Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mugros

Pages: [1] 2
1
*headdesk headdesk headdesk*
You answered the first part with the second. Of course we wouldn't have different sprites for different injuries--that's why you wouldn't have the sprites in the first place, by his argument! Anyways, sprites are as much a part of DF as rainbows and lollipops; you can mod them in, but vanilla is not like that.
Anyways, I like ASCII. I actually discovered that the hardest part of Kobold Camp, aside from the lack of stone, was the graphics! "Is this guy a woodworker or a farmer...oh, he's my miner." Also, [/serious]it keeps the rabble out. Do you want to see trolls around here?
What did i answer? I didn't even ask a question.
And, yes his argument is flawed. Sure, it is not a good idea to have a sprite for every detail. Why does this mean that there shouldn't be any sprite graphics at all?

And i really like the latest "i want to use my imagination" posts.
a) since DF simulates every little detail, e.g. in fights, there is not a lot to imagine.
And tileset graphics would be with maybe 16x16 pixel tiles. There is not a lot of detail in them, but just enough to be iconic representations of the game content. There is still lots to imagine.
b) why do people that don't like graphical representations block any development or ideas towards nicer graphics? If everything is supported by tilesets they are still free to use abstract character sets.
The amount of elitism in the community really annoys me. And at the same time there is a tremendous fear that "something" is taken away from DF when the graphics are improved. It sounds like DF will go completely downhill if it would use detailed 2D graphics, like there is no benefit in it at all. It's ridiculous.

PS: Please stop hitting the desk with your head. It's bad for the brain and the desk.

2
When I'm talking about improving the graphics I'm not talking about changing the default tileset or making it easier to change it.

3
I'm having a hard time imagining a faithful rendition of DF battles in 3D without sacrificing complexity and/or it looking ridiculous.
What complexity? The graphics are now anything else but complex. Just simple tiles without any additional effects. It can only gain complexity.
Or do you say that the game has to lose complexity? I don't see why.
Of course, there need to be put a lot of effort to make it work in 3D.
As i said, i don't mind 2D. And i would prefer it for DF over 3D, because there is so much to keep track off and this would be easier to manage in 2D. But it lacks the 3rd dimension. Isometric view would be kind of an in-between.

4
DF Suggestions / Re: How to solve the archaic user interface problem
« on: June 23, 2011, 07:53:17 am »
It's my impression that Toady likes to program features and the core engine, but doesn't like to work on th UI or graphics.
Without talking about the graphics the UI is awful, bad, inconsistent.
Only a fanboy could write:
Quote
And two, the UI isn't that bad, once you get the hang of it it's easy as pie to set up a workshop, designate stone for mining and so on. It takes a few hours of practice, just like with any other game.
A good game might take a few hours to learn. Yes, the game, not only the UI. A good UI doesn't need hours to be mastered. It should be intuitive, easy to learn and consistent. None of that can't be found in DF.
Take the stockpile menu as an example. allow/block/permit/forbid and additional keys for prepared food, usable/unusable items. That's not intuitive. All this could be done with only arrow keys and enter.
Then there is the trade menu and it's display... rope red ... what? cave crocodile ...what?
A list where you can only see what an item is made of is useless. It's a bad example of an UI.
Then you can build constructions and farm plots and resize them with umkh, but zone and designations can be done with enter and cursor. That's inconsistent.
Then there is the mouse and TTF support. Well, obviously Toady found out how to get mouse coordinates and do TTF, but that's all. There is no real benefit taken from this technolgies. TTF text is more readable and room efficient, but the game only renders the same amount of characters that can be seen with block text. The mouse is nice to designate things, but could do so much more.

So, the UI is bad, just because you have learned it doesn't make it a good UI.

And by limiting game development only to himself Toady limits the game also. A game isn't only the logic engine, nor only the UI, nor only the graphics. In it's core DF is a great game. But the UI is so awful and the graphics are so rudimentary that the success is only limited to a hardcore group of people. If he would allow a UI and/or graphics programmer (both of what he isn't) to join the development the game would overall benefit from it. And he would even make a bigger profit. If you see the success of a game as the product of his components (scale 1-10) than DF is now a 10 (core 10 x UI 1 x GFX 1). If everything would be as good as the core it would a success rate of 1000 (core 10 x UI 10 x GFX 10).
And if he is so afraid of spinoffs then he should set up a contract with his co-developers.
Quote
Toady is willing to be slightly inconvenient if it means no one will steal the game. Given how he hardly has money when things are under his control he would starve with clone games.
Nonsense.

Maybe he should think about the Minecraft business model.
Sell the game for 5€ now. Increase the amount as the game develops and finally open a business.

