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Author Topic: Future of the Fortress  (Read 1023293 times)

ror6ax

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Re: Future of the Fortress
« Reply #3510 on: September 23, 2020, 03:13:26 am »

What are you discussing? New video? Stress meters? Did I miss some new UI reveal?
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #3511 on: September 23, 2020, 03:23:38 am »

What are you discussing? New video? Stress meters? Did I miss some new UI reveal?
Was on Steam update.
Dev blog here is sadly now updated only occasionally. It'll get here eventually I expect.
http://www.bay12forums.com/smf/index.php?topic=174112.90
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Cruxador

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Re: Future of the Fortress
« Reply #3512 on: September 23, 2020, 03:59:51 pm »

What are you discussing? New video? Stress meters? Did I miss some new UI reveal?
Was on Steam update.
Dev blog here is sadly now updated only occasionally. It'll get here eventually I expect.
http://www.bay12forums.com/smf/index.php?topic=174112.90
The rate of updates is within the range that it has been historically. Toady just doesn't make a special devlog for the marketing stuff that's made with the advisement of Kitfox, but just includes it in whatever dev log comes next.
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #3513 on: September 23, 2020, 04:23:54 pm »

What are you discussing? New video? Stress meters? Did I miss some new UI reveal?
Was on Steam update.
Dev blog here is sadly now updated only occasionally. It'll get here eventually I expect.
http://www.bay12forums.com/smf/index.php?topic=174112.90
The rate of updates is within the range that it has been historically. Toady just doesn't make a special devlog for the marketing stuff that's made with the advisement of Kitfox, but just includes it in whatever dev log comes next.
Yeah, it's about was it has been for a very slow month. Down from once a week to one this month so far (and a Dftalk announcement). Of course, usually in a slow month it's slow because there hasn't been anything to write about. Which as you can see on Steam, isn't the case.

So people are commenting on updates, and others who don't see this because it's hidden in some other forum are getting confused. Ah well, the info's all out there somewhere, just gotta hunt for it. I guess that's always been the case.
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Eric Blank

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Re: Future of the Fortress
« Reply #3514 on: September 23, 2020, 04:30:34 pm »

I tried to watch the video last night but I've run out of data on my phone plan and have no other internet access, so the connection timed out because I'm getting like 0.5kb/s. Would someone be kind enough to post a transcript or summary of what was covered?
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MrWiggles

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Re: Future of the Fortress
« Reply #3515 on: September 23, 2020, 11:45:56 pm »

I tried to watch the video last night but I've run out of data on my phone plan and have no other internet access, so the connection timed out because I'm getting like 0.5kb/s. Would someone be kind enough to post a transcript or summary of what was covered?
UI Shit is happening! Mouse Control for lots of items! Not for everything. Hud elements to make it easier to see how happy your fort is!
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jburtson

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Re: Future of the Fortress
« Reply #3516 on: September 28, 2020, 05:58:26 pm »

Hey Tarn,
This is my first time on the forum but I had a few questions.

1. Will there be new types of generated playable races that come with the magic update?

2. Going forward, will Kitfox remain in the picture in order to create new artwork as new creatures/tiles may be added?

3. I'm excited about the prospect of in the post-magic update, trying to delve into worlds with a lot of magic and make sense of it all. But I'm wondering if given all the possible strange beings, realms, and magic systems, how much would the core gameplay of dwarf fortress still be usable? Would it be common for fortresses to be basically unplayably difficult, embarrassingly easy, or just there be fewer relevant gameplay features given the presence of non-dwarves? I guess what I'm trying to say is, are the more magical generated worlds going to be free to be game-breakingly strange, or will there be focus on making a game loop resistant to some of the wild aspects coming with the magic release?

Thanks for everything Toady and Kitfox! Very excited for the future of Dwarf Fortress!
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #3517 on: September 28, 2020, 06:12:30 pm »

 
Hey Tarn,
This is my first time on the forum but I had a few questions.

1. Will there be new types of generated playable races that come with the magic update?


1) Yes, if you haven't seen it, take a look at the intro of the Mythgen prototype Tarn did a few years ago:
https://youtu.be/49b7fUI7AEI

Notably, there will be "sliders" to determine the level of "fantasy" of your world, from completely mundane worlds with only humans, to total fantasy with completely procedurally generated races replacing everything (and steps in between of course, and all moddable so you might produce a "mundane" world with only dwarves, for example).

Might see more in the way of procgen creatures like the Experiments too, to add to Adventurer playable races, hopefully.
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MrWiggles

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Re: Future of the Fortress
« Reply #3518 on: September 29, 2020, 01:12:17 am »


3. I'm excited about the prospect of in the post-magic update, trying to delve into worlds with a lot of magic and make sense of it all. But I'm wondering if given all the possible strange beings, realms, and magic systems, how much would the core gameplay of dwarf fortress still be usable? Would it be common for fortresses to be basically unplayably difficult, embarrassingly easy, or just there be fewer relevant gameplay features given the presence of non-dwarves? I guess what I'm trying to say is, are the more magical generated worlds going to be free to be game-breakingly strange, or will there be focus on making a game loop resistant to some of the wild aspects coming with the magic release?

