to the point where I can recite them to someone on the phone without being in front of the game (I did that today - to my friend who I was surprised was actually getting into the game) it's easy for me to think "ah, the interface is no big deal, just takes some getting used to." That's true, of course, I learned Angband the same way, except that Angband is a lot more intuitive and the online help is enough; whereas DF is unplayable without heavily consulting the wiki.

However, although I learned by myself, lots of other people would not have the patience - understandably. And this would drive off potential new players. That's bad because more players/more exposure means more publicity for Toady and more chance for his magnum opus to be enjoyed, more potential donors to keep him working on DF, a larger and more dynamic community which would supply more diverse and inventive ideas for development - the good would outweigh any bad which might possibly occur. And really, the notion that people without the patience to laboriously teach themself the skill set necessary to play a game are not worthy of DF, is ridiculous.
Title: Re: Question about the upcoming Presentation Arc
Post by: Jay on July 21, 2008, 12:07:16 am
And really, the notion that people without the patience to laboriously teach themself the skill set necessary to play a game are not worthy of DF, is ridiculous.
Wait, so the notion of people without the patience to learn DF being not worthy of playing DF is ridiculous? Did I miss something?
Title: Re: Question about the upcoming Presentation Arc
Post by: Lord Licorice on July 21, 2008, 01:45:04 am
If the May Green tileset didn't replace letters in standard text with the new symbols, I would likely use that over ASCII.  I like ASCII, but a clean, easily readable tileset is just as good, if not better (such as the time my dwarves were being harassed by skeletal groundhogs, which were the same color as the dead grass, making them nigh impossible to quickly locate).

A lot of people seem to mistake "Presentation Arc" for "3D Graphics," and of course those people would be wrong. Making the interface more navigable - universal mouse input, standardized menu commands, more intuitive interfaces and multiple possible views (e.g. in-game Dwarf Foreman) - is what the arc is all about.

Adding support for modders to specify custom tilesets would let the community create and maintain its own graphic sets to keep up with Toady, rather than forcing Toady to keep the graphics updated himself.  It would probably resolve a lot of the hassle that would otherwise occur if Toady tried to set a graphical standard in-place before the game itself, since there are more of us than there are of Toady and a majority of the players like the graphics just the way they are. For those that prefer tilesets, they can make and update their own.

If Toady opens DF to specific graphical assignments for each and every entity, you can bet our nearly obsessive-compulsive community will create an image for each and every possible tile and combination, from skeletal groundhogs to burning miners to dead ettins. The default should always be what Toady has right at this very moment, pure ASCII; simply adding support for others to build a prettier world would be more than enough for a lot of players, myself included.

(Edited due to massively long sentence)
Title: Re: Question about the upcoming Presentation Arc
Post by: McDoomhammer on July 21, 2008, 01:54:27 am
Here we go again.

Adding graphics will not change the fact that you have to (heaven forbid!) learn new things to play this game, but it will inevitably lead to people entering this community who are disgruntled to find otherwise, and likely leaving in a huff when they are told not to adjust their set.  The worst are generally those who refuse to accept help and instead sit around waiting with bad grace for someone to activate the magic make-it-easy switch.  The sort of person who sits around on MU*s asking how you get into the game and where the graphics are.  It's not worth arresting the development of the game over, but it will change the community.

This is a tense subject for many, presumably because changing its appearance changes its whole tone, and there will always be some people who panic at change on such a fundamental level.  Some people *cough cough* do genuinely feel that it looks fine right now.  Speaking for myself, I'd rather see tiles than 3d jiggery-pokery: I don't think there's any way that could possibly improve FPS, quite the opposite, and whatever happens, an option to default back to the 'classic' appearance would be nice.  (Cue a new generation of No-Items-Fox-Only-Final-Destination 'hardcore' players who insist on old-style DF... oh well.)
Title: Re: Question about the upcoming Presentation Arc
Post by: Neonivek on July 21, 2008, 02:05:33 am
Quote
a clean, easily readable tileset is just as good, if not better

LOOK OUT!!! Its a Goat... Or a Mountain Goat... It could be a Gibbon just let me get my Colorwheel out so I can determine the exact shade of grey!

ASCII was used to cut corners or overcome difficulties in programming... However now ASCII is taken as a different artform all together.

One thing Id love Toady to do but I feel is most likely otherwise impossible for the amount of time I feel he would put into it... Is this

1) Allow Icons to Layer as one being for objects and possibly specific to creatures. Why? It allows you to show characters equipped with objects

2) When Objects have individual pictures allow an option to change it based on Quality. (I wonder if the game already allows you to color Tilesets by Material)

3) Icon Change for "Legendary", "Child", and "Baby" (I wonder which of those are possible).

Ohh well I am crazy... I probably shouldn't type this so late.

Quote
The worst are generally those who refuse to accept help and instead sit around waiting with bad grace for someone to activate the magic make-it-easy switch

If the person doesn't learn how to play properly after a while unless he receives the help of the community then it is a flaw in the game not a flaw in the person.
Title: Re: Question about the upcoming Presentation Arc
Post by: Sergius on July 21, 2008, 02:06:10 am
These would be the most important improvements to the Presentation, IMO:

-Raws for objects/tiles/whatever - pretty much the same as it's already done for creatures. I think everyone agrees with this one.

-The ability to use any arbitrary resolution for the (fixed, and square) main viewport (the section with the dwarfs) WITHOUT it altering the menu/user interface part. That way we could have 32x32 or 64x64 tiles without needing a 999999999999999 x 1024 pixel monitor. That means doing away with the vintage 80x25 "characters" screen. (you could also fit more menu items if the screen is bigger and the text doesn't scale up)
Title: Re: Question about the upcoming Presentation Arc
Post by: pndrev on July 21, 2008, 06:48:26 am
I think tileset support for environment and maybe more screens with mouse support would be the most important parts of the Presentation Arc.

Without the tilesets like Mike Mayday's, I know I wouldn't have even bothered downloading DF, let alone donating. And I also play Angband, but again, only with tilesets - pure ASCII is simply too hardcore.
Title: Re: Question about the upcoming Presentation Arc
Post by: CautionToTheWind on July 21, 2008, 06:58:01 am
I think tileset support for environment and maybe more screens with mouse support would be the most important parts of the Presentation Arc.

Without the tilesets like Mike Mayday's, I know I wouldn't have even bothered downloading DF, let alone donating. And I also play Angband, but again, only with tilesets - pure ASCII is simply too hardcore.

Well you have to. The image translators work for the construct program. But there's way too much information to decode the game. You get used to it. I...I don't even see the code. All I see is blonde, brunette, red-head.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 21, 2008, 07:14:49 am
My problem with improving the interface is that, if (when) Toady does, that will attract a completely different group of players than the one we currently enjoy. DF's followers are almost always much more patient and imaginative than your average internet user, simply because both of those things are necessary to have any fun while playing the game. This makes the forum a much more productive place, overall; one that's conducive to the development of the game, and much more, well, reasonable than your normal group of "LOL LEIK WY R DERE LETTERS EVREEWERE HOW DO I MINE FO FISH" 9-year-olds (no offense to 9-year-olds, but most of you are immature and annoying.)

I dont want to be rude, but your reply makes no sense. Do you honestly think, that 15 years old WoW players will stop playing their beloved MMORPG, gonna start to play with DF, register on the forum, and troll/flame whatever here, just because we will have full tileset support and better interface/graphics? You gotta be kidding if you think so. Having full tileset support, better graphics or interface is just imporving the quality of the game, also many people who like RPG/strategy games wont be scared away because of the ASCII.
I am playing with roguelikes for a very long time now, but I will be honest, I always preferred graphical roguelikes. They dont have any decent 3d graphics -as we all know it- just simple 2d tiles, but its just perfect for these games. :)
Title: Re: Question about the upcoming Presentation Arc
Post by: Koji on July 21, 2008, 08:26:21 am
I have played the game for a long time now, and while I find the ascii attractive and easy to interpret, I would prefer full graphical tile support for creatures, objects, and terrain. I would in fact prefer that more than any other possible change to the game Toady could make in the forseeable future.

Obviously it causes problems. It won't work with the game as it is now, things will have to be changed--but that's the nature of game design.

So Toady, if you're reading this, my number one specific wish is (optional) graphical tiles for terrain and objects. Maybe if you turned on full tile support it would switch to larger tiles or something, too, as I think the current ones might be too small.
Title: Re: Question about the upcoming Presentation Arc
Post by: Jiri Petru on July 21, 2008, 09:02:28 am
Don't you someday get bored with the ages old discussion on the topic of "graphics would attract players we dont want"? How about to try to be useful instead and write our personal wishes for the Presentation Arc.

Personaly I'd love to see:

1) As mentioned many times: the possibility to make separate pictures for any game object, not only creatures.

2) (!) Menus and buttons! It would be great to control the game only by mouse AND to have a menu, where I click on buttons (ie. pictures or symbols), not lines of text. So perhaps instead of "Build" there would be a small picture of hammer or something.

I realise Toady doesn't have time to do the buttons personally, and that each player has a different tase. But I like the idea of separating the input/output/interface from the core, so modders can make interfaces of their own, draw buttons and grafical elements, rearrange menus (!), etc.

3) Pop-up windows. I want to right-click on a object and get a pop-up with some informations and choices. This would also list all game objects on the tile. So if you right click for example on a rough gabbro tile with a dwarf, dog, carpenter's workshop, and two beds. the right-click menu would read: "Carpenter's workshop // Urist the Miner // War Dog // +Oaken Bed+ // -Birch Bead- // Rough Gabbro Floor". Choosing any of them would then open the normal menu. If you've played any Civilization, you know what I am talking about.

In other world this means the ability to select game objects with simple mouseclicking, WITHOUT the need to choose "Set building task / view rooms / view items in building / view units / etc." first.

4) Dwarfopedia! You know, something like Civopedia in Civilization series or Colonization. I want to have some in-game info about chert, or alder, or magma, or plump helmet, or anything. Doesn't need to be as detailed as the DF Wiki, a few lines of text would suffice. But I'd like to be able to click on plump helmet, for example, and get something like:

"Plump helmets are popular mushrooms grown by dwarves. They can be either cooked, or brewed into dwarven ale. Brewing plump hemlets leaves plump helmet seeds."

I know this would be time-consuming, so Toady could perhaps externalize the Pedia and let players write their own Dwarfpedia mods?

5) In-game tutorial. By in-game I mean a tutorial that runs while playing the DF mod, not a manual accessible from menu. The tutorial could use the pop-up windows. But this isn't a priority, I know.
Title: Re: Question about the upcoming Presentation Arc
Post by: Jude on July 21, 2008, 10:23:57 am
And really, the notion that people without the patience to laboriously teach themself the skill set necessary to play a game are not worthy of DF, is ridiculous.
Wait, so the notion of people without the patience to learn DF being not worthy of playing DF is ridiculous? Did I miss something?

If all that's putting them off is the interface, then yes. That's a pretty elitist notion.

The game itself is complex enough to learn but the fact that actually doing basic things is completely impossible without extensive help, can easily put off anybody.
Title: Re: Question about the upcoming Presentation Arc
Post by: Jude on July 21, 2008, 10:27:23 am
I think tileset support for environment and maybe more screens with mouse support would be the most important parts of the Presentation Arc.

Without the tilesets like Mike Mayday's, I know I wouldn't have even bothered downloading DF, let alone donating. And I also play Angband, but again, only with tilesets - pure ASCII is simply too hardcore.

Same here, except that, weirdly, I play Angband with ASCII. I have no idea why I can handle Angband with ASCII but not DF.
Title: Re: Question about the upcoming Presentation Arc
Post by: McDoomhammer on July 21, 2008, 10:27:55 am
And really, the notion that people without the patience to laboriously teach themself the skill set necessary to play a game are not worthy of DF, is ridiculous.
Wait, so the notion of people without the patience to learn DF being not worthy of playing DF is ridiculous? Did I miss something?

If all that's putting them off is the interface, then yes. That's a pretty elitist notion.

The game itself is complex enough to learn but the fact that actually doing basic things is completely impossible without extensive help, can easily put off anybody.

Yes, the notion of personal worth being somehow tied up in this is pretty stupid.  DF is not for everyone, and more people will find that out the hard way once the presentation arc is presented, but we'll just have to deal with it.  That's life.
Title: Re: Question about the upcoming Presentation Arc
Post by: MMad on July 21, 2008, 10:28:34 am
The default should always be what Toady has right at this very moment, pure ASCII; simply adding support for others to build a prettier world would be more than enough for a lot of players, myself included.

There's no sensible reason why ASCII should be default. The vast majority of players would find the graphics more attractive and useable - an init option to load an old, ASCII-set should be more than enough for the fundamentalists among the current players - they'd certainly be hardcore enough to do the necessary change.

As for all the suggestions wanting a seperated client or an interface API, I don't think that's likely - I remember Toady saying in an interview that he was very reluctant to give away control of the game, and if a third-party interface became a de facto standard it would constrain further development since he'd more or less be forced to support it, even if he wanted to take things in a different direction.

Even so, I hope the community will some day in the future be allowed to contribute substantially to the game, e.g. with content for a future default graphics tileset, to make it as awesome as the best modded ones. Copyright and stuff always gets a bit messy when this kind of thing is handled over the internet, but with the correct license or if it's called non-profit work for hire it should be possible for a few skilled artists to help out. Unless the Adams want to do it all themselves, which may of course be the case. :) I'm hoping not, since it would unavoidably limit the potential final scope of the game.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 21, 2008, 03:22:17 pm
I think tileset support for environment and maybe more screens with mouse support would be the most important parts of the Presentation Arc.

Without the tilesets like Mike Mayday's, I know I wouldn't have even bothered downloading DF, let alone donating. And I also play Angband, but again, only with tilesets - pure ASCII is simply too hardcore.

Same here, except that, weirdly, I play Angband with ASCII. I have no idea why I can handle Angband with ASCII but not DF.

