Bay 12 Games Forum
Dwarf Fortress => DF Modding => Topic started by: jaccarmac on May 02, 2013, 12:58:45 pm
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Dwarf Fortress is a great game. There's an amazing amount of depth, plenty of room for ridiculous situations, and more choices than most people know what to do with. All those choices can be a little confusing, so people come up with standard ways to begin a game: embark away from aquifers, make sure you have trees, and don't forget to (f)ind metals and flux stone! In Adventure, it seems to boil down to: a point in Swimming, a point in Reading, and some more points in combat skills. Of course, there are always exceptions to the rule: people like challenging themselves with an aquifer, zombies, or some evil mists. You can go even further and mod some stuff to up the challenge. But what if you didn't have to wrack your own brain for challenging possibilities? What if you could get the computer to do it for you?
!!FUN!! Randomization is the goal of Drunken-Bear. Start up the program, give it a few bits of information about your world, configure it if you want to, and it will spit out a random embark and/or embark profile and/or adventurer stats for you to play with. There's no telling what you might get! If you want, Drunken-Bear can even roll up a new world for you to start a new saga in, with random characteristics and minimal rejections.
Right now, Drunken-Bear is in the not-even-started-yet stage. I'm still in the process of throwing around ideas and getting a computer I can use to work on it. There is a github page at https://github.com/jaccarmac/drunken-bear (https://github.com/jaccarmac/drunken-bear), though!
As time goes on, I will begin to populate the github page and this post with updates, features, and !!FUN!! randomness (of course :-) Until then (and even after that), I'm open to ideas, so leave a reply before you go!
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It would be fun to incorporate those scripts which create random plants, creatures etc in it later. It may become a really amazing project. You never know what awaits you in the next game!
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It would be fun to incorporate those scripts which create random plants, creatures etc in it later. It may become a really amazing project. You never know what awaits you in the next game!
Meta-Roguelike. No two games are the same. :P
Finally, if you could code in graphics through the use of repositories and identifiers, that'd be wonderful, if needlessly complex.
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It would be fun to incorporate those scripts which create random plants, creatures etc in it later. It may become a really amazing project. You never know what awaits you in the next game!
An excellent idea... Personally, I don't like modding the game (there's plenty there already!), but for those interested, packaging the two utilities together would make a lot of sense.
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Finally, if you could code in graphics through the use of repositories and identifiers, that'd be wonderful, if needlessly complex.
What do you mean?
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Finally, if you could code in graphics through the use of repositories and identifiers, that'd be wonderful, if needlessly complex.
What do you mean?
I don't know if it's possible, but would it be possible to make "randomly generated graphics" in a sense?
Like it'd apply "bird" graphics to avians and such?
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I don't know if it's possible, but would it be possible to make "randomly generated graphics" in a sense?
Like it'd apply "bird" graphics to avians and such?
Yes... ?
I'll be doing it in Python (3), since I know Python best and the focus is not on fancy graphics or OS interaction, but doing simple calculation and writing to files. However, I'm pretty sure I could hack up something to (just thinking off the top of my head here) take a generic image and add color to different parts of it. I know it's possible to create an image by combining various parts, but on the small (20x20 or so) scale of DF graphics, I don't see that being feasible.
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YES. Now, I shall wait, although really, graphics are just a bonus.
/ptw
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Or pehaps randomly selecting from a set of packaged tilesets.
Today I start an advanturer who can neither read nor swim, but can crack a whip to put the lights out in a world with no HFS, many megabeasts, 19 Goblin civs, in an Age of Myth, made entirely of tiny islands and 80% glacier in Ironhand's graphic pack.
Yesterday it shot me a Fortress, starting with 5 lye makers, 1 fisherdwarf and a shearer, 1 male horse, 1 male ox, 1 rooster, 1 male hunting dog, 11 cats, cave wheat seeds, dwarven cheese, goat's milk, NO picks, an iron anvil, 6 buckets and enough sewer brew to drown an otter in a Very Large world, with 1050 years of history, at least 8 of every race's civilizations, MAX caves, SMB, MB, 17 of all the goodie creatures, necro towers through the yowee zowee on a single mega-continent with active volcanos and 3 partial oceans in Dumb Ass of the Year graphics.
Super awesome.
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PTW
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PTW
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Would it be wrong to think this topic was about literal Drunk Bears?
Also,
PTW
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Would it be wrong to think this topic was about literal !!Drunk Bears!!?
Fixed that for you.
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how exactly would I be able to run this?
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How exactly would I be able to run this?
It'll come packaged as a Python 3 script. Assuming you have Python, you'll just double-click the script, or enter a command of the form ./script.py or python script.py into a terminal. A GUI will ask you what exactly you want, and the program will then try to write some text to some files. Random worldgens would go in your worldgen file, and you'd just open up DF, scroll down to Advanced World Gen, select the profile, and go. For Adventure Mode, since there's no way to automate the process, you would follow instructions from a window. For Dwarf Mode, you would follow instructions to select your site, then select the randomly generated embark profile.
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Ah I see that's where I went wrong; I don't have python. going to see if i can get over the hurdle now, thanks for the quick reply!
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Ah I see that's where I went wrong; I don't have python. going to see if i can get over the hurdle now, thanks for the quick reply!
Well, what are you trying to run? 'Cause there's nothing, and I mean nothing, written for Drunken-Bear just yet...
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Or pehaps randomly selecting from a set of packaged tilesets.
Today I start an advanturer who can neither read nor swim, but can crack a whip to put the lights out in a world with no HFS, many megabeasts, 19 Goblin civs, in an Age of Myth, made entirely of tiny islands and 80% glacier in Ironhand's graphic pack.
Yesterday it shot me a Fortress, starting with 5 lye makers, 1 fisherdwarf and a shearer, 1 male horse, 1 male ox, 1 rooster, 1 male hunting dog, 11 cats, cave wheat seeds, dwarven cheese, goat's milk, NO picks, an iron anvil, 6 buckets and enough sewer brew to drown an otter in a Very Large world, with 1050 years of history, at least 8 of every race's civilizations, MAX caves, SMB, MB, 17 of all the goodie creatures, necro towers through the yowee zowee on a single mega-continent with active volcanos and 3 partial oceans in Dumb Ass of the Year graphics.
Super awesome.
ah,this got me all excited/confused!
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Sorry about that! It's all speculation at this point...
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I'm looking forward to seeing this project in motion :D
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I suppose I should have formatted the preceding post to make it more clear that it was speculative, a quote from some future date. But, then again, I'm also not so fun of continuing quotations over multiple paragraphs.
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Haha, well atleast you have people amped up now!