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Author Topic: Future of the Fortress  (Read 2929632 times)

SlapFactory

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Re: Future of the Fortress
« Reply #5055 on: December 11, 2022, 03:38:17 pm »

Congrats on the milestone! I think it is obvious to all how much work went into this release and everyone involved should be proud. It's excellent.

At the time of writing this I know it hasn't even been a full week since the steam launch so I know everyone is furiously working away at the pesky bugs and my questions might get rendered obsolete quite quickly. I do currently have a few questions primarily aimed at the steam version:

1. I noticed in the steam version that combat and announcement logs are currently limited and temporary compared to previous version. I just wanted to check if  a more comprehensive and permanent log will be brought back into future versions. Rereading what my guys were up to is important for storytelling purposes.

2. Related to storytelling, will we eventually be able to export legends content like before? Viewing it in 3rd party programs was fun but it was the easiest way to export world gen parameters.

3. There seems to be some confusion that the game has been slightly 'simplified' (less granular labor management, inability to select specific ammo, burrows etc) for the sake of reaching a wider audience. I don't believe that was ever mentioned and besides a few specific examples I don't see much evidence of that so I believe that's just a rumor that a handful of people are running with. I'm certain a lot of the examples people site are things currently in the works. Unless I missed it, which I totally could have, it might be nice to have a list of familiar features currently missing that are currently being worked on from the "old" version that will make their way to the steam version versus things that have been actually been simplified if that's the case.


I'm sure the post-release write up you will do following the classic release might shed some light on my questions.
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therahedwig

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Re: Future of the Fortress
« Reply #5056 on: December 11, 2022, 04:07:53 pm »

we saw someone on the kitfox discord say that the reason labor management was changed was because you don't want us to be able to micromanage our dwarves. is this a true sentiment, or were they just salty?

[we quite liked the degree of control we had in the old system, so if it was intentionally removed and WONTFIX'd rather than an unexpected side effect of the new one... well, we'd be a little sad.]
So, I haven't gotten a copy of the premium version yet, but that statement is probably based on one of the DF talks (just do a ctrl+f search for 'therapist'):

Quote from: Toady One
Then there's the other branch you could take which is improving the ability to set jobs and micromanage things that utilities like Dwarf Therapist and so on do. This is sort of the spreadsheet approach or otherwise to make more management possible where it just kind of breaks down what the methods we're currently using.

And we are not really for a sort of spreadsheet approach. We wanna have, we wanna try and find another solution, not saying we have even found a solution there. And we like dwarven autonomy, but we are kind of mindful of the fact that it can take control out of your hands. So without kind of committing to a specific course of action, those are the things that we're mindful of and we definitely realize that it's not a tenable position that we're holding now, that the game really does become hard to work with when you have lots of dwarves. And we'll just have to kind of work with that slowly when we get to the next set of releases and so on.

Quote from: Toady One
And I haven't tried [dfhack autolabor] either, but it's along the lines of stuff that we've been talking with people about for years, but it's just a difficult problem about more dwarf autonomy, in their labor selections. And that of course raises a lot of questions about the role of the player and whether or not you can do megaprojects quite the way you want, and so forth. So you still want options that allow you to have more control over them. But what if you just set up the jobs and the dwarves were able to organize who does them fairly confidently, then that would be a whole burden taken off the player in terms of like making sure they have architecture selected on a dwarf or whatever.

As for the saltiness, from my experience, there is always a huge friction whenever there's a massive UX update in any given project or game (Blender 2.8 comes to mind, it too switched to something much more mouse-focused while being very keyboard focused), and I suspect that people who believe that no change was intended with malice are a little upset from all the friction.

Prolly, this labour system will be reworked a bunch of times, to find a sweet spot between people who want to micromanage and people who really hate micromanaging (or find it unnecessary). But before that can be done, there's a bunch of questions that need to be answered, like, can therapist work with the current labour system, or does it need a toggle to prevent it from interfering, etc.
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Beag

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Re: Future of the Fortress
« Reply #5057 on: December 11, 2022, 08:22:27 pm »

I noticed in the steam version of fortress mode some content changes have been made to make the game more approachable. Will adventure mode receive any content or gameplay changes when it finally releases on steam? And if so, are there any future changes you are able to tell us about at this time?
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #5058 on: December 11, 2022, 08:31:24 pm »

I love how Tarn talks for years in the forums, in interviews, in all his updates about taking this opportunity to remove v-p-l once and for all because he hates it and put in a different system which somehow manages to not be a micromanagement hell spreadsheet type thing (by far the easiest option).
Such a difficult thing to manage, and was probably hoping for feedback on how to make it even better. Instead gets hit with "OH NO GAME HAS CHANGED! Simplification! Sell OUT!!".
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DG

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Re: Future of the Fortress
« Reply #5059 on: December 12, 2022, 03:25:06 am »

Try not to bait people about their concerns. It won't help anything.
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Mobbstar

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Re: Future of the Fortress
« Reply #5060 on: December 12, 2022, 01:56:17 pm »

Looks like Steam/Itch has been a massive success (Grats!).  After you have established a health care fund, have you considered using some of the extra money to hire professional programming help?  Either to ease your workload or help clean & optimize the code.