Even tho, that DF is alpha, and lot more features will be added, its [Dwarf mode] already much more complicated than a "simple" roguelike.
Title: Re: Question about the upcoming Presentation Arc
Post by: Torak on July 21, 2008, 03:50:59 pm
pure ASCII is simply too hardcore.


Lies. The first time I ever played an ASCII game I thought it would be mind-bendingly difficult to understand. It isn't, at all. It's a matter of familiarity and learning how to use a 'l'ook button (or some other variant, all roguelikes I have ever played have something along those lines).



Or maybe I have a greater mental grasp of ASCII than the average teenage Mountain Dew driven Halo ape.
Title: Re: Question about the upcoming Presentation Arc
Post by: Jude on July 21, 2008, 03:56:14 pm
Quote
Even tho, that DF is alpha, and lot more features will be added, its [Dwarf mode] already much more complicated than a "simple" roguelike.

That could be it - there's just so many more items to keep track of.

Also, I think the fact that the default DF ASCII uses so many weird, non number or letter symbols, as basic things, and letters are the relatively uncommon animals. So many unfamiliar things as opposed to just learning a bunch of meanings for letters and punctuation marks, is kind of like learning the names of a bunch of Europeans you don't know, as opposed to learning the names of a bunch of Asians you don't know (assuming of course you're American).

Interface wise, what I would love to see is a little (or big) toolbar just below the main play screen with icons for all the things that are now on the commands menu (obviously this could also use some streamlining) and clicking on one would open its particular submenu below that...clicking another would open up ITS submenu and close the old one...and so on. All this with mouse support would mean you can just click the "hammer and bricks" icon to open up a tray with all icons representing particular buildings...click on the dwarf at work for the workshops...click on the dwarf carving a statue to select mason's workshop, and then use the mouse to place where you want it on the map, and select the material from a popup menu.
And so on. Another nice thing mouse support could add would be to roll the 'q', 'v' and 'k' commands all into one. Just right click on a tile to get a little popup list of who and what is in that tile; if it's an item, you can forbid, reclaim, mark for dumping or melting, or whatever...if it's a unit besides one of your dwarves, you can mark it to be hunted, captured, killed, whatever...if it's your dwarf, you can get the dwarf profile to see wounds, inventory, assign jobs, etc.

Anyway, that's all wishful thinking. It would make the game run much more smoothly, but tbh, adding more gameplay features is a way bigger priority for me than improving the interface, which, although admittedly terrible, is totally usable given a little practice, and I really have no major problems with it. Maybe mouse support like I've described could be modded so that those who want it can use it - anybody know how? (I don't)

As for graphics...I think the usermade graphic sets are just fine, and having ASCII as default is too. It WOULD be nice to have support for graphics built into the game, and maybe have a list to pick if you want ASCII, or one of the major popular tilesets (like in Angband) so that it would be easier for people to make the game look how they want, without editing all kinds of entries in weird text files.

Quote
Lies. The first time I ever played an ASCII game I thought it would be mind-bendingly difficult to understand. It isn't, at all. It's a matter of familiarity and learning how to use a 'l'ook button (or some other variant, all roguelikes I have ever played have something along those lines).
Like I was saying though - DF's ASCII is off-putting even to some people who are hardened roguelike players like me, just because it uses so many strange unfamiliar symbols, and so many of them.
Title: Re: Question about the upcoming Presentation Arc
Post by: Lord Licorice on July 21, 2008, 04:03:19 pm
The default should always be what Toady has right at this very moment, pure ASCII; simply adding support for others to build a prettier world would be more than enough for a lot of players, myself included.

There's no sensible reason why ASCII should be default. The vast majority of players would find the graphics more attractive and useable - an init option to load an old, ASCII-set should be more than enough for the fundamentalists among the current players - they'd certainly be hardcore enough to do the necessary change.

You misunderstand what I meant by that comment; the default should be ASCII because that's what Toady likes and uses. If creating a full tileset for the game were his personal priority, something he preferred to use while playing himself, he would have done so a long time ago.

He shouldn't feel obligated to design a tileset for each and every vanilla DF creature and object if he isn't interested in it; if he just adds support to allow others to do it, they certainly will, and he won't need to worry about updating his own tileset every time he alters the game. All that other stuff about copyright is easily ignored if Toady himself doesn't feel the need to keep a tileset installed with the vanilla game (which of course would then make him feel obligated to continue updating it, etc. etc.), and most distributions of the game will come with a tileset from other sources or player recommendations.

I think tileset support for environment and maybe more screens with mouse support would be the most important parts of the Presentation Arc.

Without the tilesets like Mike Mayday's, I know I wouldn't have even bothered downloading DF, let alone donating. And I also play Angband, but again, only with tilesets - pure ASCII is simply too hardcore.
Same here, except that, weirdly, I play Angband with ASCII. I have no idea why I can handle Angband with ASCII but not DF.
Even tho, that DF is alpha, and lot more features will be added, its [Dwarf mode] already much more complicated than a "simple" roguelike.

I play Angband in ASCII, Stone Soup with tilesets, and would play DF with tilesets if they didn't screw up plaintext.
Title: Re: Question about the upcoming Presentation Arc
Post by: Benny on July 21, 2008, 06:04:09 pm
My personal understanding of what the presentation arc would bring wasn't a complete graphics overhaul along the lines of 3d or even isometric,I'd always presumed it was going to end up looking more like an old Final Fntasy or Zelda game with things like:
  Though tbh, I'd happily settle for a complete tileset support and the ability to see more than the standard DF allows you on screen :) Alpha blended .png's would be pretty swish too, there was mention of ghosts in the dev files if I remember rightly, they'd benefit nicely from transparency :D
Title: Re: Question about the upcoming Presentation Arc
Post by: macdonellba on July 21, 2008, 06:51:37 pm
A more uniformal menu system - Presumably something a bit more mouse orientated, for some reason I always picture a kind of Command & Conquer esque side menu that you popped up just by pressing tab or something.
Uniform menu controls - yes. Mouse-oriented? No thank you. Allowing players to click on things would certainly be nice, but more screen real-estate for less information is less than tempting, as is losing the ability to quickly navigate menus with the keyboard. I'm prefer both methods of user input to be supported, instead of exiling the keyboard completely to the realm of hotkeys.

I have two problems with graphical tilesets, based on visual cues, and the lack of a consistent look-and-feel. For example, when I'm looking at extended-ASCII using herrbdog's tileset, I'm seeing representative glyphs for an object, which doesn't communicate any visual qualities. However, when I switch to 2D graphics as they stand now, I'm presented with visuals portraying qualities things which may not be true for the object, such as the facing or equipment of dwarves and animals, which doesn't sit well with my gameplay experience. As well, many screenshots I see lack visual harmony because they have no consistent look-and-feel, and to me look less than appealing, for much the same reason I was simply unable to play the 'Vulture's Eye' graphics frontend for nethack.

My personal wish? A uniform, global standard for escaping from screens. We could even use the escape key instead of the current F9/space confusion which messes with my muscle memory, and have ESC only bring up the main menu once all other menus have been closed. It's a small thing, but it would correct one of my greatest annoyances with the menu systems. In this vein, assigning the same key to build objects in workshops as to erect them more often would also be appreciated, since generally workshops of one type can only produce one 'coffin', one 'container' object, etc. I know these two are hardly groundbreaking suggestions, but could at least streamline the keyboard shortcuts in a not-too-distant future.
Title: Re: Question about the upcoming Presentation Arc
Post by: Toady One on July 21, 2008, 08:43:00 pm
When people talk about right-click context menus for every tile and to get at creature interfaces etc., I'm wondering how you guys are picturing that working with pause/unpause and larger tiles (and so possibly fewer displayed depending on resolution).  If they are zipping around, you wouldn't really be able to use the right button effectively, since you'd miss all the time, as far as I can tell (having it pick the closest wouldn't work since people want info for all tiles and sometimes there are a lot of critters running around), but the whole pause-to-do-anything paradigm is sort of weird as well.  Were you still imagining being paused when you do things?  Did the unpaused view work any differently?  Making everything move smoothly between tiles and/or more slowly is off the table for the purposes of my inquiry here.
Title: Re: Question about the upcoming Presentation Arc
Post by: Sindai on July 21, 2008, 09:43:12 pm
Pausing in order to "catch" units (as opposed to buildings, which would be easy) makes perfect sense to me. What's strange about that?
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 21, 2008, 09:49:43 pm
My personal understanding of what the presentation arc would bring wasn't a complete graphics overhaul along the lines of 3d or even isometric,I'd always presumed it was going to end up looking more like an old Final Fntasy or Zelda game with things like:

Close enough. Seems like quite a few don't read the development page:

# Core50, TILESET SUPPORT, (Future): Allow graphical tiles to be used for all game objects.
# Core51, SIZEABLE GAME WINDOW, (Future): Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
# Core52, INTERFACE OVERHAUL, (Future): A coherent interface, additional options and mouse support.
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on July 21, 2008, 09:59:02 pm
In another thread, I was reading about how the way brooks work at the moment (being a full z-level deep, yet allowing creatures to stand on them) is a workaround to placate the current z-level system. If so, what we could eventually see is a z-level system that makes terrain vary between 1-7 high in each z-level, which practically begs for a Stronghold-style rotating isometric view. It'd still be divided into the same number of z-levels, those levels would just be subdivided into 7 separate layers which could be dirt, grass, water, stone, or any number of things.
Title: Re: Question about the upcoming Presentation Arc
Post by: SirPenguin on July 21, 2008, 10:35:35 pm
When people talk about right-click context menus for every tile and to get at creature interfaces etc., I'm wondering how you guys are picturing that working with pause/unpause and larger tiles (and so possibly fewer displayed depending on resolution).  If they are zipping around, you wouldn't really be able to use the right button effectively, since you'd miss all the time, as far as I can tell (having it pick the closest wouldn't work since people want info for all tiles and sometimes there are a lot of critters running around), but the whole pause-to-do-anything paradigm is sort of weird as well.  Were you still imagining being paused when you do things?  Did the unpaused view work any differently?  Making everything move smoothly between tiles and/or more slowly is off the table for the purposes of my inquiry here.

I can't speak for everyone, but here's how I envision it.

Space still pauses. Right clicking brings up a context menu, but does not pause when it's on a stationary object or tile. For example, if I right click a floor tile with a rock on it, it'll be up the context menu for the rock (ex. Dump/Hide/Etc.), and I can make my choice while the critters run to and fro.

If I right click on a critter, however, the game pauses for me, as the actions I'm doing are probably more advanced, and it'd be nice to change them before they run off to admire a fine door. "Catching" critters wouldn't be a problem, as we can just Space to pause beforehand.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 21, 2008, 10:51:04 pm
When people talk about right-click context menus for every tile and to get at creature interfaces etc., I'm wondering how you guys are picturing that working with pause/unpause and larger tiles (and so possibly fewer displayed depending on resolution).  If they are zipping around, you wouldn't really be able to use the right button effectively, since you'd miss all the time, as far as I can tell (having it pick the closest wouldn't work since people want info for all tiles and sometimes there are a lot of critters running around), but the whole pause-to-do-anything paradigm is sort of weird as well.  Were you still imagining being paused when you do things?  Did the unpaused view work any differently?  Making everything move smoothly between tiles and/or more slowly is off the table for the purposes of my inquiry here.

For right-click context menus I envision:



With something like this, in theory, the game would only be paused for barely a second or two while the person navigates the menu to click on something. The brief pause would only be there to make sure the cursor hits what you want it to hit when you right-click, and to only stay paused while you're in the menu. 

Alternatively, just having context menus enabled while paused would be fine as well, the above is fancy pants and could be madness.
Title: Re: Question about the upcoming Presentation Arc
Post by: Sobaalissimo on July 22, 2008, 03:56:12 am
Well Toady, you already have to pause a game to catch a dorf or critter.
I can't check it now, but doesn't the 'v' command pause it automaticly?
Title: Re: Question about the upcoming Presentation Arc
Post by: Toady One on July 22, 2008, 04:38:34 am
Yeah, I know.  And with a keyboard cursor, it's a good thing.  I was thinking it might seem stranger with a mouse-based system, though, in that it would be jarring to normal expectations, and that getting around that if necessary is something that needs to be thought about.  If people are fine with pausing it, maybe it's not a problem, but I thought it might be for a new mouse-based user.

If you right-click somewhere else on the screen while already in a context menu then it jumps to the new tile.

Does that include within the boundaries of the context menu?  I guess if the menu is translucent it wouldn't be too confusing, and you could get used to the right button popping you around as its primary function.

In another thread, I was reading about how the way brooks work at the moment (being a full z-level deep, yet allowing creatures to stand on them) is a workaround to placate the current z-level system. If so, what we could eventually see is a z-level system that makes terrain vary between 1-7 high in each z-level, which practically begs for a Stronghold-style rotating isometric view. It'd still be divided into the same number of z-levels, those levels would just be subdivided into 7 separate layers which could be dirt, grass, water, stone, or any number of things.

That seems problematic as far as memory use, flows, building placement and pathfinding go.



Once the changes that allow resizing the view go in, supporting something like isometric would come down to deciding how to display something like a many-leveled layered labyrinth and still have the game be comparatively easy to use.  I gather that the point of going isometric is to show more than one level at a time, though I could be wrong about that, and it seems like it would take some work on my end with transparency and so on to make it work out.
Title: Re: Question about the upcoming Presentation Arc
Post by: Deathworks on July 22, 2008, 04:52:20 am
Hi!

With so many people talking about mouse support, I believe I should point out that not everyone is strictly in favor of mouse usage.

Personally, I prefer the keyboard driven interface we have right now (it is not half as bad as people make it seem in these discussions), and whenever I update DF, complete mouse deactivation is one of the things I do in the init file.

I am not saying that people should not get their mouse support. But I hope that even once mouse support is implemented, all features will still be accessible via keyboard - and then keyboard alone (personally, I consider a mixed interface requiring usage of both keyboard and mouse to be about the worst you can get).

