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Messages - DwarvesH

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1
Creative Projects / Re: Dwarves & Holes Creation Mode
« on: January 24, 2012, 03:45:51 am »
I'we uploaded snapshot 3: http://www.indiedb.com/games/dwarves-holes

You will find there the package and instructions on getting started.

If anybody feels like telling me what they think about the potential of this thing, please let me know :).

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Creative Projects / Re: Dwarves & Holes Creation Mode
« on: January 21, 2012, 04:41:18 pm »
PS: I noticed that all pictures on this forum are embedded in spoiler tags so I've done so too. Is this some kind of an official/unofficial rule?

An unofficial one. Having a giant image in the middle of a post can be rather annoying at times.

EDIT: What programming language are you using? Just out of curiosity.

Good, I'll make sure and follow this rule. Seems like a good idea :).

I am using C++. U++ is the general purpose library that allows all the non GPU functionality and I am using Irrlicht as a graphics back end. So the engine is very fast and has the potential to be even faster once I get better at 3D tehnique implementation.

The engine can be run in either DirectX 9 or OpenGL (version 1.4 or earlier not supported) mode. Some computers prefer one over the other. There is also software based rendering, but that is not recommended since performance is abysmal.

3
Creative Projects / Re: Dwarves & Holes Creation Mode
« on: January 21, 2012, 03:30:04 pm »
Only one person willing to give feedback? :-\

I guess I need to show you a working copy of the game so you can try it out yourselves and then maybe I can get a few people stating their opinion.

I am running a public weekly snapshot system, where every Monday (plus/minus a few days) I upload a new version. These versions often have bugs in them, but they are cumulitive and each version is smarter than the last one and includes all the previous bugfixes. I already uploaded snapshot 1 and 2. Unfortuantelly, I chose MegaUpload to do this and now MegaUpload has been taken down.

I won't reupload snapshots 1 and 2, but snapshot 3 is going to go up on IndieDB. I am just waiting for approval. Anyway, IndieDB should be a more reputable host than MegaUpload (not that I am against/for it and what has happened to MegaUpload). So once things are approved I invite you all to download and try.

Anyway, I created a new GUI for creation mode specifically. It is designed to be intuitive and very easy to use both with mouse and for people preferring a lot of keyboard shortcuts. Let me post a screenshot:

Spoiler (click to show/hide)

So my question to you is this: without getting any explanations regarding this GUI, what do you understand from it? Do you think you could use it at first sight?

To Terraria players: I bet this is more familiar to you. Ignore the lack of icons and textured GUI.

To DF players: do you recognize anything from that picture? How do you feel about a fully realized 3D experience vs. ASCII/graphic packs? What I personally love about 3D is that one can play from a semi-traditional top down view and then with a press of a button instantly switch (without loading times) to a first person view and walk around:

Spoiler (click to show/hide)

PS: I noticed that all pictures on this forum are embedded in spoiler tags so I've done so too. Is this some kind of an official/unofficial rule?

4
Creative Projects / Re: Dwarves & Holes Creation Mode
« on: January 19, 2012, 08:52:26 am »
I think it has potential from what I've seen of it, but the question is this: Is this a DF mod, or a stand-alone game?

I see references to importing DF maps, using Stonesense graphics and textures, and modifying DF maps, but I also see you saying that it will share similarities to DF. So is this a stand-alone game, or an add-on to DF?

No, it is completely stand alone.

Importing DF maps would be just a nice bonus :).

5
Creative Projects / Dwarves & Holes Creation Mode
« on: January 19, 2012, 03:30:42 am »
Hello everybody!

Long time no see!

I though that it would be a good idea if this time I am the one who opens this thread, not someone else and I find out about it after who know how much time.

Here is an unscripted video showing me fooling around in Creation Mode in first person mode:
http://www.youtube.com/watch?v=-F0BCKVmS4E

I am working round the clock to finish Creation Mode. In Creation mode there are no rules, no resources and no consequences. You are given free reigns to build anything that you desire.

I am also interested in getting DF maps imported somehow. There are tons of extremely interesting maps out there and it would be great to walk around from different perspectives. Once imported there is nothing stopping you from interacting with the world, so this would be more than a visualizer.

After creation mode is finished I'll get back to turning this into a game where you have a squad that you have to manage and care for and they are the ones doing the building. I am doing my own thing with the concept of the game but it will have its fair share of similarities to Dwarf Fortress.

So what do you think? I am interested in all feedback. I recently finished the first version of the 3D engine. An engine is just that, an engine. It does not care about what game you will make out of it. So right now I'm done tweaking the engine and working on the game part. What you see in the video was done in under two weeks, so it is still very rough around the edges. More like proof of concept.

Quick history:
  • the project was called DwarvesH
  • first version was 2D topdown
  • second was isometric, using Stonesense graphics
  • while implementing dynamic zoom I hit the limits of what can be done with CPU rendering
  • I spent months creating a 3D engine from scratch
  • now I am turning it into a game
  • creation mode is the first step, a step that will be realized though 3 stages

Please let me know what you think!

Thank you!

