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Dwarf fortress tileset 42
Dwarf fortress tileset 42







dwarf fortress tileset 42

Every system probably relates to every other system in some way. There’s more gears that would fit in too if you remembered they were there, and you just do as much as you can. You’re adding each little one that fits in with every gear you could think of. There are so many interlocking systems now, and when you say, ‘interlocking system’, I mean, sometimes it’s these random events like the cat thing where it just happened to work that way, but more often the interlocking is you manually make the spokes and little gear teeth. Sometimes that’s going to take two months, no matter what, just to get the core of it in. You can’t really drill down into a complicated system and inhabit it, and find the connections with the old systems and put them in, and make sure that it’s playable, and then bring it back out. But at the same time, you don’t want to release every three weeks or something, because you can’t get into a problem in that period of time. The tension does build up a bit, especially when you know about the problems with bugs and so forth, that it is really a problem, that the longer you wait the worse it gets, not better. Is it also kind of just like a sense of satisfaction or relief to be able to just get something out there? I work on articles sometimes for a few weeks or maybe a few months, but I can’t imagine it being 25 months before putting this thing out there, and when you finish it you just have that ‘phew’ moment where it’s finally done. Ideally a release cycle wouldn’t take longer than, like, nine months or something, and hopefully faster than that. So this bug will just be unknown, nested down there, and by the time someone finds it after the release, sometimes I can’t do anything about it because it’s so far down in, and then we just have to get used to it or work around it. It just doesn’t happen, because I don’t get to play enough. I can’t spot most of them because I’m not gonna have cats walking through my bar or whatever. Sometimes you don’t even know it’s there, because the fans are the ones that find the bugs. But just for the stability of the game, letting a bug fester that no one knows about for that long, and letting it burrow in there, and you add more and more and more. I mean, they did but it wasn’t catastrophic or anything. There was only one really really bad 25-month release cycle, and the fans didn’t seem to mind at the time. And we’re thinking about ways to split it into pieces, and that’s become more important to us. It’s the wrong number, so I’m not even gonna do it, but I don’t see a two-year release. It’s pretty much ready to hook into the game, but the thing is it’s a different program, so it needs to be integrated, and that’s a process that’s going to take.you know, whenever a number of months pops out of my mouth. I didn’t quite get to that in the talk, but there are some interesting things there. It creates the civilizations, it has some types of magic systems, and that’s really what we wanted to get out of it.

DWARF FORTRESS TILESET 42 GENERATOR

We’ve got this prototype myths generator that does more or less what we need. So, the myth generation system you gave the talk on, can you talk about some of the elements of it that you still have left to work on, what you’re doing now, what you’re excited about with it? I’m okay with it, and, you know, there’s a lot of Dwarf Fortress-adjacent games now, and you can get a lot of the experience with a graphical game, and there’s more and more coming out. But I don’t really see, at this point, a gear change into polish mode. So I’m learning my own lessons and applying them, remembering to do them. I do remedy certain deficits, and I’ve also gotten better about alphabetising lists, letting you type things in to find things in lists. I think more than half the people that play the game use a pack that includes tilesets and workflow management stuff that makes the game more responsive to your desires rather than fumbling around looking for what random key I picked for. People who have made the game more playable. We do improve things over time, and a modding community springs up, right? And we have these amazing, amazing modders, the people who made DFHack, the people who made Stonesense, SoundSense, Lazy Newb Pack, Armok Vision, Dwarf Therapist, and, you know, I could just keep on going with this list of amazing mods. don’t care about getting to some kind of sold endpoint where we release the game. You think about it when you’re starting out and find you’re not too good at that, right, and then it also slows down development of features and so forth.









Dwarf fortress tileset 42