Deathworks
Title: Re: Question about the upcoming Presentation Arc
Post by: Glutton on July 22, 2008, 05:28:50 am
1) The graphic presentation:
I believe that making each object have its own picture will be mor ethan enough for this game. Moders will be able to make great thinks with this. Some server-client applications or making it 3D will be just too much work and not so helpful. (the game is so complex that nice modded 2D will be nicer then poor 3D with crappy animations)
Maybe... if one tile will contain 2,3 or 4 small objects (not doors, beds,dwarf...) the game could render all 4 tiles scaled down so they will fit to the area of one standart big tile? That could also make orientation easyer. Example: if lever, stone and rat will be on the same arean, then insteed of showing one big tile swithing the object, it will show 2*2 smaller tiles inside this area.. one of them empty.
Maybe... the stone should be generally shown in some other way. With silled miner the fortress is full of them. And bacause current game is displaying just one object on the tile... it is making some areas terribly blinking with stones/furniture. So maybe the stones should be displaed like transparent tile with small stone at the corner?

2) Isometric view etc...:
I dont think this is the best idea. Will make the game graphic and orientation even more crappy. I suggsest: Leave the game area just 2D. With improving "Visualisation" windows... that will show jsut terrain and digged tunnels - without textures, without object... just to show how diferent z-levels are connected. Checking the water pump system without it is pain in the a**.
So only visualitation windows should be little bit improved.

3) Mouse support:
I agree that keyboard is the best. But mouse can make it even better. My humble suggestion into this area:
- Mousewhell to scroll in the lists and long menus
- Popus hints - hovering mouse over object will show details about obejct. Usable specially on dwarfs - it will quickly show name, enabled labours, equipment, if he is hungry... Howering over barels will show content. This could be used like nicely improved "K" function. Wih faster movement around the map, wihtout selecting items in the item list and entering another submenus...
Title: Re: Question about the upcoming Presentation Arc
Post by: Benny on July 22, 2008, 05:44:45 am
Close enough. Seems like quite a few don't read the development page:

# Core50, TILESET SUPPORT, (Future): Allow graphical tiles to be used for all game objects.
# Core51, SIZEABLE GAME WINDOW, (Future): Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
# Core52, INTERFACE OVERHAUL, (Future): A coherent interface, additional options and mouse support.

I'll be honest I didn't check back when posting this cos I was in a bit of a rush but I was aware they were actually down in there, they were more the points I remembered reading that I felt summed up what the presentation arc would initially mean. I regularly sit down and work my way through the dev pages to imagine how DF will be in the future when its being programmed by rtoadyd2 and cp3toe

On the note of mouse support, I agree that currently the first thing I do is completely disable mouse support whenever a new version comes out, but this is partially do to it not being properly implemented in the first place as well as not exactly allowing you to be able to do anything faster. This whole right clicking debate I imagine could shape quite drastically how mouse support is brought to us

I'd never even contemplated being able to right click on a dwarf or creature due to the whole moving round like lightning, I'd presumed it would just be your general tiles and what not that could be interacted with in this way and dwarves and such would just be interacted with via a menu option still

I wonder as to how much of a new menu system could be created without impacting on game performance drastically, what with redrawing windows and such like over action in the background, unless if every menu action was to the pause all the action I can't remember off the top of my head if every option does that or not on DF currently
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 22, 2008, 06:13:00 am
Okay, imho the in-game menus should be accessible while the game is running/paused also. While its not so easy to right click on a running dwarf, but most of the time it shouldnt be hard for us to right click on any ingame objects...of course it is much easier to do with a pause. :)
So basically right click on an ingame object -> menu appears -> game paused if it wasnt already -> player is browsing the menu/choosing options -> game unpaused only if we clicked on the object while the game was unpaused. If we paused the game before we right clicked on an ingame object, the game should stay paused after weve finised messing around with the right click menu.

As for the graphics, isometric could work. Do you guys remember this lovely screenshot? :)

(http://spriteattack.cator.de/df/show//dwarf_show.png)
Title: Re: Question about the upcoming Presentation Arc
Post by: bprichard on July 22, 2008, 06:14:52 am
It is possible that this idea has been suggested and rejected in the past, but I would really like an interface similar to FreeCiv or perhaps even like Photoshop. What I mean is that you have a main game window that continues doing whatever dwarves do, and you can have multiple smaller windows up for other things like the list of dwarves, stocks or what have you and make adjustments while the game continues to run. So you could leave open whatever menus you wished and rearrange them as you like. This may be insanely difficult or impossible to implement, but I think it would improve my experience more than graphical changes or the ability to use the mouse more.

edit: Although along with my layout idea, there is one piece of mouse-related interface I would like added. I would like to have a window which is basically a mining designer. It would just be a grid in which you could create shapes that you'd like to have mined out (while the game is still running; for whatever reason I hate pausing for a long time to create interesting rooms), and then drag and drop your new shape into the main window where you want it to be dug out. And you could save shapes and whatnot to save a lot of repetitive work that kind of gets me down.
Title: Re: Question about the upcoming Presentation Arc
Post by: Toady One on July 22, 2008, 06:33:32 am
As for the graphics, isometric could work. Do you guys remember this lovely screenshot? :)

I've seen it, but that image doesn't (and wasn't intended to) address any of the issues I mentioned (it also has fractional Z levels which don't currently exist and aren't likely to exist in the future, so it's not the best test image, though I understand that wasn't its original purpose so much).  It does do one of the things that bugs me in general about isometric, which is obscuring the view with things like trees, which can be handled with transparency I suppose, but the main issue is how to handle the stacked Z levels of a typical fortress.
Title: Re: Question about the upcoming Presentation Arc
Post by: mostlikely on July 22, 2008, 07:06:42 am
As for the graphics, isometric could work. Do you guys remember this lovely screenshot? :)

I've seen it, but that image doesn't (and wasn't intended to) address any of the issues I mentioned (it also has fractional Z levels which don't currently exist and aren't likely to exist in the future, so it's not the best test image, though I understand that wasn't its original purpose so much).
The way I saw it the  z-levels in that image are a 1-1 translation to the current z-levels in DF but just under-sized for overview purposes.
This would spark the suggestion of 'scalable' z-level representation so the user can choose their preference between overview (low/flat z-levels) and realism (high/tall z-levels) representation wise.

It does do one of the things that bugs me in general about isometric, which is obscuring the view with things like trees, which can be handled with transparency I suppose, but the main issue is how to handle the stacked Z levels of a typical fortress.

The way I see it is to do it the same way it is done now. You see everything 'up-to' the 'current'  z-level. The user can navigate up or down cutting down more and more of the terrain/buildings as they go down.

The only problem will be terrain/objects that is obscured by terrain/objects on equal z-level.
This is a minor thing and depends on the type of isometric view that is picked (angle of view).
Like you suggested for objects this can be mediated by transparency and for terrain to let the user pick (between 2 at least) z-level representation heights.


Like suggested before the ideal way to go is to make the terrain/buildings polygon based and the objects/creatures sprites. Allow the user to set the view angle and current z-level and obscure anything above that level (maybe baring creatures/moving objects). But I guess that is out of the question?
Title: Re: Question about the upcoming Presentation Arc
Post by: mostlikely on July 22, 2008, 07:32:02 am
When people talk about right-click context menus for every tile and to get at creature interfaces etc., I'm wondering how you guys are picturing that working with pause/unpause and larger tiles (and so possibly fewer displayed depending on resolution).  If they are zipping around, you wouldn't really be able to use the right button effectively, since you'd miss all the time, as far as I can tell (having it pick the closest wouldn't work since people want info for all tiles and sometimes there are a lot of critters running around), but the whole pause-to-do-anything paradigm is sort of weird as well.  Were you still imagining being paused when you do things?  Did the unpaused view work any differently?  Making everything move smoothly between tiles and/or more slowly is off the table for the purposes of my inquiry here.

Maybe a way to do this is using lists and rectangle selections.

Because DF allows you to stack multiple objects/creatures on top of one tile
when the user clicks on a tile there is bound to be confusion on what they want to select.
A simple way to circumvent this is to create a list of objects/creatures/ect that was under the mouse the moment the user clicked. An item on the list can then be clicked to select or activate a context menu (or whatever) even if the unit is no longer under the mouse (has zipped by).
This way the user gets time to pause and interface with the game while the game can go on.

This can be expanded by rectangle selections (click->hold->drag->release) where you create a 'list' of the selected objects/creatures/ect to be interfaced after the user had the time to inspect the selection.

Lists allow for allot of more interesting options such as mass-orders
(ie. [select] tile -> [select] mass dump selection)
, an unified (catagory) selection
(ie. [rectangle select] -> [select] surface [of selection] -> [select] build on surface -> [select] build wall.  or [retangle select] -> [select] dwarfs [in selection] -> [select] military -> [select] activate)
or things like shift/ctrl select (ie. add to current selection, ect)

But the basic idea is that after the selection is made (by a singe click or whatever other way) the user is given the time to specify their selection and interface with their selection while the game can keep going.

In my view 'pausing the game' should never be 'required' for user interfacing unless the user so desires it.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 22, 2008, 08:38:09 am
As for the graphics, isometric could work. Do you guys remember this lovely screenshot? :)

I've seen it, but that image doesn't (and wasn't intended to) address any of the issues I mentioned (it also has fractional Z levels which don't currently exist and aren't likely to exist in the future, so it's not the best test image, though I understand that wasn't its original purpose so much).
The way I saw it the  z-levels in that image are a 1-1 translation to the current z-levels in DF but just under-sized for overview purposes.
This would spark the suggestion of 'scalable' z-level representation so the user can choose their preference between overview (low/flat z-levels) and realism (high/tall z-levels) representation wise.

It does do one of the things that bugs me in general about isometric, which is obscuring the view with things like trees, which can be handled with transparency I suppose, but the main issue is how to handle the stacked Z levels of a typical fortress.

The way I see it is to do it the same way it is done now. You see everything 'up-to' the 'current'  z-level. The user can navigate up or down cutting down more and more of the terrain/buildings as they go down.

The only problem will be terrain/objects that is obscured by terrain/objects on equal z-level.
This is a minor thing and depends on the type of isometric view that is picked (angle of view).
Like you suggested for objects this can be mediated by transparency and for terrain to let the user pick (between 2 at least) z-level representation heights.


Like suggested before the ideal way to go is to make the terrain/buildings polygon based and the objects/creatures sprites. Allow the user to set the view angle and current z-level and obscure anything above that level (maybe baring creatures/moving objects). But I guess that is out of the question?

Yeah indeed, exactly as isometric should work. I see no problems with it. Toady, it is not necessary to have isometric graphics btw, imho simple 2D top-down is also enough. Well of course isometric looks better, and if it can be solved to have isometric graphics without having any issues with it in DF, go for it! :)
Title: Re: Question about the upcoming Presentation Arc
Post by: axus on July 22, 2008, 08:59:14 am
The dude should make his own small-scale DF inspired game with those graphics =)
Title: Re: Question about the upcoming Presentation Arc
Post by: Sergius on July 22, 2008, 09:16:30 am
In another thread, I was reading about how the way brooks work at the moment (being a full z-level deep, yet allowing creatures to stand on them) is a workaround to placate the current z-level system. If so, what we could eventually see is a z-level system that makes terrain vary between 1-7 high in each z-level, which practically begs for a Stronghold-style rotating isometric view. It'd still be divided into the same number of z-levels, those levels would just be subdivided into 7 separate layers which could be dirt, grass, water, stone, or any number of things.

I had thought about something similar to that, I don't remember if I ever filed the suggestion, but the ability for dwarves to carve "real" ramps: tiles with variable heights (1 to 7) mostly so you could control more the flow of liquids. It would work just like it is now (a 1-deep water on top of a 1-high ramp would be considered 2 units of water for flow purposes). Of course something would have to be done about the "walkability" of those tiles, like forcing dwarves to crouch at certain minimum, and unable to walk on tiles that are 6-7 high.
Title: Re: Question about the upcoming Presentation Arc
Post by: Glutton on July 22, 2008, 09:24:40 am
About the top/down vs isometric view. Im for dop/down... because it is really easy to mod it to the "pseudoisometric" by the moders. I mean somethink like this:
http://dwarf.lendemaindeveille.com/index.php/Image:SS_moons_square_16x16.PNG
you know what i mean... it is not not isometric in the way that trees are blocking view to other fields. But you are also not looking on the bjects from the top... but you can see the chairs or stairs from the "isometric" view...

For me this is the best solution. No problems with blocked view by the wall, tree or workshop. But still it is muc hmore nicer then looking directly from top.

And it is even easiest solution for the Toady.. just adding tiles for every object in the game. And then letting modders to do some pretty-looking pseudo isometric tileset :-)
Title: Re: Question about the upcoming Presentation Arc
Post by: Sergius on July 22, 2008, 09:28:16 am
Ok, commenting on the other stuff:

I see NOTHING wrong about pausing before clicking on a rapidly moving "sprite". When I played Baldur's Gate, I always paused the game before trying to click on individual units, otherwise I just dragged a rectangle around everyone or used the "select all" hotkey. Which is not such a bad idea, using a rectangle selection to "catch" those pesky little buggers (not necessarily making it support multiple selection, unless you're planning on adding that anyway).

And isometric view sucks. If we don't have any partial levels, it's not really necessary. In fact, the ability to see one z-level down on 2D would be more useful in my opinion: have anything one z-level below visible but grayed out or something.
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 22, 2008, 09:40:21 am
About the top/down vs isometric view. Im for dop/down... because it is really easy to mod it to the "pseudoisometric" by the moders. I mean somethink like this:

That's not top-down, though. Tilesets could be made much nicer if they allowed stuff like these:

(http://i10.photobucket.com/albums/a139/Kestenvarn/df/34vsTD.png)
Title: Re: Question about the upcoming Presentation Arc
Post by: penguinofhonor on July 22, 2008, 09:48:16 am
It is possible that this idea has been suggested and rejected in the past, but I would really like an interface similar to FreeCiv or perhaps even like Photoshop. What I mean is that you have a main game window that continues doing whatever dwarves do, and you can have multiple smaller windows up for other things like the list of dwarves, stocks or what have you and make adjustments while the game continues to run. So you could leave open whatever menus you wished and rearrange them as you like. This may be insanely difficult or impossible to implement, but I think it would improve my experience more than graphical changes or the ability to use the mouse more.

