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Author Topic: DF-mode/Adventure-mode hybrid?  (Read 1370 times)

Butcher Jackson

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Re: DF-mode/Adventure-mode hybrid?
« Reply #15 on: March 27, 2008, 08:52:00 pm »

It could probably be done without having to change AI systems.  In ADOM (a well-regarded roguelike) one could mine, smelt, smith, lumberjack, and even build bridges (after turning harvested logs into bridge components).

for chopping trees one would simple (I)nteract with either the axe or the tree.  Mining would be an (I)nteract with a pick, followed by a choice of location to dig and type of digging to do (channel, ramp, etc..).  Building single-tile constructions (like in the b>C menu) would only require that you be carrying the appropriate building material, and give a menu from there.

In ADOM these industrial tasks took quite a long time, and you were in danger of being interrupted by either creatures or hunger.  But if you've ever slept in adventure mode DF, you know that there's already a precedent for a long-term, interruptible action in the code.

I just hope that, when Toady does get around to this arc, he does an early release for us to play around with before the final build.  Even if it's just mining, lumberjacking, and tile-building, it would still be more fun than a barrel of rhesus macaques!

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MastaODisasta

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Re: DF-mode/Adventure-mode hybrid?
« Reply #16 on: March 27, 2008, 09:02:00 pm »

I think it would be cool if there was a kind of unification of all the modes, where as an adventurer you could gather six other people to go out and create a fortress, then choose a character in that fortress to go out and adventure with.  This would all be seamless and blend all the modes into an all encompassing experience.
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Butcher Jackson

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Re: DF-mode/Adventure-mode hybrid?
« Reply #17 on: March 27, 2008, 11:12:00 pm »

I'll probably end up chopping down all the trees in an elven glade, and then building a big old wooden warehouse to store all my wood in.  While they watch.
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nagual678

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Re: DF-mode/Adventure-mode hybrid?
« Reply #18 on: March 29, 2008, 12:35:00 am »

I think it would be really interesting to have a way to control a dwarf in Fortress mode, similarly to that control creature spell you could cast in the dungeon keeper series. Perhaps it's not possible or practical to implement this to the extent of what you can do with a proper adventurer, but something to play with would be nice.
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Butcher Jackson

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Re: DF-mode/Adventure-mode hybrid?
« Reply #19 on: March 29, 2008, 02:07:00 am »

Toady has mentioned that (due to the smoothing of cliffs) he might be implementing a way for the camera to follow a specific dwarf soon.  While this is not quite direct control I expect that it will be a fun diversion.

I imagine "A day in the life of Urist LegBurns, Mayor of SquidRopes" to be fairly entertaining.

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Butcher Jackson

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Re: DF-mode/Adventure-mode hybrid?
« Reply #20 on: March 30, 2008, 03:38:00 pm »

Particularly Mighty adventurers could carry entire bins of stone blocks along when constructing long walls.

And if adventurers can climb, then they can dispense with the temporary scaffolding that the more unusual architectural designs require if fortress mode.

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AlienChickenPie

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Re: DF-mode/Adventure-mode hybrid?
« Reply #21 on: March 30, 2008, 04:18:00 pm »

I'd love to see adventure mode and fortress mode merging. The time issue could be solved by "starting" fortress mode from within adventure mode when you assume control of an area, and changing the way time passes accordingly. Stepping down from the throne would allow you to return to the slow pace of adventure mode, but with the relatively modest ability to personally boss people around instead of the ability to magically issue the orders to build giant monuments.
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Jurassiced

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Re: DF-mode/Adventure-mode hybrid?
« Reply #22 on: March 31, 2008, 04:19:00 pm »

good topic lots of nice ideas but yea this would be very awsome i think i would stick to fortress mode for the bulk of game play though =D
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Butcher Jackson

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Re: DF-mode/Adventure-mode hybrid?
« Reply #23 on: March 31, 2008, 06:35:00 pm »

Well the bulk of the game is fortress mode, because the bulk of development is in fortress mode.  It's a self-fulfilling cycle.  Fort mode is more interesting than Adv mode so players clamor for more fortress mode updates and therefore fortress mode stays more interesting.

Once toady does the Adventurer Skills Arc and adventurers can learn non-military skills adventure mode will instantly acquire an unprecedented depth of play.  The "Role-playing" aspect alone will be incredible.

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Kogan Loloklam

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Re: DF-mode/Adventure-mode hybrid?
« Reply #24 on: April 01, 2008, 12:35:00 pm »

You forget the whole awesomeness that is the Relationships Arc.

I don't like the idea of full integration of adventure mode and Fortress Mode. That's not to say I don't think that an adventurer shouldn't become the leader of a founding band, but I don't think it should be done in the manner of adventure mode.

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