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Messages - Miclee

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1
DF Suggestions / Re: Terrible Suggestions Thread
« on: March 24, 2023, 09:55:40 pm »
Dwarves should be able to hide from zombies(and flee properly from them). This is shown in much real life applications like 28 Days Later.

When do we get a "good suggestions" thread tho?

2
DF Modding / Re: [WIP] Animal Kingdoms
« on: March 20, 2023, 09:03:57 am »
A civ for every single animal person (bar aquatic ones presumably)?
That's gonna be a really busy world. Looking forward to it!
Aquatic ones will be made non-aquatic(the regular "wild" animal people will still exist in the world as normal) for the sake of being playable. They evolved or something like that.

But yeah when all is said and done, every new fort or new adventure run(when it releases) should be a completely different world experience in terms of what animal people populate it.
Do you have a way of randomizing which animal people civs exist each time a world is created? Or is variety just reliant on them dying/thriving during worldgen?
I could only manage an all or nothing experience.

Once there are enough unique entities, there will be too many for the game to pull from for most worldgen settings. Thus, it will randomly pick from them without using all(eventually - a lot of work before that haha).

About them dying/thriving during worldgen, that's going to be something that I'll try to balance and tweak as they're added.
Ok. I would test that carefully. Pretty sure it's not actually random as that was my initial intention and I couldn't get it working properly.

Ah yeah "random" isn't the right word, but moreso working within the procedural placement of the civs. Will be testing it a lot carefully as more are added, already have some idea of what should and shouldn't work.

3
DF Modding / Re: [WIP] Animal Kingdoms
« on: March 19, 2023, 06:58:46 am »
A civ for every single animal person (bar aquatic ones presumably)?
That's gonna be a really busy world. Looking forward to it!
Aquatic ones will be made non-aquatic(the regular "wild" animal people will still exist in the world as normal) for the sake of being playable. They evolved or something like that.

But yeah when all is said and done, every new fort or new adventure run(when it releases) should be a completely different world experience in terms of what animal people populate it.
Do you have a way of randomizing which animal people civs exist each time a world is created? Or is variety just reliant on them dying/thriving during worldgen?
I could only manage an all or nothing experience.

Once there are enough unique entities, there will be too many for the game to pull from for most worldgen settings. Thus, it will randomly pick from them without using all(eventually - a lot of work before that haha).

About them dying/thriving during worldgen, that's going to be something that I'll try to balance and tweak as they're added.

4
DF Modding / Re: [WIP] Animal Kingdoms
« on: March 18, 2023, 09:40:03 am »
Little progress update:

Wolf people layers+clothing+armour are all complete. Just have to go through and pallete them all to the different materials/colours. It's a tedious process but satisfying when complete.


5
DF Modding / Re: [WIP] Animal Kingdoms
« on: March 18, 2023, 07:27:32 am »
A civ for every single animal person (bar aquatic ones presumably)?
That's gonna be a really busy world. Looking forward to it!
Aquatic ones will be made non-aquatic(the regular "wild" animal people will still exist in the world as normal) for the sake of being playable. They evolved or something like that.

But yeah when all is said and done, every new fort or new adventure run(when it releases) should be a completely different world experience in terms of what animal people populate it.

6
DF Modding / [WIP] Animal Kingdoms
« on: March 17, 2023, 09:00:38 am »
Animal Kingdoms

Animal Kingdoms is a Dwarf Fortress mod that takes the game to a whole new level by introducing fully fleshed-out animal people civilizations, new creatures, intricate crafting systems, and much more.

One of the most exciting features of the mod is the addition of unique civilizations for each animal people, complete with their own values, ethics, religion, equipment, and more. We're also creating animal people for every animal in vanilla that doesn't have one yet, and each one will have layered sprites to make them have just as much depth as dwarves/elves/etc. It's a massive undertaking, but we've already made some great progress(all of these are layered sprites, working on armour/etc. now).



Animal Kingdoms also adds a plethora of new creatures, from real-world animals like the African wild dog to new fictional additions like the cactusgoat and glacielk.




To complement the new creatures, we're also adding a variety of new weapons, shields, armor, and other items to give the world some extra variety. We're also increasing the complexity of crafting to add more depth to the game. For example, crafting a sword will require creating both the handle and the blade separately before combining them to make the final product. More to share on that soon.

We are still working on the mod, but I wanted to share a bit of the progress with everyone as we go. I'll be updating this thread regularly with new information as things happen(a lot of info to move over). I'm still figuring out when the first release will be and what it will specifically include, but I'll keep you all posted. If anyone is interested in contributing to the mod, please let me know.

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