6
Hi Sphalerite!

Do you mind if I check out your project a little to seek some inspiration on procedurally generating content?

I will of course post here anything interesting found during my investigation, including source code.

7
General Discussion / Re: Dwarf Fortress Clone?
« on: May 17, 2011, 02:01:17 pm »
DwarvesH - Suggestion for when you asked how would we like things done differently. Build walls how you would dig! 10x10 DF build area limit makes for time consuming constructions!

I appreciate all constructive feedback and am looking forward to such suggestions. Unfortunately, I do not understand what you mean here. Would you please elaborate?
In DF, constructing a wall requires expanding a selection area (using the umhk keys) with a maximum expanded area reaching 10x10. So say you want to build a wall 20x1 long, you need to first select the wall option, then press k(or u) 10 times, place your 10x1, select the material and then do it all over again to get your 20x1 wall.

So obviously, building a wall by click dragging or point to point selection would be much less time consuming than the system in place for DF, though on reflection im sure this is already how you intend to do it. And yes everyone, im aware there was a time when DF only let you place a single 1x1 at a time.

A yes, now I understand what you want. No problems here. Check out this post with all the information on the current state of walls:
http://dwarvesh.blogspot.com/2011/03/33-i-feel-like-there-is-impenetrable.html

Roofs are not supported yet, neither is building floors :). And you run into the risk of walling your dwarves in if you designate a very big area. There is no way to optimize it, especially since some other dwarf can come and block a passage on a task not related to the wall building. So it is safer to issue small areas at once, wait for them to be finished and then add new ones. But this is done by dragging the mouse, keys 6 and 1 (or 6 and 2). Or by using the buttons.

Edit: edited to resolve misplaced "quote" tag.

8
General Discussion / Re: Dwarf Fortress Clone?
« on: May 17, 2011, 01:55:57 pm »
Fair enough about simultaneous mouse/keyboard support.

I still disagree that DF's interface is 'terrible.' I think people like to pick on it because it's vogue to do so. It doesn't deserve as much crap as it gets.

Well the game is great. A little buggy, but great. Only with the interface I have problems.

9
General Discussion / Re: Dwarf Fortress Clone?
« on: May 17, 2011, 07:28:48 am »
Ah, so this thread is alive again? Wonderful!

I don't have strong feelings one way or another about this.

I just wanted to say that I think DF's UI is better, as in easier to use and faster. Am I the only one who thinks clicking on buttons with the mouse is clunky and inelegant?

I still have support for hotkeys. Always had, always will. Do you see the number keys on the buttons? Rather than having random keys for actions all over the keyboard (well, not random), I use the numerical keys for actions and random keys for other options. My interface is equally well suited for mouse use and keyboard use, but it is at its best when the two are used together.
Keyboard is for fast hotkey action. Buttons are there until you learn the hotkeys or if you happen to forget one. Mouse is there for selection. If you are faster at doing high precision complicated shape selections with keyboard than me with a mouse, I owe you my sincerest respect for your crazy skills.

The DF GUI is easy to use once you have the hotkeys down. Most people trying DF aren't going to really have much of a want to learn the interface until they see how great the game, and to do that you're going to have to sludge through the interface.

I do not agree. Learning the hotkeys is just a small fraction of learning the GUI of DF. With all due respect to the DF team, the interface is horrible, both by my experience and some people I know, and both by following text books (metaphorical or not) on good interface design. Designing a good interface is like art. I understand that DF is focused on an ever increasing number of features and depth, but I myself do not wish to ignore the GUI and have moved it at the top of my feature list from the moment I started this project.

It is not good to have an interface that only caters to one very specific public, unless you can guarantee that that very specific public expects the interface constructed in that way and that no other public will be interested and if you do not wish another public to be interested. But I fear it is the other way around: people would expect a different interface, but they adapt to this one. And probably not with the greatest level of enthusiasm. Sure, it doesn’t bother you that much once you have learned it, but I would appreciate if the learning curve was more expertly designed.

Here is a crazy idea: a gentle learning curve and an interface that can be learned at first by someone’s Angry Birds playing grandma. Can it be achieved with such complex games? No! That does not mean one cannot try to get a little bit closer to that ever elusive goal.

I also wouldn't compare it to nethack, because nethack is much simpler, dealing with only one entity(yourself) with far less nested menus.
 

I played some Nethack and the interface was in no way good, but it was simpler than the one from DF. On the other hand, it was a long time ago. ADOM also is an interesting specimen interface wise.

Closest example I can think of where hotkeys helps streamline workflow is something like blender. But then again, blender also uses all three mouse buttons in combination with the hotkeys aswell as having a graphical UI where 99% of the hotkey features can be accessed.
 

I agree. Keyboard and mouse have both advantages and disadvantages. Use both for best results. I am surprised that DF does have mouse support, but it is VERY VERY sporadic. You can do one or two things with the mouse.

DwarvesH - Suggestion for when you asked how would we like things done differently. Build walls how you would dig! 10x10 DF build area limit makes for time consuming constructions!

I appreciate all constructive feedback and am looking forward to such suggestions. Unfortunately, I do not understand what you mean here. Would you please elaborate?