Even now his forum has 35000 members. If each one would buy the game for 5$ this would be 175.000$ or if you consider of 2000$ per months, over 7 years of guaranteed income. Additionally there are sponsors who donate a lot of money and donations could still be possible.

5
Another flawed argument against better graphics.
First, DF is not ASCII. It is already using sprites. But the sprites are all tiles and look like characters in the default tileset.

And then let me check your argument. So you say that the current "ASCII" is better than any other graphics technology because sprites or 3D are limited to what they depict. Yet you forget that the current mode is far more limited than the other methods. This makes no sense.
It's like a game developer in the 90s who would say "Oh, we can't make a tennis game that has photorealistic graphics... so let's just do another Pong game."

And i don't know where or when someone suggested to use separate sprite graphics to depict every kind of damage or detail. Of course this makes no sense for DF considering the amount of detail in the game. The detail overload in the game would transfer to a information overload in the graphics and this is surely not desirable.
But improving the graphics beyond simple tiles would be beneficial. e.g. there could be indicators on the dwarf sprite to show the current state, like thirsty, hungry, bad mood etc. This would be better than the alternating tiles right now.

6
DF Gameplay Questions / Re: Unable to play
« on: June 22, 2011, 02:48:21 pm »
No, upgrade to SP3 and all patches after that. We don't need another Windows zombie PC that spreads spam etc. An unpatched Windows is dangerous.
I don't care if it is pirated. But XP can be easily copied and it still gets all updates and no ones will ever find out. But if it is a copy, you might want to consider Windows 7 which is really nice and it doesn't cost a lot.

7
Some of this was tl;dr.

I often think about how cool df would be to play with full rendered 3d graphics. But it simply an impossibility with the mechanics of the game.
Why? I don't see any mechanic that would prevent 3D graphics.

8
DF Gameplay Questions / Re: Unable to play
« on: June 22, 2011, 02:34:07 am »
Darkmere beat me...
Considering the Google results for the error message you posted you haven't even installed service pack 2 or later on your XP machine. Are you honestly still running XP SP1?

9
Matters of computing power aside I thought of the single biggest reason Df can't ever have "modern" graphics. Or at least nothing better than sprites and isometric view.

If the game were to be rendered into full 3d "modern graphics" a problem of size of things becomes a big issue.

For example a dwarf digs a mine shaft that probably isn't much taller than the dwarf, how the fuck are you supposed to show a dragon or anything else large like that invading your tunnels?
You mean "single worst reason"?
There is no issue. Have you never seen a 3D game with models of different sizes? Actually the advantage of 3D is that you can scale things easily and still see everything in detail or as overview by only changing the viewport. With tiles you can't make a dwarf the proper size compared to a dragon, because it would only be one or two pixels on average sized tilesets.
And anyway, why is having a dwarf and a dragon the same size ok in 2D, but not ok in 3D?

And what are you implying by "Matters of computing power aside"? Please consider that a game like Dungeon Keeper (which i consider as a good start of what a DF3D could look like) is from 1997! Any current PC should be able to run simple 3D graphics good enough for DF. If you have a very old PC you might not be able to run the current DF anyway, because you will have 2fps on an 1x1 embark with 10 dwarfs.

Some general remarks:
- Does DF need 3D? No.
3D is not always better than 2D and a tile-based game like DF works perfectly fine with 2D.

- Would DF benefit from 3D? Yes.
Because the simulated world is 3D, using 3D graphics just feels naturally. But, because its not a shooter, you need mainly the overview. But this is not a problem with 3D at all. Even the multiple z-levels are no problem, just keep the z-level indicator and cut everything off over the current level.
A great possibility of 3D is that you could have an overview to manage things and seamlessly to a first person view. Just imagine looking at your fortress in 3D in game while the dwarfs are working.

- Is 3D harder to program than 2D? Yes.
Right now DF is pseudo ascii anyway and already uses accelerated graphics. Still 3D takes things to a new dimension, literally. I reckon that Toady is good at programming game logic, but he isn't a 3D programmer. This is actually the biggest reason against 3D. If you do it, do it right.

- Can the 2D mode be improved? Yes.
Like i said, Toady is not a 3D programmer. Well, i don't think he is a good graphics programmer at all (or UI programmer). The 2D mode is sufficient but leaves a lot to be desired. There could be colored meters/indicators for dwarf status (drink/food/health). Indicators on workshops could show cluttering or workload or that it's claimed by a moody dwarf. Stockpiles could show usage. Overlays could be added to see what areas indicate negative/positive thoughts.
Even though the game is mainly tile-based doesn't mean that everything has to stay this way. Using tiles for the interface is already a bad choice.
If Toady would eventually risk the step to improve the 2D graphics mode there would be endless possibilities to improve the game. But i guess that would mean that he has to find someone who can actually program a proper 2D engine and UI.

