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Messages - AliceRed

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DF General Discussion / Re: Future of the Fortress
« on: June 22, 2021, 12:01:16 am »
You've mentioned plans for the siege rework before the big wait including ways for invaders to get through walls, like digging or breaking them down. Are there similar plans to make monsters like Giants or FBs have similar capability?

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DF General Discussion / Re: Future of the Fortress
« on: July 14, 2020, 07:42:22 pm »
Mostly what's been described so far is a "fantasy" slider. All the way up and everything is procedurally generated. Half-way (default) for Tolkien inspired fantasy plus some proc gen beasts, as we have now. And all the way down for no fantasy at all (human worlds).

Toady mentioned three sliders - fantasy, randomness and something akin to bleakness. Fantasy determines how much magic is in the world, randomness determines how much like traditional fantasy with predictable things like Dwarves and Elves it is, and the third one handles how grim and horrifying the setting is. You can see the early roots of the randomness slider just in the Mythgen snippets he showed years back - it presented completely abnormal and unusual races such as a race of magical lizard-people. The randomness slider will essentially affect how much the world is just like "normal" DF these days or it's something completely different.

On the topic of buildings, I would still prefer a framework for buildings to be genuinely generated and unique rather than drawing from simple templates, but I suppose it's better to ask Toady himself.

Do you think that the map rework or any future updates or changes will introduce a more dynamic and individualized way of generating buildings?

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DF General Discussion / Re: Future of the Fortress
« on: July 11, 2020, 02:42:13 am »
CDDA doesn't really do that though - as somebody who dearly loves and plays the game regularly, I can recognize when buildings repeat over and over. The only differences are item placement, mob population, and if windows are broken or not. Furniture, layout, etc. etc. are all completely pre-built, and sometimes even item placement is deterministic based off the building chunk loaded (such as there often being a region map at the top of radio towers).

I would be pretty annoyed if i set the "randomness" slider all the way to the side only to see the same buildings dwarves, elves, and other vanilla fantasy cultures use rather than something new and fitting of the different alien creatures such a world would create. If you read the far off dev plans and Toady's interviews re: magic, I find it strongly likely things will only get more complicated with time, not less so.

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Dwarf Fortress is an auteur developer's art project to create a world generator, always has been and always will be. If you don't like it, this project isn't for you, and you can stick to other games.

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DF General Discussion / Re: Future of the Fortress
« on: July 10, 2020, 02:38:26 pm »
I'm really late but the comparisons to CDDA are kind of shallow IMO, cataclysm's buidlings are pre-built chunks (just randomly populated with items and mobs) and adding them kind of goes contrary to this game's goals of having everything be generated, which is far off but is the goal.

To be fair, real-life buildings follow certain patterns so this would probably be the best way to do it. Create prefabs for the game to use, sets of furniture/items that match occupant’s civilisation, profession, wealth etc. and voila, a realistic world.

Except that Toady markedly has mentioned many times he isn't lookign to create a "realistic" world, just create a complete random fantasy world generator. He outright mentioned in the big Myth and Magic plans interview he'd like the way the world and culture is built to differ every game and depend on elements of the setting itself - like in a world where teleportation magic is easy, it being integrated into society more than say roads are. Combine this with his plans to eventually make it so that you can have every single race and creature in the game be procedurally generated if you like, and pre-built building chunks would feel shallow and artificial, which to me goes against the point of this project. I believe he's even mentioned plans to completely overhaul the way the entire game world is generated to better suit his goals in this regard, with a total map rework being the first step in the big wait.

What's more likely is that he'll try and make it so buildings generate schematics procedurally, especially as he answered one of my questions a while back about desiring other planes which are just endless buildings/dungeons like some depictions of hell are.

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DF General Discussion / Re: Future of the Fortress
« on: July 03, 2020, 09:36:33 am »
I'm really late but the comparisons to CDDA are kind of shallow IMO, cataclysm's buidlings are pre-built chunks (just randomly populated with items and mobs) and adding them kind of goes contrary to this game's goals of having everything be generated, which is far off but is the goal.

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DF General Discussion / Re: Streams and Let's Play Suggestions
« on: February 10, 2020, 10:12:11 pm »
Kruggsmash knows enough about the game to focus each of his fortresses on a different sort of goal, but he's also a roleplayer so his playthroughs aren't for the type of watcher who wants more technical DF stuff. I personally love his content.

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DF General Discussion / Re: Future of the Fortress
« on: February 09, 2020, 04:39:01 pm »
I noticed while obsessively pouring over your old Mythgen pictures that there's a few "secret" and "destroyed" cities as separate pips on the mythgen. If it's not too much of a problem, do you think you could explain how you envision these pips ideally manifesting via worldgen - could we say, find the lost ruins of an ancient mythgen era civilization, or could the hidden cities lead to hidden underground or jungle-bound societies? I'm curious how you envision such things!

