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Messages - Axehilt_VuP

Pages: [1] 2 3
1
DF Dwarf Mode Discussion / Re: Annoyed at Easy Maps
« on: July 24, 2007, 01:06:00 pm »
The OP brings up some very valid points and people "used" to the gameplay of DF (those who have devised strategies to circumvent the game's problems) really shouldn't criticize those points too much.

Here's a few suggestions which would alleviate some of these issues:

1. Passive animals shouldn't scare off dwarves.

2. When more dangerous animals scare dwarves, perhaps the warning message should be reworded to something like, "Dwarf B was intimidated by a Wolf".  Might make it feel more like a gameplay mechanic and less like a programmatic error message (which is what it is, but the point here is that games need to feel like games, not like software  ;)  ).  If a new player wishes to set this threshold high enough to ignore wolves, and consequently gets his dwarves killed, then that was his choice and he paid for it.

Then again, adding yet another option buried inside a menu isn't exactly the best way to help new players.  New players are already going to be overwhelmed by depth combined with the lack of explanation of how things work.

3. Perhaps there should be global orders of whether dwarves should completely ignore wildlife.  Or to give players even more control, rate each animal on a scale of 1 (harmless) to 4 (dangerous and aggressive) and let players choose what threshold of animal to ignore.

4. It might also be nice to let players "Look" (K) at creatures and determine their vague strength, so that players get more of a feel for how powerful the wildlife actually is.  Again, a simple scale of 1-4 or so; you won't be sure exactly how powerful an animal is, but you'll know not to touch that pack of wolves til a bit later.

5. Maybe consider some way of forcing an early attack upon the player (and on easy maps have it be very easy).  A disgruntled hermit, a band of wolves, or a weak goblin would slowly march towards the fortress and fight, with a little pre-fight notification that the attack is incoming, and perhaps a little advice on which workshop is most likely to yield some early weapons to help stave off the attack.  Just something to help smooth out gameplay flow and gradually introduce the player to the combat/equipment aspects of the game.


2
DF Suggestions / Re: Moving in 26 directions
« on: August 14, 2007, 02:52:00 pm »
quote:
Originally posted by Eagle of Fire:
<STRONG>It's simply the fact that they are so close from each other, if you want to press CTRL for example but miss and hit shift instead, it could potentially ruin your day (or more to the point... The day of your adventurer   :p)... Do we really need this kind of setup to remember what key do what? There's already a few key which don't make sense to me in ADV mode, yet I learned them by hearth... I would not understand how those move keys would be so different.</STRONG>

Are you serious?  Is that your rationale for disliking Shift and CTRL?  Because they're close to each other?

So if you were in charge of existing movement keys, you'd remap them from the logical keypad that's used now to random buttons across the keyboard?  After all, all of the keypad buttons are right next to each other and you could potentially hit the wrong one!

Shift and CTRL clearly make the most sense from a logical standpoint.  The main gripe I have is that this would more than double the amount of movement controls in the game without even doubling the fun factor - and in my opinion that's a bad design decision.

Just makes me wonder if the 3D space is really going to be filled with enough interesting objects worth flying to.  Seems like just adding up and down keys which work with ladders, stairs, and shafts would be wiser - do away with flying and limit swimming to the 9 directions, up, and down.

Automatic movement gamelogic should handle almost every situation where a specific diagonal movement was necessary.  Some examples:

1. Stairs: hitting down when your character is near stairs that go down and north will automatically move your character down-north.  Hitting north will accomplish the same thing.

2. Shafts: at the top of a shaft the player can move down it.  At the bottom of the shaft the player can attempt to move up, possibly resulting in an negative outcome such as "You can't reach the shaft, it's too far up" or "You attempt to climb up the shaft, but slip and fall while climbing".

I dunno, I just come from a design standpoint where every additional complication added to a game must add fun to the game or it's a bad move, and I can't see situations where it's really beneficial to have that many additional controls.  Flying does sound pretty cool, but it can be done without overly complicated flying controls.


