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Messages - funkydwarf

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1
Seems like parchment style would be a ton more work on the backend. Without that, at the end of the day we are still going to be working with tiles, so you are talking about a parchment tileset when you say parchment style map. The sample "parchment" maps shown are all hand drawn custom line drawings. My guess is it would take an extensive fundamental change in how the world data is reported to to world gen view function. 

2
I like the beach but favor the water in the third one with just the gradation instead of waves. I like the waves in 4 too, but may look weird around a whole continent un broken.

3
I like the simplistic one.

4
DF Suggestions / Re: UI make it easier to remove/delete stuff
« on: March 21, 2019, 04:42:21 pm »
The disparity between some items needing to be selected with q to be removed(blueprints/unconstructed constructions) and it being a menu item to remove already constructed item. Remove construction should remove blueprints or contractions or even dug steps and maybe furniture.

It may make more sense to just enable some of the removals to remove other things that make sense. Leaving the current organization intact.

Maybe the xml interface abstraction idea would be a better focus for the ui improvement. That way the proven strong community can start experimenting.


5
DF Suggestions / Re: UI make it easier to remove/delete stuff
« on: March 21, 2019, 01:44:17 pm »
I don't think the proper removal should be removed from respective menus, just maybe something added.

I understand the logic of it all, but It's all way too much and adds no benefit to avoid a "remove anything". All that you wrote pretty much explains the need for simplification.

Mining and chopping should not be part of this.

A grand remove all should maybe just remove one "layer" of thing.

Shouldn't remove designated rooms unless you use it to Remove furniture item.

Steps should remove whether they are constructed or dug with the same command and ramps too.

People claim this game is complicated, and it sure is to make, but it's realy not THAT confusing, especially with it now being a genre that people understand. It's just an illusion from weird stuff like this






6
DF Suggestions / UI make it easier to remove/delete stuff
« on: March 21, 2019, 12:34:12 am »
I always get confused and have to look through menus to remove stuff.

Piles(partial and full), zones, designations, constructions( before and after built), plots and furniture maybe more. Everything you remove from time to time when growing, planning, and rebuilding, has a different menu to go to to delete/remove/clear it. This has always hung me up in the past, and even now, when playing again for the first time in a bit, I was stumped removing a construction's designation (blueprint) before it was built with the remove construction tool before realizing that was only for already constructed things


There are different approaches to dealing with it.

There could be a generic remove function/tool that would work for most things.

Or maybe, if you use the wrong one, it could display the info somewhere of which menu to use to get to the needed remove function.

If mouse functionality is enhanced, maybe a right click menu could offer a way to "un" do whatever it is, or tell where to go to deal with it , or could have a menu item to "take you to relevant menu for the item"


 




7
Speaking of no utilities, hopefully there are icons to make the in game labor tool more clear.  Most of DF is not that hard to understand but labors without utilities is sure to turn alot of people off and be a source of rage quit confusion.

8
Holy crap those screenshots.

9
The period changes with every new world. There is no "period". Sure, same "level" construction techniques in similar physics will tend toward  similarity. However a dwarf can make a lava tube from a lava safe hunk of rock. Ie don't discount thin diameter pipes and bars and staves used as construction elements.


Traction bench is used to treat (some?) broken bones in game.



10
I think the first trade depot was very cool. I would think the dwarfs would want traders to feel as if they are in the fort of spectacular craftsdwarfs, and the trade depot is  a place to show it off. "Look at this tilework! Their swords must be amazing!" said the human trader.  WWDD?

Are the 4 cages in the middle actually representative of anything? Can they all go against the top or bottom row, or side, clumped together like a real kennel?


Flood gates block a tunnel top to bottom. Could they be an amazing feat of dwarven engineering (and more so pixel artist , lol)and be an iris door? 
https://cdn.thingiverse.com/renders/7d/47/b9/7a/7d/IMG_2100_1024x768_preview_featured.jpg

 Do an image search for iris door for tons of examples, some with as few as 5 or so blades. WWDD? (What would dwarfs do?)

Everything looks really great in general, both ramps look good, especially for quick mockups. Once you get to see how they are going to be implemented, and get to actually develop them, either version is going to polish up real nice.




11
Whoa! Awesome guys!

I love the geometric solidness and sharp lines of what's going on with ramps. I think they really make it easier to understand  the layers as someone has said. I bet it will greatly reduce a large barrier to new people, and I think that's great.

I think the be ramps are really gonna be dependent on how the multiple layers are handled and how they stack with sat y 5-10 levels visible at once.

I agree to the sprites not flipping, unless there is a direction already in play. I never really realized till now that there isn't really any consequential unit direction , funny.

Edit-shooting bolts from the ass is certainly something to think about actually. It is a good point. But I don't think this is the place to ask for that, or animations of any sort. I think this thread could explode Into a graphics feature request fest and swamp Meph and Mayday and get them into trouble with percieved over promising.

This is gonna be freaking awesome. This AND villians....fn rad.


12
Absolutely. My friends that resist DF because this idea that its like programming or some other quantum physics thing.
 They see the ascii and their brain turns off. They decide they cant , and then surprise, they cant.  Mephs pack is very complete and EASY to tell what is what. I cant wait to see my long distance friends and offer up Mephs work. They could give a crap that it "clashes". They are not design students, they are gamers that like graphics.  Who cares if he keeps dumping hours of work in the future and updates it, this version is great, and I appreciate the work salvaging some of those old great tiles.

Alternatively , the PeridexisErrant's DF Starter Pack is great if you wanna shop the tilesets around.  And as far as "dependence" on a pack. Its open source at the core(the lnp framework), some version will always exist. and if the very amazing PeridexisErrant ever retires his giving, someone will make a not as nice one. Give a fish or teach to fish, this aint! Just help your friend play the game.

If someone knows how to play rimworld then they will get DF real fast. The UI SHOWS the keyboard letter to push for each option. ok they are random seeming but not THAT bad. For real, the newer versions of DF are way better in that random respect anyhow, there's just tons more stuff.

I contend that the "DF is hard myth" first was a side-effect of creating a genre, but thats over, so it now is propagated to make "ingroup" special and further distinguise from "outgroup".

13
DF General Discussion / Df IRL
« on: November 03, 2018, 01:36:04 am »
I googled a name (followed by film) from a student casting call to see if I could find previous films by said student. Yes haha laugh at the moron actor trying to live his dreams.

But this came up as the google summary, I ONLY changed the names to Urist. Everything is is real. As real as the simulation we live in.  :o

Urist, a junior majoring in art practice and minoring in film & media studies, admires the detail of an etching in Cry Uncle, a 23-page accordion-fold book on torture by Urist.

“Cry Uncle is a particularly intricate work, both in craft and in meaning,” Urist said. “Every element of the book is intentional: from the paper that feels like skin as you turn the pages, to the fabric case that is sew to resemble a face. For my honors thesis in art practice I will be creating my own series of artists’ books, so I am looking forward to exploring the library’s own collection.”



I had to share

14
General Discussion / Re: Cigarettes or vape??
« on: July 16, 2018, 05:45:43 pm »
edit - im just a funky dwarf and a jerk sometimes

15
Wow so much cool stuff going on. Love the variance! It's no where near out of hand! This work is amazing and much more interesting to look at!

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