I hate multiple windows for the same program.

You have to worry about things like moving each and every window whenever you want to move the game around, clicking on each and every window whenever you want to get them out from behind another window, accidentally closing one of them (which causes you to have little to no control over what's going on in the other windows; this would be like closing the window that lets you select which tool you're using in photoshop), and opening a stupid little menu to summon your stupid little windows back because you accidentally exited one.

If these were implemented, I'd probably have to quit playing. I despise them.
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 22, 2008, 09:57:53 am
If these were implemented, I'd probably have to quit playing. I despise them.

this sounds very unlikely

It is possible that this idea has been suggested and rejected in the past, but I would really like an interface similar to FreeCiv or perhaps even like Photoshop. What I mean is that you have a main game window that continues doing whatever dwarves do, and you can have multiple smaller windows up for other things like the list of dwarves, stocks or what have you and make adjustments while the game continues to run. So you could leave open whatever menus you wished and rearrange them as you like. This may be insanely difficult or impossible to implement, but I think it would improve my experience more than graphical changes or the ability to use the mouse more.

Perhaps something like this?

(http://i10.photobucket.com/albums/a139/Kestenvarn/df/cheapconceptdfmenu.png)
Title: Re: Question about the upcoming Presentation Arc
Post by: mostlikely on July 22, 2008, 10:02:20 am
It is possible that this idea has been suggested and rejected in the past, but I would really like an interface similar to FreeCiv or perhaps even like Photoshop. What I mean is that you have a main game window that continues doing whatever dwarves do, and you can have multiple smaller windows up for other things like the list of dwarves, stocks or what have you and make adjustments while the game continues to run. So you could leave open whatever menus you wished and rearrange them as you like. This may be insanely difficult or impossible to implement, but I think it would improve my experience more than graphical changes or the ability to use the mouse more.

I hate multiple windows for the same program.

You have to worry about things like moving each and every window whenever you want to move the game around, clicking on each and every window whenever you want to get them out from behind another window, accidentally closing one of them (which causes you to have little to no control over what's going on in the other windows; this would be like closing the window that lets you select which tool you're using in photoshop), and opening a stupid little menu to summon your stupid little windows back because you accidentally exited one.

If these were implemented, I'd probably have to quit playing. I despise them.

It all depends how smart the system is.

Windows can auto-dock, open in predefined locations, be un-closable all to mediate the pains of user mistakes.
You could for example have the current DF interface (3 windows 2 of which toggle or size) and have a button/key to unlock them so you can move them around and size them as you want.
That way you can 'choose' to have flexibility at your mentioned risks.

I'm always a fan of changing the core of the system so that it works exactly the same from the start but can be unlocked by the user to gain flexibility.
Title: Re: Question about the upcoming Presentation Arc
Post by: Jude on July 22, 2008, 10:38:01 am


As for the graphics, isometric could work. Do you guys remember this lovely screenshot? :)


I honestly can't picture how isometric could ever work. On the other hand, I love those dwarf graphics and I'd totally play with them in a full-screen version (if I could ever tear myself away from using Dystopian Rhetoric graphics, which I'm all attached to now)
Title: Re: Question about the upcoming Presentation Arc
Post by: korora on July 22, 2008, 11:22:23 am
I'm with penguinofhonor on this one.  Personally, I like DF in windowed mode, tucked to the side of my desktop so I can do other stuff while I wait for the little buggers to dig.  I don't want something that takes up much more screen real estate than it already does. I wouldn't mind more modularity, though; a more vertical setup might be nice, for example.

Also, I'm not sure why people always dream fondly of navigating 7 layers of contextual submenus.  It's almost always going to be much faster to use the keyboard after some short initial learning time.  I don't begrudge people the option, but keyboard support should always be standard.

I also agree that isometric is infeasible for underground stuff without obscuring a lot of information.

I guess to sum up, personally I'd much rather see new gameplay features than new interface features. (Then again, ASCII is actually a selling point for me, so my opinion is probably nonstandard.)
Title: Re: Question about the upcoming Presentation Arc
Post by: Exponent on July 22, 2008, 12:37:40 pm
Regarding additional mouse support, I would very much wish for the following:

Mouse wheel to go up/down z levels while the cursor is over the main view.
Mouse wheel to scroll menus when the cursor is over the list of options/items.
Mouse button to select options/items in menus.
Shift + mouse button to select a range of options/items in menus that allow multi-select (trading screen, stocks screen to mass forbid, mass dump, et cetera)
Ctrl + mouse button to select multiple options/items like above, but not as a range.
Ctrl + shift + mouse button to select multiple distinct ranges.

Other than that, I do not have a particularly strong desire for other mouse features at the present time.  The keyboard works well enough for most things, but somewhat more inefficiently (or not at all yet) regarding the items listed above, in my mind.  Context menus for creatures and other things, or the ability to specify locations beyond just the designations (for example, when building stuff) might be nice, but they either strike me as less of a priority, or as more complex to implement.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 22, 2008, 12:50:29 pm
If you right-click somewhere else on the screen while already in a context menu then it jumps to the new tile.

Does that include within the boundaries of the context menu?  I guess if the menu is translucent it wouldn't be too confusing, and you could get used to the right button popping you around as its primary function.


Yeah, that sounds good. Right-clicking within the boundaries of the menu would still move it to a tile "underneath" the menu.
Title: Re: Question about the upcoming Presentation Arc
Post by: Jude on July 22, 2008, 01:40:51 pm
Regarding additional mouse support, I would very much wish for the following:

Mouse wheel to go up/down z levels while the cursor is over the main view.
Mouse wheel to scroll menus when the cursor is over the list of options/items.
Mouse button to select options/items in menus.
Shift + mouse button to select a range of options/items in menus that allow multi-select (trading screen, stocks screen to mass forbid, mass dump, et cetera)
Ctrl + mouse button to select multiple options/items like above, but not as a range.
Ctrl + shift + mouse button to select multiple distinct ranges.

Other than that, I do not have a particularly strong desire for other mouse features at the present time.  The keyboard works well enough for most things, but somewhat more inefficiently (or not at all yet) regarding the items listed above, in my mind.  Context menus for creatures and other things, or the ability to specify locations beyond just the designations (for example, when building stuff) might be nice, but they either strike me as less of a priority, or as more complex to implement.

For me, why I want mouse support is all this stuff, plus being able to have the option to designate mass buildings with the mouse, and right click on a tile to open up a menu with all the availabe options for it. Obviously a mouse is not necessary for this, but it would be nice.

Also, the thing about a right click giving me all the options isn't necessarily mouse related; I just want the "q" "v" and "k" commands to be combined so I can just select a tile and have all the available commands right there.
Title: Re: Question about the upcoming Presentation Arc
Post by: Wuis on July 22, 2008, 05:45:36 pm
I just started playing, and I must say I really like it has kept me more occupied over a week then most games, Having said that the only reason I really got into it was due to the graphics set and all earlier tries I made into the ascii version failed miserably cause I just couldn't see the matrix. maybe that means I'm a graphics harlot.
anyhow I would just like to pitch in my 2 inexperienced cents.

I would really like to see all objects being made so people can add sprites for them, and then at a much later time consider going to an isometric view point. that doesn't encompass more then 1 z level, but maybe will allow for 7 layers (like water) , per z level.

other then that I found that I picked up the keyboard commands rather quickly and can't really imagine for most people that the mouse will not cause a slow down gameplay wise. the only thing i'd change of the interface is maybe make it more logical with the space and the f9 and that sort of thing. basicly I can't see what a complicated mouse system would add that couldn't be done easier with a keyboard. maybe make all the interface items clickable but thats all I would possibly like to see the mouse being used for, and even that is not really high on my list.

well thats my things i'd like to see

Title: Re: Question about the upcoming Presentation Arc
Post by: Idles on July 22, 2008, 07:22:26 pm
Here's an example for how graphical tiles could work, from a project of mine.
The game would show all the z-levels visible, but obscure the z-levels to different degrees depending on their depth from the current level.  Also, units and items would only be visible on the current level, and only the terrain would be shown on other levels to reduce the complexity of the renderer.

(http://img147.imageshack.us/img147/3664/graphicaltileszy2.th.jpg) (http://img147.imageshack.us/my.php?image=graphicaltileszy2.jpg)

My renderer uses OpenGL and achieves the "obscured" look by simply adjusting the color values of the texture-mapped quads that it's drawing for lower levels.  If Toady wanted to experiment with more complex OpenGL functions, he could come up with a pixel shader that could do even more interesting effects, like depth of field blurs.
Title: Re: Question about the upcoming Presentation Arc
Post by: Sergius on July 22, 2008, 07:41:00 pm
I'd rather keep it 2D and tile based. With some work it can be made to look isometric/ish:

(http://img76.imageshack.us/img76/3797/u02901bu1.th.gif) (http://img76.imageshack.us/my.php?image=u02901bu1.gif)
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on July 22, 2008, 08:13:36 pm
I'd rather keep it 2D and tile based. With some work it can be made to look isometric/ish:

(http://img76.imageshack.us/img76/3797/u02901bu1.th.gif) (http://img76.imageshack.us/my.php?image=u02901bu1.gif)

Obviously, that isn't a DF tileset. BUT IT NEEDS TO BE.
Title: Re: Question about the upcoming Presentation Arc
Post by: Omega2 on July 22, 2008, 08:29:38 pm
Sure, as soon as they decide on which point of view they're using!

*goes cross-eyed*
Title: Re: Question about the upcoming Presentation Arc
Post by: Fieari on July 22, 2008, 09:46:59 pm
For mouse support, it'd also be nice to have middle click drag scrolling, on top of the other things.  A right click context menu would be handy.  If everything could be done with the mouse without touching the keyboard, I'd be happy.  That's not to say I want keyboard support gone-- far from it!  I want it possible to use either exclusive mouse, exclusive keyboard, or a combination of both.  Redundancy in control is a good design principle.
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on July 22, 2008, 09:53:03 pm
For mouse support, it'd also be nice to have middle click drag scrolling, on top of the other things.  A right click context menu would be handy.  If everything could be done with the mouse without touching the keyboard, I'd be happy.  That's not to say I want keyboard support gone-- far from it!  I want it possible to use either exclusive mouse, exclusive keyboard, or a combination of both.  Redundancy in control is a good design principle.

As is flexibility. The option to map each and every command to any button or combination of buttons would be so ridiculously wonderful.
Title: Re: Question about the upcoming Presentation Arc
Post by: Dasqoot on July 22, 2008, 11:26:28 pm
Trying to be very specific:

One thing I'd like to see from a presentation point of view is the ability to change the default ground tile to another ascii character, and eventually, a sprite. There are options in the init file that let you change how the ground looks from far above, and the option to change how chasms look from far above, but there is no way to change grass/dirt/pebble/boulder tiles into something that isn't a little dot on a black square.

When trying to channel and dig out a smooth rock face, its almost impossible to at a glance see what is on your level and what is a level below you. Now, the init has the option to change all ground tiles to periods, but the uneditable ascii symbol for ground one level below you is already periods, which just makes the problem worse.

If the symbol for ground one level below you and ground on your z-level had the same options in the init file as does ground 2 levels below you, it would be a huge step in the right direction. This game doesn't look bad in the least with a decent graphics set. I use curses btw, it's the only one that was possible for me to install without screwing something up. Some of the sets are obviously based on zelda, final fantasy and dragon-warrior, and these I find look very appealing without changing any code or anything major about the game. They are also chosen by the person playing for whatever about the tile-set has an aesthetic that appeals to them. This is a pretty powerful option already, and has barely been touched because there are just a couple tiles that we can't change to make a unified theme.

Alpha channels are going to be awesome when they are used!

On the TLDR side of things, and concerning the presentation arc, me and valcon had a contest to see who could photoshop the best interface. Mine had about 50 animated buttons that slid out into seperate trays that you could place where-ever you want, like maya or photoshop. His was just a right-click context menu. I felt kinda dumb, because that is just a great idea in terms of usability.

As for what toady said, how right clicking while things are unpaused would be frustrating, I don't really see a problem with that, we already have to pause to catch a dwarf with the little (v)iew icon. The only times I feel that needing to pause can be annoying are during designations. I'll spend hours designating, wake up a little and wonder why nothing else got done.

btw Idles' darkening/blurring idea is awesome, and would make mountains look spectacular, imo.
Title: Re: Question about the upcoming Presentation Arc
Post by: Andrew on July 23, 2008, 12:05:30 am
Here's an example for how graphical tiles could work, from a project of mine.
...

(http://img147.imageshack.us/img147/3664/graphicaltileszy2.th.jpg) (http://img147.imageshack.us/my.php?image=graphicaltileszy2.jpg)

...

This would be wonderful, and an evolution of what's already in place.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 23, 2008, 06:50:54 am
I'd rather keep it 2D and tile based. With some work it can be made to look isometric/ish:

(http://img76.imageshack.us/img76/3797/u02901bu1.th.gif) (http://img76.imageshack.us/my.php?image=u02901bu1.gif)



Hm looks like an old Ultima RPG. :)
Title: Re: Question about the upcoming Presentation Arc
Post by: revlob on July 23, 2008, 08:02:53 am
Seeing how this thread seems to have become the "What the Presentation Arc Would Mean For Me" thread, I thought I'd chip in. I'm sure these points have probably all been covered before, but I don't post a lot so forgive me if I sound like I'm repeating others.

Title: Re: Question about the upcoming Presentation Arc
Post by: Quift on July 23, 2008, 10:42:32 am
since everyone has something to say about this.

1, I would prefer a more isometric view. Preferably rotatable. This because you can easily display loads more information in an isometric view.

1.1 I imagine that the underlaying layers that you could "see" are visible in game, so when I'm at the same layer as the top of my main guard tower I see the surronding lands. Very much like the pic above.

