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Messages - Hapchazzard

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1
The OP has been absent for over 2 years, so this thread is a huge mess. But it is an interesting mess. I am giving it another chance to shine. Here is the list of all the sphere magics that have been defined, and a list for those which haven't under it. It has to be written in multiple posts; these are very long, even trying to fit in all spheres starting with C in one post will easily exceed 40.000 character limit.

Just want to jump in and thank you for doing this! Interest petered out back in the day and eventually DF sort of faded from my own interests as well, but I'm grateful that someone picked up the banner and continued the work being done here. Will link your post in the OP as the more up to date version of the list.

2
Alright, I've let this thread wither for way too long. I've updated the list with some of the suggestions presented since my absence. Here's a new one:

Wisdom
Spoiler (click to show/hide)

3
DF General Discussion / Re: Future of the Fortress
« on: September 02, 2019, 02:55:57 pm »
With all these new fancy intrigue mechanics, do you reckon that adding in proper secret societies won't take too much effort down the road? As I see it now, the main thing that's missing is having them have motivations beyond generically amassing power, and letting them form a more formal hierarchy as a direct evolution of the current agent networks and such.

4
DF General Discussion / Re: Future of the Fortress
« on: May 09, 2019, 08:49:18 am »
1. Will creatures with a very high intrigue/divination abilities be biased towards responding to threats from the player's party more rapidly compared to AI entities, at least to a small degree, for plot purposes?

2. Will characters with a vendetta against a villain be able to offer to join your party if they find out you're directly fighting said villain?

3. Will villains be able to send agents to try and infiltrate the player's party itself, for example by pretending to be a bereaved party seeking revenge (like in 2.)

4. Similar to 3, will villains be able to try and sow discord within an entity by pitting important members against each other through false evidence and slander, up to and including the player's party?

5. Will agents of villains be able to stalk the party, interrogate people that the party has talked to for info, etc.

6. Will 'disposable pawns' be a thing for sufficiently ruthless villains? e.g. tying up loose ends by killing low-level members that have fulfilled their purpose if they know too much, setting up low-level members to take the fall for a crime, etc.

7. Will the villains do petty, not-entirely-rational villainous actions if they're particularly vicious, arbitrary and it aligns with their personality in general? By this, I mean things like:
a) Killing subordinates for minor or imagined slights, perceived failure in their duties, or if they're unhinged enough, just for the heck of it
b) Dolling out disproportionate retribution to entities that have cooperated with their enemies, like butchering and burning down an entire village just because some peasant in it let the heroic adventurers stay overnight
c) Making a spectacle out of eliminating their enemies, e.g. publicly parading and then executing them, intentionally assassinating them in a brutal fashion in public, killing them in front of friends and loved ones (if said friends and loved ones are also prisoners, but also possibly keeping hostages around just to do this later if the villain expects a direct confrontation in the near future)
d) Destroying artifacts of sentimental value to their foes, if said artifact isn't too useful to them, or even destroying highly useful artifacts out of spite if they feel that their loss is imminent

5
Been rather busy the last month or so, but will try and update OP in the coming week.

6
If we're going to have profession-based clothing, would it be possible to have soldiers at least accurately display what armor they're wearing? It'd be pretty practical and useful to be able to see whether the army that's attacking you is dressed in some ripped leather rags or if they're sporting steel plate. Of course, it's impossible to represent every single little piece of armor that they have, but what they're wearing on their torso and legs should give you a pretty good idea of what they're armor in general is like.

7
-snip-

Thanks! Glad to see that there is likely to be significant diversity in dwarven appearances!

On a side note, I'll also throw in my support for the 'actual clothes instead of professions' side. I never personally found profession info to be too important.

EDIT2: Might as well state my opinion/preferred solution for every 'dilemma' there has been so far:

Clothing: based on actual clothing.
Trees: original, isometric. They look pretty to me, and I think shading the interior black would help differentiate them from stumps, as someone else suggested before me. The newer, 2D version looks strange and unsightly, in my opinion. I definitely like the experimental tree shadows.
Critter sizes: relative sizes represented, at least to some degree.
Slopes: Mayday's, though Meph's are a close second.