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DF General Discussion / Re: Future of the Fortress
« on: February 06, 2020, 11:22:40 am »
Interesting, interesting! I almost wonder if, in some worlds, demons would end up closer to spirits or ghosts like some portrayals rather than tangible entities.

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DF General Discussion / Re: Future of the Fortress
« on: February 06, 2020, 10:01:28 am »
The new necromancer minions with magic abilities had me wondering - do you think in the future you might add a more magical alternative to the FBs, with crazier/more unnatural appearances like, say, a wheel covered in eyes like some accounts of biblical angels, with more magic based instead of biology based powers? Likewise, do you think depending on how magic is generated per world, that Demons could become even more of a threat - like, say, the classic wall strategies becoming useless due to Demons sometimes having the ability to teleport or become intangible? Just this small taste of magic is making me so giddy for the future!

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DF General Discussion / Re: Future of the Fortress
« on: September 10, 2019, 12:59:03 pm »
Yeah, IIRC basically all the current magic stuff will be going in the trash once Myths and Magic gets rolling. They're mostly here as a stopgap until then.

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DF General Discussion / Re: Future of the Fortress
« on: September 05, 2019, 09:42:07 pm »
Thanks so much for the answers!

I know this is pretty far into the mythical and magical future, but you bringing up soul mechanics just filled me with such curiosity I have to ask, even if the answers will probably be pretty lightweight. It's pretty cool just to see your vague plans for the future either way.

Do you think certain generated Underworlds will be filled with the ghost/spirits/bodies of those who end up dying and going there, as some Mythgen slides mentioned certain Dwarves going to the "wild world" upon death with the same text color as other similarly ominous sounding places in other slides?

For that matter, what do you hope the variance of generated realms to be? Could there be realms which are essentially massive buildings when it comes to environment, ala some interpretations of Hell? Likewise, could some unpleasant dimensions like the Underworld be focused on darkness or cold rather than heat and flame like the current underworld in your vision? I'm curious, since across fantasy and especially real world mythology, evil planes can be so unique and varied - even different interpretations of Christian cosmology say Hell is hot, dark, bloody, etc.

Since reincarnation also seems to be a thing in Mythgen, would a sort of spiritual "history" be possible? Like where a Dorf or other entity's past lives are chronicled historically, I think it could be pretty neat. Possibly something that could be tied into divining-type magic whenever worlds generate with it.

Finally, will high-fantasy worlds where races are unlucky enough to be generated with mortal souls have a greater desire for immortality among individuals? Or at least more of their personalities generating with a fear of death?

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DF General Discussion / Re: Future of the Fortress
« on: August 30, 2019, 09:57:49 pm »
You mentioned one of the dice effects is a syndrome which turns your adventurer into an animal. Could this lead to the ability to make creatures which only reproduce by turning other creatures into more of them in gameplay? Curious since aside from Vamps and Werebeasts I believe that only exists in worldgen right now, and is a very common fantasy trope.

These new horrific necromancer/demon creations, are they likely to be one of the things modified by the tone meter you mentioned for future, myth and magic versions of the game? If so, I'm increasingly excited to see what that meter is like turned all the way up in a few years.

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DF General Discussion / Re: Future of the Fortress
« on: August 09, 2019, 05:40:07 pm »
Wasn't there the example of a world made out of pieces of cosmic eggshell affecting map mechanics?

fakedit, found a reference:
Spoiler (click to show/hide)
Yes, but this only means the map logic has to be capable of handling cosmic egg shells and the like, i.e. provide a mechanism for those to be placed on the map (as well as to grow the map around them, when appropriate), and it's quite possible Toady will define them in his usual way, i.e. such that they can be generated procedurally using a set of rules for the outcome. However, this just means the mechanism to place such things has to be present, not the capability of actually generate any of them (and, in fact, the mechanism to place them doesn't have to be present either, only the hooks required to do it).
I'd expect such a mechanism to be capable of using multiple generated inorganic materials (and possibly organic ones too, and probably ordinary ones as well, such as e.g. gold metal [as well as gold bearing ore]), together with rules for how to place it (a big shell, a cube, shattered pieces of different sizes, etc.). While the resulting map engine may be capable of placing cosmic egg shells on maps, the "current" world wouldn't generate them.

Didn't Toady mention that he plans on having things like the Underworld be replaced with procedurally generated, unique environments in future versions of the game? Alongside more distinctive magic/fantasy environments on the surface ground like MythGen-unique cities, structures and locations, as well as presumably other dimensions once the off-map stuff starts being worked on. Perhaps the map rewrite has to do with setting up these elements.

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