1.2 I also imagine that underlaying layers whch you cannot "see" are not plainly visible but that there is some degree of transparancy between layers. Also, tiles which have a clear tile above them should be lighter. And there should be a difference in lightning between inside and outside.

1.3 obviously there needs to be a specific bmp per item. To contain as much information as possible they need to be larger than those we currently have and need to allow differences between: gender, proffession, equipment/non-equipment, wounds, mood, origin, material, quantity, quality and a few others. This quickly becomes vital for a more full and more immersive game experience:

Hey, why is that higher-skill-tier, male, ecsatic, miner not carrying a pick?
That poor unassigned ,female war dog only has three legs!
Why are all these elven arrows lying in single piles everywhere, I should stack these.
All these barrels are emty! Fuck, So where in hell is all that booze?
etc.

Interface is not only how you talk to the game but also how the game talks to you. Bringing me to point 2

2; I would love if the game let me know what is happening more. DF is very deep, complex game with lots of stuff going on that I never get to know about. much because reading up on the dwarves thoughts and emotions is only done while the rest of the game is paused. So a there needs to be a separate window different from the current announcement that needs to me separated into 2.

2.1 This is what is going on with the fort that is "important", sieges, caravans, production orders, this and that cancelled etc. very much like it is now (only with the possibility to zoom to the whereabouts of a specific announcment.

2.2 This separate window (not as a real separate windows, those are the reguge of the lazy, uninnovative and the inept). Here the dwarves are displayed, actions in the world are displayed etc. much of what goes on under the hood gets is day.

Onul, Baron, is no longer Ecsatic. He wonders how the works on his room are going.
Onul, Woodcutter, and Melmbim, Miner, are now friends. May this true dwarven friendship last forever. It was [child]'s party that brought them together.
Onul and Melbim are quarreling over a woman! their friendship have ended!
Urist and Melbim have become lovers, Urist's deity, Waternose the reindeer maquace frowns upon unmarried Lovers.
Onul has become Miserable. He is sulking and it may get worst.
Urist and Melbim have Married. We wish this couple bla bla bla.
The Goblins are the Humans have now decided to live in peace. The filthy traitors have joined forces towards their common enemy, our friends the Elves.

etc. As the tale of Onul, Melbim and Urist shows us there is quite a lot that is going on (and might go on) that would be nice to know.

And finally on the menues. Sorry to say this, but they are a mess. You should never have to click more than three times to make anything done. A good place to start would be to make a bunch of post-its with every possible action, menu etc and then start to place these in what seems to be the most logical way to create a chart.

And finally. I envisage DF to look just like most RTS, or knights and merchants etc. one large view, below it you get the anouncments and the minimap as well as the main menus. at the top you have most critical status (booze, food, number of dwarves, are there any sieges/monsters), and to either the left or/and right side you have the sub menues. More information could be found in an external ledger which should be able to run simultaniously. Just like EU2, CKDV, HOI etc.

This allows lots and lots of information to be displayed.

Cheers and thanks for a great game
Title: Re: Question about the upcoming Presentation Arc
Post by: Jay on July 23, 2008, 11:14:07 am
You don't have isometrics or depth when you're viewing everything from directly above.
A wall below a wall will not appear, because you can only see the tops.
DF is top-down.  Many of the tilesets don't reproduce it correctly, but yes.  It's a 90 degree angle to the ground.
Title: Re: Question about the upcoming Presentation Arc
Post by: Newton on July 23, 2008, 01:57:14 pm
You don't have isometrics or depth when you're viewing everything from directly above.
A wall below a wall will not appear, because you can only see the tops.
DF is top-down.  Many of the tilesets don't reproduce it correctly, but yes.  It's a 90 degree angle to the ground.

DF is 2d (well in display anyways), how you display that is totally up to the designer.  You rarely ever see a total top down view as you describe, and usually only older games take that perspective (the original Sim City for example).  Isometric is still used in a 2d world, but it gives it more of a 3d look.  Displaying it as such isn't wrong as you seem to assume, because top down games these days are almost always done from a isometric viewpoint.
Title: Re: Question about the upcoming Presentation Arc
Post by: Jude on July 23, 2008, 02:01:23 pm
You don't have isometrics or depth when you're viewing everything from directly above.
A wall below a wall will not appear, because you can only see the tops.
DF is top-down.  Many of the tilesets don't reproduce it correctly, but yes.  It's a 90 degree angle to the ground.

DF is 2d (well in display anyways), how you display that is totally up to the designer.  You rarely ever see a total top down view as you describe, and usually only older games take that perspective (the original Sim City for example).  Isometric is still used in a 2d world, but it gives it more of a 3d look.  Displaying it as such isn't wrong as you seem to assume, because top down games these days are almost always done from a isometric viewpoint.

Well yeah...but they also don't show multiple layers of depth at a time, usually.
Title: Re: Question about the upcoming Presentation Arc
Post by: Jay on July 23, 2008, 02:33:23 pm
You don't have isometrics or depth when you're viewing everything from directly above.
A wall below a wall will not appear, because you can only see the tops.
DF is top-down.  Many of the tilesets don't reproduce it correctly, but yes.  It's a 90 degree angle to the ground.

DF is 2d (well in display anyways), how you display that is totally up to the designer.  You rarely ever see a total top down view as you describe, and usually only older games take that perspective (the original Sim City for example).  Isometric is still used in a 2d world, but it gives it more of a 3d look.  Displaying it as such isn't wrong as you seem to assume, because top down games these days are almost always done from a isometric viewpoint.
It's top-down though.  Look at the walls.  They wouldn't appear as two parallel straight up/down/left/right lines if it wasn't top-down.  They'd be skewed to some direction.
Title: Re: Question about the upcoming Presentation Arc
Post by: Lord Licorice on July 23, 2008, 03:49:50 pm
Oh, I just remembered something that could go well with the Presentation arc: A uniform alternate keyset for keyboards that don't have a numpad, such as laptops. I've wanted to play DF a couple times on a laptop and even had a friend download DF, but gave up when we realized it required numpad (or totally remapping all of the keys to something else which was a huge pain).

Actually, does anyone already have an init file for keybindings that work without a numpad?
Title: Re: Question about the upcoming Presentation Arc
Post by: Jiri Petru on July 23, 2008, 06:06:11 pm
I play on a notebook without any problem. You don't have to remap the whole keyboard, only four keys for scrolling. Look to the control settings and remap + - / and *. Then hit "s" to save it.
Title: Re: Question about the upcoming Presentation Arc
Post by: lanael on July 24, 2008, 06:57:10 am
Sound and Music

Yes, ( lots of ) sounds ! I miss sounds. They greatly help immersion for me.
If you played DoomRL (http://doom.chaosforge.org/) you know what I mean :)

Anyway, better graphics and interface would help.
A sprite for every item would be a simple yet good first pass for the alpha and isometric view à la Dungeon Keeper would be neat for the beta and beyond versions.
I like the idea of a client-server architecture where the server would be handled by Toady but the problems ( less control of the final product by the devs, multiple unfinished client projects ) are easy to see.

Title: Re: Question about the upcoming Presentation Arc
Post by: Jude on July 24, 2008, 10:11:54 am
Oh, I just remembered something that could go well with the Presentation arc: A uniform alternate keyset for keyboards that don't have a numpad, such as laptops. I've wanted to play DF a couple times on a laptop and even had a friend download DF, but gave up when we realized it required numpad (or totally remapping all of the keys to something else which was a huge pain).

Actually, does anyone already have an init file for keybindings that work without a numpad?

Wait, when is the numpad used? I normally just use the four arrow keys and leave the numpad alone...(except in adventure mode where moving diagonally is more important)
Title: Re: Question about the upcoming Presentation Arc
Post by: LeoLeonardoIII on July 24, 2008, 11:26:26 am
Toady and Three-Toe have pretty much done this alone - there's no reason to think they'd want or need someone else to build the front end of the game. And it's clear this isn't meant to be an open source community-build project.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 24, 2008, 11:52:44 am
Toady and Three-Toe have pretty much done this alone - there's no reason to think they'd want or need someone else to build the front end of the game. And it's clear this isn't meant to be an open source community-build project.

...huh? This reply was directed to who in this thread, because I cannot figure it out.  ::)
Title: Re: Question about the upcoming Presentation Arc
Post by: tp12 on July 24, 2008, 12:31:00 pm
It would be best if you could separate the interface completly from the game, ie. make two distinct parts - the DF server which calculates everything that happens in game world and the DF client that controls user inputs and outputs and communicate with the server.
This way modders could create their own clients, relieving you of the hard task of improving the interface.

Imagine a client interface based on 3Dwarf Visualizer (http://www.bay12games.com/forum/index.php?topic=608.0)

And it wouldn't hurt the ASCII fundamentalists as they would just use the ASCII client...
Toady and Three-Toe have pretty much done this alone - there's no reason to think they'd want or need someone else to build the front end of the game. And it's clear this isn't meant to be an open source community-build project.

...huh? This reply was directed to who in this thread, because I cannot figure it out.  ::)
that one? (do correct me if im wrong.)
Title: Re: Question about the upcoming Presentation Arc
Post by: SeanTucker on July 28, 2008, 05:08:55 am
Sorry for the minor necro, but I created a concept for an interface.

(http://img378.imageshack.us/img378/871/conceptgw7.png)

Obviously it would be a bit more polished, maybe some minor tweaks, but here's the general deal.

Viewport window should be self-explanatory. If not, this is how you look at your fortress.

Info bar is where the messages like "Blahblah Boatmurdered has been struck down!" appear.

Construction window is the building menu from the current DF with a snazzy control interface.

Mining window is the "d" key menu with snazzy controls.

Social window (selected) is where you manage your dwarves, manage your nobles, view other civilizations, view trade routes, view history (shortcut to Legends screen that doesn't require abandoning fortress), and assign jobs to dwarves.

Military window is where you manage your military.

Things like build orders at workshops would be handled through right-click context menus.
Title: Re: Question about the upcoming Presentation Arc
Post by: Idles on July 28, 2008, 05:34:46 am
While that interface concept could definitely expose all of the basic game functionality to a mouse, it is also a bit intrusive.  Kind of reminds me of the City Builder series' interfaces, like Caesar III or Pharaoh--but even those had a button to minimize their cannibalism of screen real-estate.  It might be more elegant to have everything handled by mouse clicks: left clicking could pop a small context window with the contents of a tile, while right clicking would open up a drop-down with the current options from the basic interface.  Meanwhile, all of the existing keyboard shortcuts could be preserved (and visible in the mouse menus).  When necessary, the drop-down and context menus could steal the entire screen from the game engine (stocks menu, unit list, military screen, nobles screen, detailed unit stats, etc.).
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 28, 2008, 05:45:00 am
It's a nice concept, but I think we can do better...
Title: Re: Question about the upcoming Presentation Arc
Post by: Aegis on July 28, 2008, 06:18:24 am
Fixed.
(http://img391.imageshack.us/img391/2277/dorfsze6.jpg)
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 28, 2008, 07:13:29 am
wow aegis you totally kind of suck

(http://i10.photobucket.com/albums/a139/Kestenvarn/df/df-ui.gif)
Here's another. Stuff is missing, but should be enough to give you the idea. Message box height can be raised. Detached resizable window for map and tools so users can stick it wherever they want - out of the way.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 28, 2008, 07:28:51 am
(http://i10.photobucket.com/albums/a139/Kestenvarn/df/df-ui.gif)
Here's another. Stuff is missing, but should be enough to give you the idea. Message box height can be raised. Detached resizable window for map and tools so users can stick it wherever they want - out of the way.

What would happen to the detached window if people decided they didn't want to play in windowed mode, though? I think it'd be better if it was locked inside, even though that would take up space, it could still be minimized via TAB like it is now.

I like the rest of it, though. It reminds me of Anacreon, which was pretty easy to navigate even when it didn't have mouse support.
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 28, 2008, 07:30:02 am
It gets stuck inside the window if they go fullscreen.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 28, 2008, 08:09:13 am
Sorry for the minor necro, but I created a concept for an interface.

(http://img378.imageshack.us/img378/871/conceptgw7.png)

Obviously it would be a bit more polished, maybe some minor tweaks, but here's the general deal.

Viewport window should be self-explanatory. If not, this is how you look at your fortress.

Info bar is where the messages like "Blahblah Boatmurdered has been struck down!" appear.

Construction window is the building menu from the current DF with a snazzy control interface.

Mining window is the "d" key menu with snazzy controls.

Social window (selected) is where you manage your dwarves, manage your nobles, view other civilizations, view trade routes, view history (shortcut to Legends screen that doesn't require abandoning fortress), and assign jobs to dwarves.

Military window is where you manage your military.

Things like build orders at workshops would be handled through right-click context menus.

Not bad at all, simple but good. :)
Title: Re: Question about the upcoming Presentation Arc
Post by: DwarfMan69 on July 28, 2008, 01:08:38 pm
Sorry for the minor necro, but I created a concept for an interface.

(http://img378.imageshack.us/img378/871/conceptgw7.png)

Obviously it would be a bit more polished, maybe some minor tweaks, but here's the general deal.

Viewport window should be self-explanatory. If not, this is how you look at your fortress.

Info bar is where the messages like "Blahblah Boatmurdered has been struck down!" appear.

Construction window is the building menu from the current DF with a snazzy control interface.

Mining window is the "d" key menu with snazzy controls.

Social window (selected) is where you manage your dwarves, manage your nobles, view other civilizations, view trade routes, view history (shortcut to Legends screen that doesn't require abandoning fortress), and assign jobs to dwarves.

Military window is where you manage your military.

Things like build orders at workshops would be handled through right-click context menus.

I like this, but I would want a keyboard interface as well.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 28, 2008, 03:38:56 pm
(http://i16.photobucket.com/albums/b2/DavionShores/DFUI2.jpg)

I think some reorganizing and trimming down could go a long way, and a menu at the top instead of all the options on the side.