10
DF Suggestions / Re: mouse-click = [k]
« on: June 08, 2011, 02:34:14 pm »
Quote
Big deal, not like there's a whole lotta space on the screen i gotta move around on.
Well, have fun on your 1x1 embark then.
It becomes  big deal when you have to repeat this over and over again for several command. being able to choose the location by mouse would be a big improvement. But "Losing is fun and so are awkward controls."
Use of the mouse-wheel has already been implemented. It changes the zoom/resolution.
Yes, but how often do you change the zoom and how often do you change z-levels?


11
DF Suggestions / Re: Full graphics support details
« on: June 08, 2011, 12:53:45 pm »
Like i said, you render the whole text and then blit it to the destination. Anything that is too wide will be automatically clipped. No need to know the exact width. Google will help you.
Rendering, checking the width, rendering again etc. until it fits is just bad programming. Also knowing the width of each character in TT is just useless because of kerning.
I don't see a problem here.
(clear type shouldn't matter because the SDL TTF rendering is done without native windows routine. Or please show me a game where there is a difference with or without cleartype.)

12
DF Suggestions / Re: Full graphics support details
« on: June 08, 2011, 02:45:58 am »
Quote
This is why IMHO, we have to keep the basic ascii display.
It is just a matter of being familiar with it. At the very beginning you were also lost with the basic ASCII graphics. So if you change the tileset, you have a small learning period, but if you already know the basic gameplay, this should be quite easy.
As for maintaining it: A programmer is normally a bad graphics designer, so someone has to step in. But i guess there are some good graphic designers among the players. So Toady could choose an official graphic set. But when he just puts in placeholders in case something new arises, the community will quickly update the graphic packs.
I'd say the benefit of a full graphics support outweighs the "potential" drawbacks for Toady by a lot.
And anyway, as it has been said, the ASCII graphics are already BMP graphics, very basic and done by Toady. The goal is just to extend the graphics support to more than just the main display.
Quote
Therefor, the first half of your post was pointless.
Yes, i see this now. But as you can also see from the poster before, people still think, that there is some ASCII display in the game, though it is just an ASCII-looking graphical tileset.
Quote
it's a bitch and a half to figure out how wide a string of non-monospaced characters is
I haven't done graphics programming, but since TTF text display is more common now than fixed-width bitmap fonts, i would have to say that this can't be so hard. And i do think, that SDL can help with the display by just looking at some SDL documentation how TTF text is displayed. A) render TTF text surface B) blit it to the destination surface with the clipping area set to the correct width.

13
DF Gameplay Questions / Re: Square ASCII "tileset"?
« on: June 07, 2011, 08:01:28 am »
Yes, it is not really ASCII like many people think. It's already just a graphical tileset that looks like ASCII.
But these BMPs are not actually rendered, nor does BMP stand for bumpmap, it's bitmap.

14
DF Suggestions / Re: Full graphics support details
« on: June 07, 2011, 02:38:47 am »
First, I'm pretty sure no matter what is added Toady still intends to keep support for the ascii set.
Actually it makes no sense to keep the ASCII support. And i hate all those people who say that ASCII is so much better than tilesets or graphics of any kind. They say that ASCII displays the information much more efficient etc. This is simply not true and just shows that these players are familiar with the text.
But without ranting some more, there is an easy solution to satisfy all the ASCII lovers: Just make a graphics set that looks like ASCII characters.
I hope this will put an end to all the hate for GFX and silence players who fear that they will lose their precious ASCII display.  8)

That said, the current support for graphic tiles is quite ok, but a full graphics support would open so many more possibilities, e.g. meters for stockpiles, little indicators, big dwarf graphics in the status screen with wounds, equipment, a new UI overall.

And since TTF was mentioned before, we have TTF support right now. I use it and it works fine. But the advantage is only legibility, it doesn't show more characters, even if there is more space in the line. So you still have "crocodile leather q..." etc on several screens. TTF is really the way to go, because it fits more information on the screen and makes text more readable.

PS: Since this thread is still linked to the eternal voting list, i guess, it's still ok to post here, even though the thread is quite old.

15
DF Suggestions / Re: mouse-click = [k]
« on: June 06, 2011, 03:42:38 am »
If mouse control's added in then hey, fine, but i'm personally alright with just pressing "k"...
and up-up-up-up-up-up-left-left-left-left-left-down-left

Pages: [1] 2