3
DF Suggestions / Re: Weapons discussion panel, lets make this work! :D
« on: August 17, 2007, 11:57:00 am »
quote:
Originally posted by mickel:
<STRONG>"Katana" is a fun, exciting name? </STRONG>

Yes, the proper name for any weapon is far more interesting sounding than using some bland description as a name.

quote:
Originally posted by mickel:
<STRONG>Frankly I don't see why the dwarves would mysteriously aquire the japanese name for the weapon the instant they picked one up rather than make up a name of their own if they didn't already have one.</STRONG>

As I stated in my first post of the thread, all of the variant names could exist in the game (as many as Toady wants to add.)  The descriptions and gameplay would be the same, but the names would be varied for flavor purposes.

Because you'll fight all of these various opponents and they'll be unique and varied because of the different names - first you'll fight a middle eastern warrior wielding a scimitar, then you'll fight a samurai wielding a katana, then you'll fight some other variant from another culture.

Point being: it's more interesting to fight varied, interesting opponents whose weaponry seems unique, than to fight a bunch of cloned opponents who all wield the exact same poorly-named weaponry.

Sure, the dwarves themselves wouldn't produce scimitars or katanas - they'd produce their own unique blend of one-edged sword that would be called something else.  But that doesn't mean scimitars or katanas can't exist somewhere within the world to give it more variety.


4
DF Suggestions / Re: Weapons discussion panel, lets make this work! :D
« on: August 17, 2007, 10:46:00 am »
I'm sorry for using the Katana example, as it seemed to have caused you to make inconsequential side comments.  I should've used a non-Japanese example instead.

As I said, I just happened to have recently worked on a game which had Yumis in it, and the wiki page had come up, and therefore I read the page and learned a brief amount of info on japanese bows.

Back on topic...

Mankind likes simplicity. It's fast. It's efficient.

Mankind names things for simplicity.  So instead of saying, "book with definitions of the names of objects, people, and actions" we say, "dictionary".

This only works for things people know the definitions of.  Therefore, the player should be able to "examine" every weapon on the game (whether it's on the ground, on their person, or on an enemy.)

The player will go "Akakivak?  WTF is an akakivak!?", examine the mob carrying it, and know what a akakivak is.  From that moment forward it'll be way more efficient to simply call the weapon "akakivak" than to say "inuit fish spear with a spearhead and two spiked side prongs designed to capture and hold the victim in place"


5
DF Suggestions / Re: Weapons discussion panel, lets make this work! :D
« on: August 17, 2007, 08:44:00 am »
So when you loot a sword and equip it, what name are you seeing?  A fun, exciting name like "Katana"? Or an entirely uninteresting description like "Gimli equips long single-edged sword."

Providing a description for items is an excellent idea.  Renaming them all to descriptive names is boring.

In the case of multiple real-world countries having two separate names for the same type of sword, both names could still exist - giving the player an impression of the unique visual appearance associated with the weapon in each real-world countries - but the description of the item and its gameplay functionality would be identical.

Specifically regarding the "What's a Yumi?" comment made earlier in the thread, I just finished up work on a game involving Yumis.  Apparently it's simply the Japanese term for bow (http://en.wikipedia.org/wiki/Yumi).

Using the Yumi as an example of my previous suggestion it would coexist alongside standard Bows, being functionally identical and described but perhaps noting the unique trait of Yumis in that the place where the bow is held is slightly different; this would just be flavor text and have no impact on gameplay.

Although if bows are divided into longbows and shortbows, you'd use the Japanese equivalents which according to the wiki page would be daikyu and hankyu.


6
DF Suggestions / Re: Usability
« on: August 15, 2007, 05:08:00 pm »
Who's talking about pixel art though?  Presumably if we're talking about giving DF real graphics, we're talking about at the bare minimum making every object in the game into a sprite or texture (depending on the type of graphics update we're talking about.)

Anything less than a sprite or texture and, well...isn't that exactly what we already have with graphics packs?  (honest question, I've never tried a graphics pack and only know that I've seen pics of dwarves looking like dwarf heads, which I'd assume is all pixel work someone has done.)


7
DF Suggestions / Re: Usability
« on: August 15, 2007, 04:58:00 pm »
Anyone who can do digital art can do sprites.  It's not a lost art because it's the same basic thing as every other form of 2D art out there.

By that definition I work about 50 feet away from 10+ people who could do such a thing.  I doubt any of them have heard of Dwarf Fortress though, and I don't really know any of them well enough to ask :P


8
DF Suggestions / Re: Usability
« on: August 15, 2007, 01:35:00 pm »
Ack, sorry about that.

Still, the point remains that it would take way less than 6 hours to make a single sprite for a game, and more like 30 mins.