Thanks for everything Toady and Kitfox! Very excited for the future of Dwarf Fortress!
Welcome to the Forum! Hope you stay around!
So a tip for asking question, is that anything that isnt being actively working on, wont get any substantive answers.
It often gets answer, 'Yes, maybe. Sounds good.' You'll more often get answers to questions to whats being worked on now or questions about a revent interview or event he did.
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Doesn't like running from bears = clearly isn't an Eastern European
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http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

PatrikLundell

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Re: Future of the Fortress
« Reply #3519 on: September 29, 2020, 02:45:54 am »

:
2. Going forward, will Kitfox remain in the picture in order to create new artwork as new creatures/tiles may be added?
:

That's part of Kitfox' publisher role in this case, so yes, when new stuff that needs to be displayed is added they'd have to facilitate the production of the new stuff. If, for whatever reason, the publisher role is taken by someone else a number of years down the line, it's reasonable to assume that publisher's duties would include the artist negotiations required. Note that the current indications are that the artists will continue to refine the current (i.e. Premium) set of tiles for at least some time after the Premium release. However, the Myth & Magic release won't happen until after the Big Wait, so we don't know if the current artists will be available at that time.
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voliol

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Re: Future of the Fortress
« Reply #3520 on: September 29, 2020, 04:43:58 am »

I noticed you've remodeled the devlog page, split off some recent years into their own pages, and likewise incorporated devlogs all the way back to 2004. It all looks really nice! "Fixed a bug where animals could rent rooms [04/20/2005]" is classic Dwarf Fortress. I got some questions though:
1. At the top of the devlog pages of past years, e.g. http://www.bay12games.com/dwarves/dev_2017.html, why "Development in 2015 (RSS Feed)"?
2. Could you set up redirects between "http://www.bay12games.com/dwarves/index.html#year-date" and "http://www.bay12games.com/dwarves/dev_year.html#year-date" for applicable years/dates? Lots of "old" links (2015-2019 I believe) were broken by the remodeling, and it by the look of it all links to 2020-logs i.e. "http://www.bay12games.com/dwarves/index.html#2020-date" will break at the end of the year as well.

Buttery_Mess

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Re: Future of the Fortress
« Reply #3521 on: September 29, 2020, 10:11:32 am »

Had another thought whilst learning about pumps;

I vaguely remember the idea of introducing larger machinery to fort mode being discussed before, possibly going as far as having moving forts. Would the map rewrite make such things possible? I remember the idea being floated of being able to view squads going off map on missions in a little window. Is that possibility a planned feature for the map rewrite? Would that also make ships that come and go a possibility, or will that have to wait until trade and industry?
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PatrikLundell

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Re: Future of the Fortress
« Reply #3522 on: September 29, 2020, 11:13:34 am »

Larger machinery and boats have been discussed as a single content package. Toady has trouble deciding whether trade would go before boats or boats would go before trade, as they're heavily connected. Regardless of the order, both are part of the vague post M&M plans (as opposed to the unplanned darkness beyond that).
The map rewrite will be done to provide a framework in which large machinery would fit, but won't implement it at that time. The multiple windows will be enabled by the map rewrite, but isn't expected to be in the first M&M release (one way portals only), but it's intended to support additional moving windows when those get implemented (although it wouldn't be surprising if static additional windows would appear before moving ones).
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Beag

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Re: Future of the Fortress
« Reply #3523 on: September 29, 2020, 06:12:47 pm »

1. How will naked creatures be handled in the steam release?(I have unfortunately run into some naked people in taverns)
2. Sometime in the next few months can we see some screenshots of animal people and escaped necromancer experiments?
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #3524 on: September 29, 2020, 06:57:11 pm »

1. How will naked creatures be handled in the steam release?(I have unfortunately run into some naked people in taverns)
2. Sometime in the next few months can we see some screenshots of animal people and escaped necromancer experiments?

Some necromancer experiments have already been posted in the official thread on the tileset.  (Or perhaps it was only night-trolls, I forget)?

Naked dwarves have also been mentioned there. Was quite a while ago so things may have changed, but the feeling was then that naked dwarves won't be naked (so much for visuals which give you instant information on what you need to know - nakedness will stress out dwarves badly after a while).
Tileset/general Steam visuals official thread:
http://www.bay12forums.com/smf/index.php?topic=173474.0
« Last Edit: September 29, 2020, 06:58:55 pm by Shonai_Dweller »
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