Game - Could include the options from when you hit Escape, along with Movies

Empire/Fortress - Announcements, Jobs, Orders, Nobles, Units/Dwarves, Status, Civilizations

Build - Designations, Stockpiles, Site Building, Building Tasks, View Rooms/Buildings, View Items

Military - Military, Squads, Army Arc stuff

Help - Tutorial, Wiki, Hot Keys

Could probably put Zones and Notes in either Build or Empire/Fortress.

I think something like this would be a step in the right direction, and getting a  bit more mouse support. Even if there wasn't mouse support it'd be a lot easier for people to look at I think.
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on July 28, 2008, 06:16:03 pm
I like the idea of combining mouse support with good ol' ASCII graphix. Anyone remember the DOS word processor interface, with the cursor that was a single cell on the page? Something about that interface seemed very, smooth, very manageable. It always felt like the cursor moved exactly where you wanted it to go.
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 28, 2008, 06:35:40 pm
very nice Davion
Title: Re: Question about the upcoming Presentation Arc
Post by: Haven on July 28, 2008, 08:33:48 pm
Davion's UI is looking pretty DOS. It's cool, really, though it'd be nice to allow UI mods (like engraved stone panes and whatnot, to replace the standard ship colored boxes). The top menu bar is a pretty nice touch.

Personally, though, I'd be happy with being able to click everywhere. Click Designations, then Mine, then click and click again (or drag, though I dunno why) and you're done. Beats wearing down my directional buttons. And, of course, the keyboard shortcuts should be preserved if possible.



And the list of things that would be nice, but that could by all means be lived without...

Isometric veiw. See the cliffs! Of course, you'd still need to toggle z-levels, but CLIFFS! WATCH YOUR VICTIMS PLUNGE INTO THE MAGMA BELOW! Without needing to swap to look down, if the hole's wide. Up maybe.

Tabbed announcement display. Job Cancel dedicated tab is blinking. Again. Always ignore it during a fight. Warnings and Alerts tag says someone's just entered a fey mood, though.

More menu tabs. Unit menu categories being toggle-enabled. I could care less about their jobs right now, how many are close to tantruming, and how can I read it without clicking endlessly? Columns, of course!

Selections and mild order-giving via the unit window. The right click function may be problematic in the main view, but it'll open a nice labor-disable window, or draft without the military screen. Maybe integrate the two as different views. Quickly, Depressed Hammers of Tallow! Join your comrades in the Happy Fun Sauna House!

Mouse scrolling. Or something to keep the 10-tile clunk down.

Oh, and coustom sound sets, I suppose. I wouldn't use it, but it'd be fun to see the twenty different sound files people made to represent a mining pick hitting stone.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 29, 2008, 01:58:46 am
Coming from someone that likes to do interface art, I'd love to see the possibility for UI modification, but I can understand Toady's reluctance for that sort of thing, so I don't really touch it. If he added support for it I'd be all over it, though lol

Yeah, I'd like for mouse support to work on everything, and then maybe have the scroll wheel mapped to z-level up/down.
Title: Re: Question about the upcoming Presentation Arc
Post by: dreiche2 on July 29, 2008, 05:55:02 am
I like the idea of drawing some prototype interfaces. What about some more bold changes to the current layout and adding functionality instead of just making the keyboard commands clickable? Maybe integrate some utilities like the Foreman as suggested in another thread?
Title: Re: Question about the upcoming Presentation Arc
Post by: geggis on July 29, 2008, 07:42:35 am
Coming from someone that likes to do interface art, I'd love to see the possibility for UI modification, but I can understand Toady's reluctance for that sort of thing, so I don't really touch it. If he added support for it I'd be all over it, though lol

Yeah, I'd like for mouse support to work on everything, and then maybe have the scroll wheel mapped to z-level up/down.

Thanks for the interface mock up, I thought I was going to have to jump on my Generic Image Editor and whip one up myself. Great to see a realistic suggestion integrating the existing character set and retaining the look.

A lot of people seem to be hinting / fantasising (English spelling ;-p) about at an isometric view angle. I've no doubt it could be done and it's a great thought considering that image a few pages back, but quite frankly DF should remain in extended ASCII for as long as Toady has internal stuff to sort out.

I'm all for unique tile support as this will satiate those who can't stomach ASCII and mouse support would make basic interactions more intuitive for newcomers.

Some folk seem to be quite opposed to context sensitive menus which is unusual as they are by far one of the most efficient ways of interacting with games of this nature (before mastering hot keys ;-) I think for personal interactions this method would be great and combined with a consolidated menu akin to Davions control would be much easier.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 29, 2008, 08:41:35 am
I like the idea of drawing some prototype interfaces. What about some more bold changes to the current layout and adding functionality instead of just making the keyboard commands clickable? Maybe integrate some utilities like the Foreman as suggested in another thread?

I think a good preliminary step would be to map out the menu interface input/output via flow chart, but it makes my brain melt thinking about doing something like that, and it's not as fun as playing around with graphics and layout ;) 

It's kinda overwhelming trying to come up with a bolder streamlined interface when there's so much going on.

Maybe sometime soon when I'm feeling like a masochist I'll open up Dwarf Fortress mode and try to start a flow chart of epic proportions.

Some folk seem to be quite opposed to context sensitive menus which is unusual as they are by far one of the most efficient ways of interacting with games of this nature (before mastering hot keys ;-) I think for personal interactions this method would be great and combined with a consolidated menu akin to Davions control would be much easier.

Yeah, there's a quote from an article I was reading about interface design in general that said:

"A user interface is well-designed when the program behaves exactly how the user thought it would."

I guess that's kind of obvious, but I think, initially, Dwarf Fortress only needs to look and function a bit more like something people are comfortable with; reorganizing menus, adding some mouse support, and having organized context menus at the top would probably make most of the newcomer apprehension about this game melt away. It'd be a lot easier to get in to at least.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 29, 2008, 08:49:04 am

A lot of people seem to be hinting / fantasising (English spelling ;-p) about at an isometric view angle. I've no doubt it could be done and it's a great thought considering that image a few pages back, but quite frankly DF should remain in extended ASCII for as long as Toady has internal stuff to sort out.


Well, I think simple 2d tiles are perfect for DF, look at the screenshot what Ive posted in my first post. Full tile support will be in soon, players can make own graphics for everything. Isometric I dont know, if Toady dont have to work on that for months, it can be acceptable later on. One thing is for sure, graphical DF [even if we players will make the graphics] would attract much more players combined with a nice interface, but I think this is pretty clear isnt it? Either way Im pretty sure that Toady wont get rid of ASCII, he will just allow us to make graphics what we like.

Oh btw, I hope that we can have bigger tiles also, right now everything is so small, just take a look at the current creature tilesets for example, basically I need a magnifier to see that what creature is running on my screen. [My screen resolution is 1680x1024]
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on July 29, 2008, 12:05:32 pm
I think an important part of the interface might eventually be somehow tying the player into the game world. Giving them some sense that their actions are being carried out by some sort of avatar, rather than the current magical, omnipotent god-king. At the very least, a system whereby you can interact with different nobles to get an overview of their appropriate sphere of expertise in the fortress: speaking to the tax collector gets you a detailed look at all the monetary exchanges occurring in the fort, etc. etc.

'Twould be neat.
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 29, 2008, 12:47:14 pm
Hi! It looks like you are trying to build a fortress!

(http://i10.photobucket.com/albums/a139/Kestenvarn/sa/assistant-clipit.gif)
Title: Re: Question about the upcoming Presentation Arc
Post by: Torak on July 29, 2008, 12:55:00 pm
Look like you're running low on turtles. Can I suggest you slaughter some puppies (http://slaughter some puppies)?

(http://i10.photobucket.com/albums/a139/Kestenvarn/sa/assistant-clipit.gif)
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 29, 2008, 01:01:01 pm
It appears you have dug too deep. Office Assistant can help you write your last will and testament!
(http://i10.photobucket.com/albums/a139/Kestenvarn/sa/assistant-clipit.gif)
Title: Re: Question about the upcoming Presentation Arc
Post by: Blacken on July 29, 2008, 02:20:48 pm
It appears you have dug too deep. Office Assistant can help you write your last will and testament!
(http://i10.photobucket.com/albums/a139/Kestenvarn/sa/assistant-clipit.gif)
Winner.
Title: Re: Question about the upcoming Presentation Arc
Post by: penguinofhonor on July 29, 2008, 03:24:38 pm
stuff

I like it, but I think that the "Empire" tab needs some serious renaming. Like "Information" or something. And Zones shouldn't be in it, because it's about viewing info. Zones should be in [d]esignate.

And you have to remember that each of the menus would have to have a keyboard shortcut for us mouse-haters. And I like my backgrounds the traditional gray, but this brown one still looks neat. Otherwise, I find this my favorite interface ever.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 29, 2008, 04:59:06 pm
(http://i16.photobucket.com/albums/b2/DavionShores/DFUI3.jpg)

This might have been a waste of time but I like it :|
Title: Re: Question about the upcoming Presentation Arc
Post by: MMad on July 29, 2008, 05:30:26 pm
So, does anyone feel up to making a mockup of an isometric view? :) I'm curious about whether it could really work in practice, and drawing a mockup is one of the best ways to find out.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 29, 2008, 07:34:41 pm
So, does anyone feel up to making a mockup of an isometric view? :) I'm curious about whether it could really work in practice, and drawing a mockup is one of the best ways to find out.

This mock-up gets passed around a lot, though it doesn't address a lot of things (http://mayday.w.staszic.waw.pl/~mayday/files/dwarf_show.png)
Title: Re: Question about the upcoming Presentation Arc
Post by: nornagon on July 30, 2008, 07:17:27 am
Here's a quick-hack mockup I just pencilled up in OpenGL.

The default view would be the normal top-down view, but with the added feature that lower levels are progressively darker (perhaps up to a point -- maybe 4-5 levels down should be visible, and beyond that is 'sky')
(http://nornagon.net/pics/df3dmockuptopdown.png)

But when clicking and dragging on the map (or possibly with a keybinding to temporarily toggle to a fixed preset camera perspective)...
(http://nornagon.net/pics/df3dmockupoblique.png)

I just tacked the interface bits on in the gimp from a screenshot, so they're (obviously) not quite right... but they're not really relevant to my point :)

I've also left out the up/down arrows due to being lazy, but I think having them there would be a help -- they could even be angled in the oblique view.
Title: Re: Question about the upcoming Presentation Arc
Post by: Omega2 on July 30, 2008, 07:36:02 am
Now that looks interesting. ;)

But since Sky is generally that teal-like color, why not make the levels further down that color as well instead of black, so people don't mistake it for chasms or just darkness? I think it would work great if the creatures and objects also showed up, so you can actually see the whole path for crossbow bolts being fired from one level to the other, or to get a real advantage settling on higher ground (you see any approaching enemies without having to change z-level), for example.
Title: Re: Question about the upcoming Presentation Arc
Post by: nornagon on July 30, 2008, 07:42:47 am
But since Sky is generally that teal-like color, why not make the levels further down that color as well instead of black, so people don't mistake it for chasms or just darkness? I think it would work great if the creatures and objects also showed up, so you can actually see the whole path for crossbow bolts being fired from one level to the other, or to get a real advantage settling on higher ground (you see any approaching enemies without having to change z-level), for example.

The sky thing could also be easily done. Perhaps just put a 'transparent' sky tile over the lower-level tile, that gets more and more opaque as the depth increases.

My intention was for all structures/units to show up on the map, yeah... possibly with creatures 'hovering' slightly above the terrain to make them stand out. I'd really like to try my test app on real DF data, but I don't have an easy way of importing it at the moment.
Title: Re: Question about the upcoming Presentation Arc
Post by: geggis on July 30, 2008, 08:04:56 am
But since Sky is generally that teal-like color, why not make the levels further down that color as well instead of black, so people don't mistake it for chasms or just darkness? I think it would work great if the creatures and objects also showed up, so you can actually see the whole path for crossbow bolts being fired from one level to the other, or to get a real advantage settling on higher ground (you see any approaching enemies without having to change z-level), for example.

The sky thing could also be easily done. Perhaps just put a 'transparent' sky tile over the lower-level tile, that gets more and more opaque as the depth increases.

My intention was for all structures/units to show up on the map, yeah... possibly with creatures 'hovering' slightly above the terrain to make them stand out. I'd really like to try my test app on real DF data, but I don't have an easy way of importing it at the moment.

Hmm, I love the initial top-down/faded levels image - that would work really well. And I like the idea of the sky becoming incrementally opaque as the view goes lower from the current z-level then after so many levels down it goes solid (black could be reserved for cliff faces, chasms etc. that lead underground). The sky teal colour could incrementally get more transparent to accommodate the underground darkness, then you'd know you were digging deeper and deeper. Bye bye skye.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 30, 2008, 08:33:10 am
This is how an isometric game looks like. I am wondering can we see a graphic quality like this in DF If toady would decide to implent an isometric gfx engine one day? If not, we better stick to top-down 2d for good, thats quite decent, and easy to make graphics for it.

(http://www.downloadthat.com/images/screen/c3fbe914bc4279c9b75aba98395c84e8_Daimonin.png)

(http://www.download-game.com/RPG_Games-Daimonin_Enlarged.png)
Title: Re: Question about the upcoming Presentation Arc
Post by: Omega2 on July 30, 2008, 08:36:20 am
And there's one problem with trying to implement DF in an isometric perspective: every tile has the same lenght and width, so walls and doors would be humorously thick.  :P
Title: Re: Question about the upcoming Presentation Arc
Post by: Areyar on July 30, 2008, 09:35:45 am
hmm...looks nice. Would be very nice with a holdrightmouse=:pause, change angle with central tile as pivot. combined with arrow-scrolling.

But how are you going to show tunnels?
a +\- key to set more or less z-layers to be opague/see-through?

One feature I'd find usefull in this regard, would be a 'tunnel-vision' showing all 'inside' area as solid, while turning all else vague and see-through.