[ August 15, 2007: Message edited by: Axehilt_VuP ]


9
DF Suggestions / Re: Usability
« on: August 15, 2007, 11:24:00 am »
quote:
Originally posted by Deathworks:
<STRONG>So, food and basic industry needs another 96 - 101 graphics. So, currently we have a time scale of 640 - 990 hours.
</STRONG>

6-10 hours per sprite is unreasonable without defining exactly what it is that's being accomplished by the artist.

I would put it more at 30 minutes average, for an average artist to create a simple sprite.  This would include the creative brainstorming time required to figure out how to make the sprite communicate what the unit/structure is in a very clear way.  Sprites are tiny pictures, and an average artist can churn them out extremely fast.

6-10 hours is enough for a decent 3D artist to churn out a simple 3D model and texture.  (animations would perhaps take longer, but would also be shared among many units.)


10
DF Suggestions / Re: Usability
« on: August 14, 2007, 06:00:00 pm »
quote:
Originally posted by Tamren:
<STRONG>The graphics are fine as-is. The whole point of a rogue-like is the ASCII's simplicity. I see a red smily face, i know its a mechanic. It works a lot better than squinting at the tiny sprite of a dwarf trying to see if he is wearing a red coat.</STRONG>

This is a very solid point, and if graphics are implemented in DF they must communicate things clearly - a table must instantly be recognizable as a table, and a mechanic must instantly be recognizable as a mechanic.  That's why Rogue-like games are popular: they take existing symbols (letters) people are very familiar with and make a game using just those symbols - familiarity helps people learn things faster.

Personally I think DF could be a truly amazing game visually, in the hands of the right artist(s).

Here's a game which uses minimalistic/symbolic art and still manages to look awesome: http://www.everybody-dies.com/about/screenshots.html

Now I've seen a lot of games and those screenshots aren't the best graphics I've seen in a game - not by far - but they're so much more engaging and interesting to look at while playing than if that game had been drawn in all Ascii characters.  They also lend a distinct feel to the game.

I believe DF could be done artistically in a way that captures the real feel of the DF universe; where the graphics don't interfere with the gameplay, they only add to it.

I also believe it'll never happen - at least not unless a very determined, skilled artist stepped up and offered their services to Toady.  Doesn't stop it from being fun to imagine what such art might look like.  Possibly done 'relief map' style, where everything is flat but there's just enough altitude difference that the walls seem noticeably higher than the floors, and the chasms/rivers lower (except when they flood in a heaving wave of tilde-shaped blue textures.)

But again, the key to DF getting better graphics would be that those new graphics are still very symbol-heavy.  DF has a lot of information to convey, and forcing players to zoom in to tell the difference between their Fisherdwarf or their Noble would make gameplay worse rather than better.


11
DF Suggestions / Re: Usability
« on: August 14, 2007, 04:08:00 pm »
quote:
Originally posted by Eagle of Fire:
<STRONG>
Yes, I know. But some players think that's a good thing because it keeps the player population mature and with a decent behavior. I'm one of those players. Anyways, those same persons who shun this game because there is no graphics are, in the biggest part, people who think that a game must first and foremost have good graphic, and everything else is bonus. I'd really hate to see DF go that road, it would totaly kill the game appeal. At least to me</STRONG>

Actually the community's maturity is more the fault of the game's usability being horrible.  So only relatively intelligent players figure it out and stick with the game.

I've seen other communities form up around poor-usability games much the same way; like attempting to hook up for a multiplayer game of Total Annihilation via a chatroom in mIRC.  It was a fairly arcane process, which filtered out all but the more intelligent players, which resulted in a smart community.

But if the intention of the game is to provide fun to players, then poor usability is a bad thing and should be addressed.

Usability in this case is defined as the ease of use; how easy it is to learn the game's concepts and play the game.  I think the OP misused the term a bit in relation to his comments about being able to change video resolution (a suggestion which would certainly make the game better; if you could see a larger breadth of stuff at once.)


12
DF Suggestions / Re: Rotating Workshops
« on: August 15, 2007, 11:51:00 am »
I've started placing workshops in a similar manner.  In that regard they definitely do have an impact on gameplay, but I do agree they don't make things more fun.