Knowing Toady's intent somewhat, from a recent AMA on Reddit, the proverbial pendulum appears to be swinging in the direction of the latter option.

Did they say if the new team member will be specialised in anything?  e.g. UX design

jipehog

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Re: Future of the Fortress
« Reply #5061 on: December 12, 2022, 03:02:13 pm »

we saw someone on the kitfox discord say that the reason labor management was changed was because you don't want us to be able to micromanage our dwarves. is this a true sentiment, or were they just salty?

Not sure but Tarn has made many comment on the topic which can be construed one way or another. For example: https://youtu.be/_vVmIJoaiig?t=960

Personally, I think they were going for a more approachable system and spreadsheets for a population of hundreds simply didn't fit in with their UI aesthetics. It is unfortunate that they didn't choose to add an advanced/manual mode that would have given more information and finer control for people who are interested in that.
« Last Edit: December 12, 2022, 03:05:03 pm by jipehog »
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leastannoyingman

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Re: Future of the Fortress
« Reply #5062 on: December 12, 2022, 06:45:01 pm »

Did they say if the new team member will be specialised in anything?  e.g. UX design

https://www.reddit.com/r/dwarffortress/comments/z82m0g/im_tarn_adams_aka_toady_one_dwarf_fortress/iy9gq70/
>Maybe so! It's expensive but we're definitely going to need somebody for the ports and that ball is now rolling. If the launch goes well I think we'll be expanding beyond that. Bugs certainly, optimization, additional mod support, and perhaps more - I haven't thought about how to work in additional people on features in the core game, but it's not off limits.

And seeing how well the launch went (the game hit 1 million wishlists just a few hours ago!) I think we'd all be thrilled if they manage to find more of the right team(s) to offset as much of the work as needed (as they've done with Kitfox so far), while still staying true and focused to the vision of it all. The Premium release's success would likely help explore new formulas for tackling as much of the roadmap as is manageable/reasonable, given its' Herculean scale. And not to mention all that bugfixing and heavy optimization work, or even "unrealistic" goals such as multiplayer.

Edit - relevant new article:
https://www.pcgamer.com/after-spending-20-years-simulating-reality-the-dwarf-fortress-devs-have-to-get-used-to-a-new-one-being-millionaires/
« Last Edit: December 13, 2022, 12:26:55 pm by leastannoyingman »
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TinFoilTopHat

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Re: Future of the Fortress
« Reply #5063 on: December 12, 2022, 07:49:08 pm »

I know that fees and taxes and whatnot probably take a sizable chunk out of your sales revenue, but it looks like you just made a boatload of cash. Any fun plans for the money? DF-related or not.

Yeah, excuse me? For reference, you've botched the colour formatting somewhat, there - needs to be more like this.
Thanks. Haven't used forums in forever. Fixed!
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Silverwing235

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Re: Future of the Fortress
« Reply #5064 on: December 13, 2022, 07:36:20 pm »

we saw someone on the kitfox discord say that the reason labor management was changed was because you don't want us to be able to micromanage our dwarves. is this a true sentiment, or were they just salty?

[we quite liked the degree of control we had in the old system, so if it was intentionally removed and WONTFIX'd rather than an unexpected side effect of the new one... well, we'd be a little sad.]

what has collaborating with fans been like? will mike and the others be continuing to provide assets as development continues?

Another trip-up, I see. Toady did repeatedly mention that the particular choice of color - this, to be exact - was for being able to distinguish one question from another at month's end, IIRC.
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Eschar

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Re: Future of the Fortress
« Reply #5065 on: December 13, 2022, 10:37:15 pm »

the color lime green to be precise
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bool1989

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Re: Future of the Fortress
« Reply #5066 on: December 14, 2022, 06:03:36 pm »

Toady, can we have crates?

They'd be like bins, but they'd hold stone and wood, 10 stone or wood to a crate.

Please add them, i don't really like having to stuff all the stone into a garbage dump just to make my fortress look prettier.
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therahedwig

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Re: Future of the Fortress
« Reply #5067 on: December 14, 2022, 06:18:21 pm »

Hey bool1989, the future of the fortress is to ask about current development, not to make suggestions, if everyone made suggestions here, Toady would have to spend all his time mostly saying 'well, I have no idea whether I can do that' (as one often doesn't know whether a feature is feasibl until one starts development), instead of answering questions about the upcoming plans. You have already made a suggestion thread, so don't double post here as well.
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Egan_BW

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Re: Future of the Fortress
« Reply #5068 on: December 14, 2022, 07:00:57 pm »

Toady does read every suggestion thread, so there's no need to come here to get his attention.
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #5069 on: December 14, 2022, 10:14:55 pm »

I kind of love the way that, in 50.0x, you can click on your cats or even the giant hamster closing in on your fisherdwarves and read that he's "grouchy after being caught in the rain" and other such thoughts. Is that supposed to happen, or is it something you'll be re-concealing later? Same for enemy skills, were they visible before? I forget.
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