Brainstorming:
How about displaying creature-icons etc as diagonal pop-up-like sprites, with multiple creatures etc displayed in the opposite diagonal.
maybe states can be displayed above them, but this might become confusing in tunnels. unless an area of headspace is reserved above creatures, but below the ceiling.
rotation, squashing etc can be used to denote some states

Spoiler (click to show/hide)

something like so:
http://www.box.net/shared/vjmd6i5w8o (http://www.box.net/shared/vjmd6i5w8o)
the prone unconcious elf has been rotated -90degrees AND squashed 50%.
The miner is attacking
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 09:50:47 am
And there's one problem with trying to implement DF in an isometric perspective: every tile has the same lenght and width, so walls and doors would be humorously thick.  :P

And unless certain creatures were multi-tiled, larger creatures such as dragons and colossi would be the same size as a dwarf and about as tall as a door.
Title: Re: Question about the upcoming Presentation Arc
Post by: GlennS on July 30, 2008, 10:26:31 am
Some ideas that I think might work:

I would like to see mouse scrolling.  Push the mouse to the edges of the screen in full-screen mode, or click and drag to pan.

Clickable mini-map for instant jumping around.

Perhaps a left-click on an unknown underground tile should designate it for mining by default, while clicks on trees and herbs should designate those for chopping.  Actually make that a toggle (so click again would undesignate).

I think some things could be consolidated a bit: stockpiles and zones could probably be the same menu.  Meanwhile, construction and digging are sort of similar, but slightly different processes to these.  It would be good if they were all consistent with each other, so that once you've learned it once you know what to expect for the others.

Scroll-wheel zoom would be nice as well, but I suspect that's a bit much for the moment, so probably bind the scroll-wheel to Z-levels or lists by default.

I'd also like to see a sort of stockpile summary, showing what it contains at the moment.

The string-filter facility which was recently added to the dwarf language name selector is excellent.  It be useful everywhere else we have lists of stuff in text.

Left-click: context sensitive left-click action. 
Left-click-hold-drag: selection box? 
Right-click: context sensitive menu pop-up.
Right-click-hold-drag: pan the map.

Or, i've you've selected an action or mode to use (designating stuff excetera), then:
Left-click: perform action here.
Left-click-hold-drag: perform action in an area if applicable, otherwise ignore the silly user.
Right-click: cancel mode or action.
Right-click-hold-drag: pan the map.

And have a sort of context priority to decide what gets selected/menu opened in case of conflict:
1) Your creature
2) Enemy Creature
3) Item on ground or in stockpile (but probably not in normal room).
4) Room/stockpile (since creatures are usually smaller than rooms).
5) Trees/magma/water/whatever.
6) Tile

Actually, this has given me another idea: hyper-link like behaviour.  Suppose you've left-clicked to view a tile?  Perhaps the things listed in the tile view should also be clickable to select them for viewing.

With most of this, auto-pause functionality probably wouldn't be helpful.  Perhaps instead reserve one key to pause/unpause in any situation, and do nothing else.

Edit: while I'm having a bit of a brainstorm...
Some sort of view mode for the mouse while nothing is selected, so that whichever tile it's over is displayed.

This then implies we need a way to unselect stuff, but I've already used right-click for context menus, and you can't left-click off anything because the played might want information about anything, so every tile will have something you can select or do.  Gah, don't know how to fix this.

Right-click context menu should always include 'help' at the bottom.

Might be some use for double-clicking, e.g. pull a lever.
Title: Re: Question about the upcoming Presentation Arc
Post by: numerobis on July 30, 2008, 10:31:18 am
Davion, this is awesome.

Minor thing: we don't really need the sidebar if we have the menu bar.

More importantly: How could the community get together to help generate that flowchart?  Make a wiki page, perhaps?  What data would be important?
Title: Re: Question about the upcoming Presentation Arc
Post by: FlexibleDogma on July 30, 2008, 10:36:51 am
This is how an isometric game looks like. I am wondering can we see a graphic quality like this in DF If toady would decide to implent an isometric gfx engine one day? If not, we better stick to top-down 2d for good, thats quite decent, and easy to make graphics for it.

*REMOVED GFX*

Now that's an interesting looking game.  Is it any good?   (I figured out from the URL it seems to live @ http://www.daimonin.com/)
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 30, 2008, 10:58:23 am
This is how an isometric game looks like. I am wondering can we see a graphic quality like this in DF If toady would decide to implent an isometric gfx engine one day? If not, we better stick to top-down 2d for good, thats quite decent, and easy to make graphics for it.

*REMOVED GFX*

Now that's an interesting looking game.  Is it any good?   (I figured out from the URL it seems to live @ http://www.daimonin.com/)

Yeah it is quite good. :) Btw I was just using it as an example of mediocre but acceptable isometric graphics. That should be the minimum quality for DF. If its not possible to make, we should drop the isometric idea, and stick to 2d top-down, which is imo perfect for DF.
Title: Re: Question about the upcoming Presentation Arc
Post by: Dogman on July 30, 2008, 11:10:28 am
Why does everyone seem so keen on isometric views? What's the appeal?
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 30, 2008, 11:20:02 am
Why does everyone seem so keen on isometric views? What's the appeal?

I am not sure either. 2d top-down can be beautiful with a good 16bit+ graphical tileset. Its not necessary to have isometric view in DF gameplay wise. IE: Isometric view vs. 2D top-down = gameplay wont be easier/better.
Title: Re: Question about the upcoming Presentation Arc
Post by: MMad on July 30, 2008, 11:22:18 am
Why does everyone seem so keen on isometric views? What's the appeal?

The point is that you would be able too see all Z-levels below the one you currently have selected, which would (among other things) allow you to more easily get a feel for the terrain and fully grasp how constructions look in 3D.

The major problem would be that objects in the back could be entirely obscured by objects in the front. There are a couple of different solutions for this, but none is perfect.

And there's one problem with trying to implement DF in an isometric perspective: every tile has the same lenght and width, so walls and doors would be humorously thick.  :P

And unless certain creatures were multi-tiled, larger creatures such as dragons and colossi would be the same size as a dwarf and about as tall as a door.

This is already a problem with the current 2D version. I've always found it slightly chuckle-worthy that dragons and kittens are the same size.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 11:37:57 am
Davion, this is awesome.

Minor thing: we don't really need the sidebar if we have the menu bar.

More importantly: How could the community get together to help generate that flowchart?  Make a wiki page, perhaps?  What data would be important?

I think the side bar could still be there because that's the easiest way to show the information, since there are usually so many options. That, or have it in a floating menu that pops up, but until something is done about window sizes and number of tiles on screen it'd probably obstruct too much.

I am not sure about the best way to start a community interface flow chart, maybe using something like Dia (http://live.gnome.org/Dia) to map it all out, it can export many different file types.  I am not sure how practical having a flow chart would be since the data would just consist of stuff like "Designation (d) ------> Designate menu ----> List of options", etc., but it'd probably help point out areas that take too many keystrokes to access or whatever.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 11:49:46 am
The point is that you would be able too see all Z-levels below the one you currently have selected, which would (among other things) allow you to more easily get a feel for the terrain and fully grasp how constructions look in 3D.

The major problem would be that objects in the back could be entirely obscured by objects in the front. There are a couple of different solutions for this, but none is perfect.

Yeah, the main problem I'd have with an isometric view is there would be so much clutter, if you have a good number of dwarves and a large population of domestic animals that don't stop breeding you're not going to be seeing much of your fortress. This could be alleviated by maybe having a toggle system that say, turns off domestic animals, turns off units, turns off furniture, etc. Like you said, it wouldn't be pretty, but it'd get the job done.

This is already a problem with the current 2D version. I've always found it slightly chuckle-worthy that dragons and kittens are the same size.

I think the flat top-down version can get away with it, though. The problem with an isometric view is it is a more realistic angle and the suspension of disbelief is harder to maintain.
Title: Re: Question about the upcoming Presentation Arc
Post by: dreiche2 on July 30, 2008, 12:55:51 pm
Hm I wonder if one could have the normal top down main window and a second window with some sort of regularly updated 3D/isometric viewer... so basically use 3D(ish) only as sort of (mini-)map to get an overview over the terrain. Or maybe use highly simplified sprites for dwarf positions, too (again like you might have on a mini-map).
Title: Re: Question about the upcoming Presentation Arc
Post by: Sergius on July 30, 2008, 01:29:15 pm
This is already a problem with the current 2D version. I've always found it slightly chuckle-worthy that dragons and kittens are the same size.

Multi-tile monsters!

Code: [Select]
7)
 /3
This is a dragon!

Code: [Select]
O/
 LL
Cyclops!
Title: Re: Question about the upcoming Presentation Arc
Post by: Andir on July 30, 2008, 01:34:28 pm
I think the flat top-down version can get away with it, though. The problem with an isometric view is it is a more realistic angle and the suspension of disbelief is harder to maintain.
Not really, just make the dragon take up every bit of real estate in the square and make kittens really small.
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 30, 2008, 01:44:31 pm
Why does everyone seem so keen on isometric views? What's the appeal?

No idea, I prefer top-down or 3/4 perspectives.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 01:51:37 pm
I think the flat top-down version can get away with it, though. The problem with an isometric view is it is a more realistic angle and the suspension of disbelief is harder to maintain.
Not really, just make the dragon take up every bit of real estate in the square and make kittens really small.

True, but you'd have to match that scale with everything else, which means you'd have smaller graphics for most objects in and around the fortress just to keep the scale 'realistic' for larger entities. That might put some strain on eyesight. I mean, a cat is size 3, a dwarf is size 8, and a megabeast is 20. You'd probably have to fudge it a bit but it still might cause problems when it comes to seeing everything well.
Title: Re: Question about the upcoming Presentation Arc
Post by: Omega2 on July 30, 2008, 02:00:02 pm
Final Fantasy Tactics and most games in that genre get away with a lot of scaling stuff while using isometric graphics.  :P

The key would be not make graphics too realistic, I think. Like the first X-Com game: the terror missions gave a very nice sense of fighting in tight quarters, without being overly crowded.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 02:05:36 pm
Final Fantasy Tactics and most games in that genre get away with a lot of scaling stuff while using isometric graphics.  :P

The key would be not make graphics too realistic, I think. Like the first X-Com game: the terror missions gave a very nice sense of fighting in tight quarters, without being overly crowded.

On that note I can't wait for the day when the presentation is worked on a  bit and people start making anime-styled dwarf tiles. They don't need mining picks, they just run at a stone wall and their spikey beards cut through the mountain like butter.

You know it's coming.
Title: Re: Question about the upcoming Presentation Arc
Post by: Sergius on July 30, 2008, 02:07:53 pm
I think the flat top-down version can get away with it, though. The problem with an isometric view is it is a more realistic angle and the suspension of disbelief is harder to maintain.
Not really, just make the dragon take up every bit of real estate in the square and make kittens really small.

True, but you'd have to match that scale with everything else, which means you'd have smaller graphics for most objects in and around the fortress just to keep the scale 'realistic' for larger entities. That might put some strain on eyesight. I mean, a cat is size 3, a dwarf is size 8, and a megabeast is 20. You'd probably have to fudge it a bit but it still might cause problems when it comes to seeing everything well.

It's not like the dwarf or the kitten occupies the ENTIRE tile. But I don't think most people here would want a "realistic" representation of a 2x2 pixel @ for dwarf vs a 16 x 16 pixel D for dragon. They're all big for readability's sake.

(BTW this is another reason why I think people complaining about 1x3 bedrooms with everything in a straight line is ridiculous. We can all assume there's some walking space between the furniture)
Title: Re: Question about the upcoming Presentation Arc
Post by: Anu Necunoscut on July 30, 2008, 02:14:12 pm
One thing to keep in mind (though obviously I'd love to see a beautiful graphics set)--isometric perspective brings with it certain expectations that ASCII and top-down perspectives don't.  Namely, characters are expected to be able to face the direction they are attacking/moving to, a lack of animation becomes much more painfully apparent as units jump instantly from tile to tile, and walls/trees/etc. need to make use of alpha channels to avoid obscuring the action.  Plus a natural feature of isometricism (:-P) is more realistic presentation, and at present the wall/door/tree/creature system is pretty abstract and would turn up some weirdness once realized in prettiness.

Not saying it's not a good place to take DF, just saying the amount of work to do it right is by no means negligible.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 02:31:47 pm
It's not like the dwarf or the kitten occupies the ENTIRE tile. But I don't think most people here would want a "realistic" representation of a 2x2 pixel @ for dwarf vs a 16 x 16 pixel D for dragon. They're all big for readability's sake.

I am talking about scalability in terms of isometric graphics. If they were all big for readability sake, even in an isometric environment, then it doesn't seem like there would be much of a point in having isometric graphics, other than for z-levels and elevation you wouldn't even see as much.

Maybe as a minimap or view that just shows the elevation and construction going on, but if creatures weren't to some kind of scale you might as well just be playing top-down.
Title: Re: Question about the upcoming Presentation Arc
Post by: nornagon on July 30, 2008, 04:15:12 pm
With an isometric view, all the tiles would have to be cubic in dimension... or else how would the dwarves fit into them when they dig?

An isometric view also has the problems of: a) occlusion -- stuff will get hidden behind the landscape (especially when you have cubic tiles), and b) displaying tunnels/caves/other concave structures is tricky.
Title: Re: Question about the upcoming Presentation Arc
Post by: numerobis on July 30, 2008, 05:56:57 pm
I think the side bar could still be there because that's the easiest way to show the information, since there are usually so many options. That, or have it in a floating menu that pops up, but until something is done about window sizes and number of tiles on screen it'd probably obstruct too much.
Hmm... My expertise in this is tapped out now, but y'all can figure out some nice suggestions for the display issues.  I'm a fan of keeping it visually similar to the current.  I want the user interface to be better, don't care so much about it being prettier.

Quote
I am not sure about the best way to start a community interface flow chart, maybe using something like Dia (http://live.gnome.org/Dia) to map it all out, it can export many different file types.  I am not sure how practical having a flow chart would be since the data would just consist of stuff like "Designation (d) ------> Designate menu ----> List of options", etc., but it'd probably help point out areas that take too many keystrokes to access or whatever.

