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DF General Discussion / Re: Future of the Fortress
« on: December 12, 2022, 03:25:06 am »
Try not to bait people about their concerns. It won't help anything.
May 9, 2024: The May '24 Report is up.
News: April 23, 2024: Dwarf Fortress 50.13 has been released.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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"those guys aren't going to buy it, they all despise Steam and are holding out for the free ASCII version - hipsters that they are".
Yep. It's the same game but in ASCII (or with a nice ascii-ish tileset). He's not gonna maintain two different games just for some guys complaining about muscle memory.Even the ASCII version has the new UI design apparently, just not the pretty graphics. You'll need to relearn or stay at 0.47.05 forever."those guys aren't going to buy it, they all despise Steam and are holding out for the free ASCII version - hipsters that they are"Not that far off. I already bought it, but trying to learn the new interface after committing the old one into muscle memory is about as intuitive as riding a bicycle with rear wheel steering. I'm going back to ASCII as soon as it's out.
i have an email from bay12 from 2006 thanking me for my donation
will you make NFTs for people that donated back in the day? that would be really sweet
congratulations on the steam launch! i have a mac so i'll have to wait a little longer to play this new version but i'm looking forward to it!
So I'm dipping back into DF, and haven't been able to parse a clear answer to this out of the previous FotF replies:
What is the state of keyboard control in DF and what plans are there for it going forward?
Keyboard stuff: There was some confusion over in the linked suggestions thread above and elsewhere about hotkeys etc., and generally I should clarify the different pieces of keyboard support and where we are at:
For hotkeys, I'll have to move some of them, since I can't assume we have a numberpad and wasd has to camp out over on the left side of the keyboard forever, but hotkeys for opening and using menus seems pretty easy to support. We do have to show them to the player somehow. Tooltips are one typical way, and there could be some layer that draws them under buttons as well (I guess some games have done, like, holding 'alt' for this kind of thing.)
For designations, I think the wasd+mouse combination can handle some things that people aren't giving it credit for (long tunnels etc.), and camera keys also work for doing up/down staircases. But we've listened to the feedback here, and a cursor mode is easy to support, since most of the code is sitting around for it and we already have cursor graphics. We just have to make sure new people don't get stuck in there.
For menu navigation, missing the numberpad and our old (sometimes inconsistent and annoying) methods of scrolling put us in a bind in some cases. Focus and button use etc. probably can't be the same between the various menus, because they are quite different from each other. Though I think, as with the Classic display and adventure mode, the main issue here is time. I see the pathway through for Classic/adventure stuff though, so it's easy to commit to doing those in as timely a fashion as possible after launch if that's the way we go. With a few of the menus, I'm not sure how much work it'd take.
We read through all of the comments and take them seriously, even the negative ones - there's no need to be rude or assume the worst. We're going to try to address issues and we think things are going to turn out well, but everything just takes time.
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Has generative/adaptive music in DF been suggested before?
Spoiler: uwu (click to show/hide)
The stray billy goat was stung by a bumblebee.
Truly an event that will be remembered for ages to come.
in every demonstration i've seen of the new guis, all the interactions have been made with the mouse. currently, i play with the mouse completely disabled via the init files - will the new graphical interfaces [which are looking very very pretty, by the way!] be usable with just my keyboard?
apologies if this has already been answered elsewhere.
QuoteQuote from: Shonai_DwellerAre the icons sliders and other graphical parts of the interface that you're adding locked to the official tileset? I'm just wondering how the new interface will work for anyone who doesn't buy the Steam version. Or indeed in Steam's curses tileset, is that Curses plus graphical icons? Different icons to match the ASCII style? Presumably all the new rectangle drawing tools and such will be fully functional?Quote from: DGAre all new UI elements and any changes to current ones supporting keyboard only input?
They are locked, insofar as everything else is - it's set up currently as the creature graphics have been, where you link up images with text files and so forth, and the fancy image sets aren't going to be in DF Classic (which is likely what the Steam curses version will be, same as the free one.) That does leave us the question of what DF Classic is, when we've been aiming for "no graphics but as many of the interface improvements as possible." We'll very soon reach a point where the changes will require some sort of substitute. Whether those are literal text buttons (with line outlines and ASCII symbols inside), or something else, is yet to be seen. The way the interface currently works where it still respects the old grid somewhat (rather than the new graphical layer, which doesn't respect the old grid, other than being a grid at all) makes it much easier to handle ASCII parallel work on an ongoing basis.
Yeah, the continuing plan, which seems feasible thus far, is to maintain keyboard alternatives everywhere. There are some questions here and there about how some nested widget might work, if various little tick boxes end up being convenient, and so forth, but having quick key/sequence methods is important.