Also, a minor, offhand suggestion related to the experimental tree shadow - maybe having the game sometimes add a fake 'god ray' effect underneath the tree. It would just be two random, translucent streaks of light that would spawn occasionally beneath trees, but might be able to add to the 'fantasy primeval forest' vibe in sufficiently dense woodland. Just randomly tossing ideas around, not sure how feasible any of them all.

8
By the way Meph do you have a list of all the beard and hair styles per gender/entity?

Sure. The types are head hair, sideburns, moustaches and the beard. Lengths are clean-shaven, stubble, (very) short, medium, (very) long. And styles are braided, double-braided, unkempt, neat combed and ponytail (ponytail only for head hair, rest for everything)

So it's 4 types * 5-8 lengths * 4-5 styles = 80-160 sprites.

Wow, that's a lot of beards! Should help with differentiating the dwarfs! Will skin tone also be a variable?

9
Could adjacent wheat/crop tiles in general 'merge' for a more natural look? Here's what I have in mind:

1. Horizontal merging only


2. Vertical merging (an additional row of wheat added in between fully grown tiles)


It's a really quick photoshop hackjob, but I think it gets the idea across well enough. IMO it makes the field look more like proper, lush farmland, and looks more aesthetically pleasing in general. Would this be possible/hard to implement?

Also, I think random patches of tall grass and flowers on the ground would really help with breaking up the monotony of finely-trimmed green lawn grass.

10
Some really interesting stuff here! How will items made of unusual materials be handled? E.g. artifact floodgates made of ruby? It seems a bit excessive to make sprites for every edge-case, but it would still be weird for them to have regular appearances when they're made of such an exotic material. Would applying some sort duocolor filter, with RGB values given in the raws work? For example, a "ruby floodgate" would look something like this:



As a bonus, maybe add a "PRECIOUS" flag in the material defines, with PRECIOUS materials possibly having a sparkle or two superimposed on the image itself.

Also, how hard/easy is it to make the appearance of specific items modular? For example, making the jewel on the crown actually change color depending on the gem used (if any)?

11
DF General Discussion / Re: Future of the Fortress
« on: March 16, 2019, 10:26:51 am »
There are ongoing discussions regarding the new graphics over in the mod/tilesets forum with Meph & Mayday (who are making them). Held weapons and such can be seen in the sprites, while clothing seems to be undergoing debate (dyed red tunic should be red, or colours should match profession as in Classic, etc). Facial hair and hairstyles are hoped for too.

Just checked, very interesting thread! Thanks for the heads-up!

12
DF General Discussion / Re: Future of the Fortress
« on: March 16, 2019, 08:29:06 am »
First off, sorry if I offended with the "like a 1930s apartment block" remark, I was just trying to be witty :)

Second, wow, a graphical DF release, honestly didn't expect this in the near future and am (very pleasantly) surprised! The new graphics look really good!

Since audio is also in the works, thought I'd ask a question about it: are there any potential plans for the Steam release (or later) to have 'ambient sounds', e.g. water dripping/echos in caverns, generic forest sounds when in a woodland, crowd sounds when in a congregated area (such as a tavern), etc.?

Second, more related to the graphical features, I've noticed in the graphical previews that sentient critters in battle actually have differing equipment, armor and appearances - some dwarfs have swords, some maces, some crossbows, some spears, etc. This is another very exciting thing for me. If this will actually be a feature, how far will it go in differentiating sentient creatures by equipment/state? Will it
change their sprites based on:
1. Equipped equipment, and it's state?
2. Clothing, and it's state?
3. Physical appearance, such as bald dwarfs actually being bald, etc.?
4. Wounds, from generic bloodiness when wounded, to possibly even more specific wounds (e.g. decapitation being shown, though I am fully aware that this might be a bit too graphical/gory). Possibly bandages when wounds are healing, also.

13
Finally got around to updating the list! Sorry for voliol and others for lack of updates recently.

14
Finally updated everything up to and including LIGHT! Was lagging behind lately due to IRL stuff, but should be back on track now.

15
Just an FYI for everyone - I'm currently away from home, and formatting posts on mobile is a pain, to say the least. I'll continue updating the list when I get back home tomorrow.

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