If it's just going to be command1 -> command2, then we can use graphviz which has a truly human-readable file format (as in, you just write command1 -> command2 and a tiny bit of boilerplate at the top).  I'm just wondering what other information would be useful.  For instance, figuring out the +/- and up/down schizophrenia would please me, but wouldn't be easy to analyze with just that graph.

In the end, the goals I see for this flowchart-or-whatever project are twofold: (a) something to hand to Toady to help him improve the UI, (b) something to hand to newbies to help them figure out the UI.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 06:03:59 pm
That's true, it could help a lot of new people get comfortable with the interface because they could see all the commands and input as well as output.

Checking out Graphvis right now.
Title: Re: Question about the upcoming Presentation Arc
Post by: numerobis on July 30, 2008, 06:21:35 pm
Here's a start:

Code: [Select]
digraph DF {
  main -> "[d]esignate"
  "[d]esignate" -> "[m]ine"
  "[d]esignate" -> "[b] properties"
  "[b] properties" -> "[d]ump"
  main -> "[m]ilitary"
  main -> "[x] control squads"
}

Save that into df.graph, then run dot -Tpdf < df.graph > df.pdf, then open up df.pdf
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 06:38:21 pm
Is it just me or is the scrolling for the Set Building/Item Properties broken?
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 30, 2008, 06:46:55 pm
anime-styled dwarf tiles

(http://i10.photobucket.com/albums/a139/Kestenvarn/sa/dwarf.jpg)
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 06:55:20 pm
Here's a start:

Code: [Select]
digraph DF {
  main -> "[d]esignate"
  "[d]esignate" -> "[m]ine"
  "[d]esignate" -> "[b] properties"
  "[b] properties" -> "[d]ump"
  main -> "[m]ilitary"
  main -> "[x] control squads"
}

Save that into df.graph, then run dot -Tpdf < df.graph > df.pdf, then open up df.pdf

I've got most of the designation area done, going circo is probably the easiest way to view everything from test renders.
Title: Re: Question about the upcoming Presentation Arc
Post by: Torak on July 30, 2008, 07:06:56 pm
anime-styled dwarf tiles

(http://i10.photobucket.com/albums/a139/Kestenvarn/sa/dwarf.jpg)
I think the first picture is a better representation.

(http://www.clantemplates.com/renders/gallery/data/media/44/Dwarf_Hammer_Color.jpg) (http://images.google.com/images?q=anime%20dwarf&ie=UTF-8&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&sa=N&tab=wi)


It also looks cooler and less like a midget who rapes overdeveloped children.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on July 30, 2008, 07:37:18 pm
Some good lookin' dwarf lads here:

http://warhammerinfo.com/art-dwarfs.shtml

 ;D
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 30, 2008, 08:04:15 pm
clearly you two are missing the point of the joke, the man mentioned anime dwarves
Title: Re: Question about the upcoming Presentation Arc
Post by: Torak on July 30, 2008, 08:05:02 pm
clearly you two are missing the point of the joke, the man mentioned anime dwarves


I CONSIDER GOOGLE IMAGE SEARCH TO BE THE TRUTHER.
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on July 30, 2008, 08:06:35 pm
clearly you two are missing the point of the joke, the man mentioned anime dwarves


I CONSIDER GOOGLE IMAGE SEARCH TO BE THE TRUTHER.

Yoda says that is why you fail :(
Title: Re: Question about the upcoming Presentation Arc
Post by: Sergius on July 30, 2008, 08:36:54 pm
It's not like the dwarf or the kitten occupies the ENTIRE tile. But I don't think most people here would want a "realistic" representation of a 2x2 pixel @ for dwarf vs a 16 x 16 pixel D for dragon. They're all big for readability's sake.

I am talking about scalability in terms of isometric graphics. If they were all big for readability sake, even in an isometric environment, then it doesn't seem like there would be much of a point in having isometric graphics, other than for z-levels and elevation you wouldn't even see as much.

Maybe as a minimap or view that just shows the elevation and construction going on, but if creatures weren't to some kind of scale you might as well just be playing top-down.

Oh I agree with that. I'm not very fond of isometric myself.
Title: Re: Question about the upcoming Presentation Arc
Post by: Sergius on July 30, 2008, 09:00:52 pm
clearly you two are missing the point of the joke, the man mentioned anime dwarves

Fixed.

(http://img.photobucket.com/albums/v502/the_blue_raja/funnies/animedorf.jpg)
Title: Re: Question about the upcoming Presentation Arc
Post by: Torak on July 30, 2008, 09:32:36 pm
Fixed.

(http://img.photobucket.com/albums/v502/the_blue_raja/funnies/animedorf.jpg)

Fixed again.

(http://img237.imageshack.us/img237/7765/dwarfxu1.gif)

Title: Re: Question about the upcoming Presentation Arc
Post by: nornagon on July 30, 2008, 11:22:56 pm
I updated my little viewer to read maps from the DFMA. This is Charmglen, from Sappho.

Spoiler (click to show/hide)

Still working on the interface to try and make it more intuitive... I'll happily post the code if anyone wants to have a look-see.
Title: Re: Question about the upcoming Presentation Arc
Post by: Red Jackard on July 31, 2008, 01:44:51 am
armstrong dwarf is best

also in case you didn't know that was from lineage ii, an old crappy korean anime mmo
Title: Re: Question about the upcoming Presentation Arc
Post by: Andir on July 31, 2008, 06:27:56 am
I updated my little viewer to read maps from the DFMA. This is Charmglen, from Sappho.

Spoiler (click to show/hide)

Still working on the interface to try and make it more intuitive... I'll happily post the code if anyone wants to have a look-see.
Please... I'm curious how you're loading/warping the tiles to make it look like that.  There's a kind of "Mode 7" feel to it.
Title: Re: Question about the upcoming Presentation Arc
Post by: nornagon on July 31, 2008, 07:24:37 am
I'm using OpenGL to display the tiles. I'm telling my graphics card to magnify/minify the textures (e.g. due to perspective) by doing a 'nearest neighbour' interpolation--that is, rather than taking a weighted average of two adjacent texels on the texture to produce a gradient effect, it just picks the nearest texel available. That way you get the sharp edges that you can see in the screenshot.

My code's getting towards a releasable state. It now opens .fdf-map files from any of the many DFMA compressors available, and displays them in a semi-usable way. All that remains is to sucker somebody into building it on windows... and to test it out a bit more. One issue I'm having at the moment is working out a good way to remove 'sky' tiles, and the 'dot' tiles you see when looking at a lower level in-game. They're sort of redundant when you're looking at the map in 3D :p
Title: Re: Question about the upcoming Presentation Arc
Post by: Andir on July 31, 2008, 07:37:03 am
I'm using OpenGL to display the tiles. I'm telling my graphics card to magnify/minify the textures (e.g. due to perspective) by doing a 'nearest neighbour' interpolation--that is, rather than taking a weighted average of two adjacent texels on the texture to produce a gradient effect, it just picks the nearest texel available. That way you get the sharp edges that you can see in the screenshot.

My code's getting towards a releasable state. It now opens .fdf-map files from any of the many DFMA compressors available, and displays them in a semi-usable way. All that remains is to sucker somebody into building it on windows... and to test it out a bit more. One issue I'm having at the moment is working out a good way to remove 'sky' tiles, and the 'dot' tiles you see when looking at a lower level in-game. They're sort of redundant when you're looking at the map in 3D :p
I'm curious because I had an idea to test and see if I could get the central view space coordinate somehow and do a mem swipe of the DF Map data in that area in memory to produce an alternate display with some kind of 3D feel to it.  I'm mainly interested in just being able to see multiple Z-levels in real time without having to wait for 3Dwarf's map_extract and loading.

Edit: took me a second to figure out what you're doing.  You're basically looking at the data from the extracts... though any info you have I think will assist me in my experiment. ;)  Seeing as Toady doesn't have any interest in working with others making any kind of interface adjustments, I figured I'd go about it the "hacker" method.
Title: Re: Question about the upcoming Presentation Arc
Post by: nornagon on July 31, 2008, 08:09:04 am
I'm curious because I had an idea to test and see if I could get the central view space coordinate somehow and do a mem swipe of the DF Map data in that area in memory to produce an alternate display with some kind of 3D feel to it.  I'm mainly interested in just being able to see multiple Z-levels in real time without having to wait for 3Dwarf's map_extract and loading.

Edit: took me a second to figure out what you're doing.  You're basically looking at the data from the extracts... though any info you have I think will assist me in my experiment. ;)  Seeing as Toady doesn't have any interest in working with others making any kind of interface adjustments, I figured I'd go about it the "hacker" method.

Yeah, that'd be neat. Unfortunately I don't know a great deal about memory hacking... but I will be realeasing the source to this when I do make a release. So you'll be able to hack it up to your heart's content :)
Title: Re: Question about the upcoming Presentation Arc
Post by: geggis on August 01, 2008, 07:35:21 am
I updated my little viewer to read maps from the DFMA. This is Charmglen, from Sappho.

Spoiler (click to show/hide)

Still working on the interface to try and make it more intuitive... I'll happily post the code if anyone wants to have a look-see.

There's definitely some shape to the landscape with the 'faded depths' applied.

Would you be able to select things on lower z levels? I don't see why not. That would make outdoor navigation really simple especially for selecting the pesky cliff climbing dwarves.
Title: Re: Question about the upcoming Presentation Arc
Post by: dreiche2 on August 01, 2008, 07:46:36 am
Just for the record, quite a while ago (I think even before the introduction of the z-coordinate), there was a discussion about possibly displaying lower levels darkened. I think Toady meant that it could lead to some confusion with things that simply are more darker themselves.

I think we would have to think of a way of how to make the distinction between levels as clear as possible... I guess one would have to see your version in game to get a feeling for it.
Title: Re: Question about the upcoming Presentation Arc
Post by: Omega2 on August 01, 2008, 08:06:16 am
That could happen if the default fading color was black (obsidian stuff would be really hard to see), but I think that if the filter was a lighter, unusual color (purple, maybe?), it wouldn't be so bad. Since the background color and foreground character of a tile would both be filtered the same, it would just show up as faded as everything else in that layer. Might make it a bit more difficult to see, but just being able to see the terrain shapes and notice those little g's a couple levels down would do wonders to situational awareness.

There's a bit of trial and error to finding the right color and fading levels, but I believe this concept's got great potential.  ;D
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on August 01, 2008, 09:26:28 am
Oh, look what Ive found. Something like this would be perfect in DF regarding isometric view.

(http://www.kyrosblog.com/wp-content/uploads/2008/03/isometric-maker.JPG)
Title: Re: Question about the upcoming Presentation Arc
Post by: Nukeitall on August 01, 2008, 11:24:44 am
Man. Simcity 2000 flashback.
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on August 01, 2008, 11:28:59 am
You know what we need before even considering isometric or 3d or any kind of major graphical overhaul? We need to figure out whether we want each and every little action and detail displayed on-screen. I mean, could we really animate different colored socks on 200 dwarves?
Title: Re: Question about the upcoming Presentation Arc
Post by: Davion on August 01, 2008, 11:56:42 am
You know what we need before even considering isometric or 3d or any kind of major graphical overhaul? We need to figure out whether we want each and every little action and detail displayed on-screen. I mean, could we really animate different colored socks on 200 dwarves?

It'd be an artists nightmare if everything was graphically represented.

Title: Re: Question about the upcoming Presentation Arc
Post by: TheSpaceMan on August 01, 2008, 12:09:52 pm
i would like zoomability as well as maybe suport for more textures over time. But I would love to keep it abstract, if it would get to detailed I would put more work into the Abstaract Code Fortress Mod.
Title: Re: Question about the upcoming Presentation Arc
Post by: Tormy on August 01, 2008, 04:34:38 pm
Man. Simcity 2000 flashback.

Ahah, yeah Ive played with that game also...
Its isometric view is a bit different:

(http://www.gamershell.com/static/screenshots/3348/52473_full.jpg)
Title: Re: Question about the upcoming Presentation Arc
Post by: nornagon on August 01, 2008, 07:00:26 pm
You know what we need before even considering isometric or 3d or any kind of major graphical overhaul? We need to figure out whether we want each and every little action and detail displayed on-screen. I mean, could we really animate different colored socks on 200 dwarves?

That's precisely the reason I've done what I've done with my map viewer -- if you keep everything to the ASCII tiles (even in the 3D view), then you totally avoid that problem. It's exactly the same deal we have now with regards to tilesets, except with an added 3D view :)

I just quickly tried fading to blue instead of black in my map viewer, and it's problematic. For a start, the backgrounds of a great many tiles are black. This means that the fading to blue has little effect on tiles that are blue, and on tiles that have no blue component, quickly renders them invisible. The effect isn't quite as nice as it could be...

I think if there were this 3D component (i.e, the ability to view your map from an oblique perspective quickly and easily) then the ambiguity of symbols would be less of a problem. Any time you'd otherwise be scratching your head, you can just grab and rotate the landscape and check. No problems :)
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on August 01, 2008, 08:18:09 pm
Linky to map veiwer pl0x? KTHXBYE
Title: Re: Question about the upcoming Presentation Arc
Post by: nornagon on August 01, 2008, 08:47:29 pm
I've just finally managed to build a windows .exe for it, but it is COMPLETELY untested and likely extremely buggy on windows. Insert the usual disclaimer of responsibility for your computer exploding, deleting all your files, getting blood on your carpet or sleeping with your girlfriend here.

That said: http://nornagon.net/dfviewer.zip (http://nornagon.net/dfviewer.zip)

Drag a .fdf-map file onto view.exe to run it.

Use the arrow keys to move around (or middle-click + drag in top-down mode). '.' and ',' will go down and up in the Z direction respectively. Click and drag to get to 3D mode. Scroll wheel to zoom in 3D mode.
Title: Re: Question about the upcoming Presentation Arc
Post by: Reasonableman on August 01, 2008, 10:21:07 pm
That be pretty darn kewl. Check it!

Spoiler (click to show/hide)
Title: Re: Question about the upcoming Presentation Arc
Post by: nornagon on August 01, 2008, 10:35:41 pm
Awesome. Good to know it works for you :)