13
DF Suggestions / Re: Rotating Workshops
« on: August 14, 2007, 04:23:00 pm »
The only concern is that the different workshops were presumably shaped differently for a reason (making them slightly more interesting to place since they're not all the same.)  If we were able to rotate them that'd make it even less important and possibly call into question why the buildings are different at all (the only reason left would be so that they can be told apart visually; which is actually yet another reason rotating workshops might not be a great idea - it might make it that much more difficult to tell what is what.)

14
DF Suggestions / Re: Nobility titles and dwarves
« on: August 10, 2007, 05:37:00 pm »
quote:
Originally posted by Haedrian:
<STRONG>I doubt that if the capital sends you to found a fortress, it'll let you take control over it. The fortress is the 'property' of the king/queen, and the nobles are there to remind you that. I don't agree with choosing your own nobles.</STRONG>

True, but if it seemed like it'd be more fun gameplay-wise it'd take about 30 seconds to re-write the into story blurb so that you could make nobles yourself via some interesting gameplay mechanic.

And then there's the other possibility: Revolution!  You revolt from your original empire (which probably taxes you without representation) and form your own empire, wherein you control nobles in a different manner than simply having them sent to you from the capital.  Your original empire is not likely to be pleased with this move, and will probably wage war upon you at its earliest convenience.

Personally I think the noble system could be refined significantly.  I don't have too much issue with the way most nobles work, but the idea of having Guild Leaders emerge out of your best dwarves in each profession sounds like fun.  A simple system for guild leaders:

1. Available once you have 5 or more dwarves of a specific profession.

2. Only the most skilled dwarf can become guild leader (if 2+ dwarves tie for highest, any of those dwarves can become leader; though a minor unhappy thought would result, "Joebob was disappointed that the title of Guild Master was given to another dwarf".)

3. To create the guild leader, take that skilled dwarf and upgrade his Office/Bedroom/DiningRoom to Modest.

4. That dwarf automatically forms the guild as its leader.  He may seize a meeting hall.

5. The guild meets occasionally (like a party).  They discuss their profession, which results in lesser-skilled dwarves gaining skill in the profession (but not surpassing higher-skilled dwarves).

6. I have no experience with the dwarf economy. It might add realism to have guild members pay dues - but I'm not sure if it'd make guilds more fun.  I probably wouldn't add guild dues unless I was sure it'd make the game more fun somehow.

7. Future development might entail treating the guild like its own dwarf; thereby letting the player designate which sections of the fortress are owned by the guild, and giving it some basic commands.


15
DF Suggestions / Re: Dealing with massive posts
« on: August 09, 2007, 07:25:00 am »
quote:
Originally posted by Aquillion:
<STRONG>At most, we need exactly one hard-and-fast rule:

1.  Don't be stupid.</STRONG>


The problem with this methodology is:

1. Everyone who isn't stupid already isn't stupid, so the advice is useless.
2. Everyone who is stupid doesn't know how not to be stupid...because they're stupid.

As for "Dealing with massive posts", in most cases you can spend time simplifying your post down to its core concepts.  When presenting an idea, too much information is often a bad thing.  Keep it short, allow people to respond, and then develop the idea further if you have more to add (it's good to have thought of such details ahead of time.)  Or at least have a single summary paragraph before launching into the longwinded description.

If a design concept can't be described in a concise manner, then it's unnecessarily complex.  Gameplay depth should come from the interaction of a lot of simple-to-understand systems, rather than making things inordinately complicated.

The only exceptions are things which are invisible to the user. For example, it's okay for pathfinding routines to be complex because from the user's standpoint all they see is "Dwarves move from Point A to Point B."

I suppose most ideas involve some of both.  For example if I suggested "Dwarf Fortress should have rogues which sneak into the player's fortress and steal things"  I could easily go into a longwinded explanation of exactly how these rogues handle locked doors, circumvent traps, how they choose what treasures to steal, how to handle evasion of authorities, where to drag the bodies, etc, etc.  But most of these things are invisible to the player, who only knows there's some bastard ascii "R" sneaking around his fortress stealing crap (which is a simple concept.)

[ August 09, 2007: Message edited by: Axehilt_VuP ]


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