I gotta say I feel alot stupider for the experience, but I think that just comes from reading whole forum threads and will pass.

I sincerely hope this was not caused by anything you might have read on my blog :).

Im very interested to see how you end up handling combat and wounds with the time system you have  (yes, the engine is NOTHING AT ALL LIKE DF), rotting and a few other things as well.  Im sure I had some other points to make, ummm.....

As you may have read, I have a time compression in place. Time scales to make the shortest duration action manageable. In combat, time will slow down more, giving you ample time to make sound tactical decisions. Combat will be tactical, not reflex based. There is going to more ranged combat and one of my races, the mages, only have access to ranged combat.

Rotting is planned, but not for now so I can’t give you any more details now.

10
main instruction I can give with VS, is use the project files that are given, not Cmake.


As for allegro, that's more iffy.
Could you tell me the exact versions of the tools you use. Visual Studio Express 2010 imports and converts the provided project files. Maybe it messes up something.

11
Tell me that isn't stonesense and DF?
That isn't stonesense and DF.
Metaphorically speaking, I can see how someone could interpret it as such. But it is not.

Here is a newer video that starts to use other graphics. The highlight is the new trees, but because the rest of plants are still from Stonesense, and so is the grass, it still looks like Stonesense.
http://www.youtube.com/watch?v=SqOQiQ2u73g
What do you think? Does it start to look different?

And speaking of Stonesense, I tried to compile it and I couldn't do it. In Allegro headers, I got error regarding the compilers not understanding what a "__cdecl" is. I did not have time to investigate further.

Could someone post some compilation instructions using Visual Studio Express (the free one from 2010) and Vista SDK (http://www.microsoft.com/downloads/en/details.aspx?familyid=ff6467e6-5bba-4bf5-b562-9199be864d29&displaylang=en). It has been a few years since I used Visual Studio, and I am quite rusty at solving problems with the build process.

12
DF Modding / Re: Stonesense - Official thread - Now 31.21 compatible
« on: April 12, 2011, 05:57:25 am »
I can't promise anything for sure, but if I have time I'll try and compile Stonesense in the weekend. I won't be able to dive into the DFHack part, but maybe I can help you identify any possible bottlenecks in the rendering pipeline.

This will give me the chance to update to new versions. I am still using Stonesense 2.1 :).

13
I think that no real programmer who gets to use some piece of software enough to form any kind of attachment or opinion about that software does not stop to think about the internals and how he or she would implement it. Especially if that person loves programming and does it with a passion.

If I were implementing my own DF inspired game, which I am not (wink wink nudge nudge ;D) I would focus on the following:
  • User interface and accessibility
One of the biggest hurdles one has to overcome in order to enjoy DF is the steep learning curve that is not helped in any way by the way the interface is designed. I would make this my primary focus.
  • Isometric graphics
Graphics don't mean that much without gameplay, but they sure help. Having graphics that mean something even for the uninitiated is a huge benefit.
  • Start small
Take a few elements that you want to have in common, and implement them. Then test responsibly. Then balance them. Then think about it. See how much effort it was, if you want to continue and if you are heading in the right direction. I would not go wild and add dozens of barely functional semi features so I can say that my game is as complex as the competition.
  • Modding tools
As good as you might be there is always the chance that someone more creative is out there. Give them the means to create content for your game if they wish. Make it as easy as possible. Do not make them learn some semi programming language that only you use. Do not make them edit some weird text files.

This is only a short list of items and some of you might consider most of these unimportant. But keep in mind: there is already someone out there who is striving to make the most impressive and strangely entertaining piece of simulation (I am talking about DF). So other people can focus on other parts if they wish so. Arguments like "Toady does not care about graphics because he is busy creating a deep simulation" do not work here. Maybe you do care about such things.  I need to check out Goblin Camp more and see how it differentiates itself from DF.

14
General Discussion / Re: Dwarf Fortress Clone?
« on: February 24, 2011, 06:20:54 am »
The thing that kind of bothers me here is the price: 1$. This seems like an underhanded bait. Look how cheap it is. Get a taste of it. We'll add future features. We promise. Once we got you hooked that is! I am not judging them and saying they won't add new features, but I would have preferred a larger price. This seems a lot like selling a demo. Or a make a initial profit now approach. But one could argue that this is the better solution. You get your money worth right now. But with Minecraft, all those people bought an alpha. If they think that they did not get enough of a bang out of their buck (I think Minecraft and its price is OK), they have no guarantee of what the future brings. But with this, you get your dollar's worth upfront. If they add new features, you can buy them for one more dollar, again knowing what you pay for and getting it right now. I think it is the difference between paying for something concrete and paying for a potential.

15
General Discussion / Re: Dwarf Fortress Clone?
« on: February 23, 2011, 03:56:24 am »
Here is a little thing that has been pointed out to me on the blog: http://sourceforge.net/projects/manicdigger/. I wonder what your opinion is about that project. I must confess that my first instinct would be to say that it is a Minecraft clone. Screenshots certainly point to the same kind of game, even the graphical style is similar. And of course the description of the project. I did not try it or read anything about it so I won't express an actual opinion until I look into it further.

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