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Author Topic: Optional: Customizing the player (Multiplayer readyness?)  (Read 497 times)

FantasticDorf

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Optional: Customizing the player (Multiplayer readyness?)
« on: January 17, 2023, 04:07:41 pm »

For a long while, the player themselves is the least interactive element of the fortress. You exist as a intangible force who compels the dwarves to construct unusual feats, disasters and triumphs, and are often a medium of the player themselves but as the game will hopefully open up, the player should have some attention paid to them as well.

Settings are entirely optional, and help seperate out potential new modes to mesh much more articulately. A typical default would be to call every steam user using their own steam-tag name, or have a offline option aligned similar to 'player profiles'.

Customizable player origins:
Quote
- Observer: The existing setup, you are intangible and can only interact with other observers, essentially outside of your own play area being invisible to all other forces.

- God: (insert your details, which sphere and name you are). This is the gameplay inclusive option, you can assign and protolyze your own religion and have a small amount of practical power on the world depending on your spheres, this is mostly magic-arc inclusive and dependent. In changing the context of the game, it is possible to actually be defeated in a meta-sense with all worship of your religion extinguished and world made unplayable.

- Overseer: The 'Warden Mode' of dwarf fortress quite literally has yourself be the expedition leader, as a self-insert with your details. The narrative of the current play session's noble progression is changed so that you always inherit being the leader of the site. The game does not end when you die, but you possess your successors, and you can take direct adventurer control at any time.

If multiple people are to observe or even perhaps play on the same map, making them identifiable in the correct format of the game (such as setting observers only or allowing guest-gods/overseers to join in the map) will help them be more recognizable and allow you to view their influence/presence.
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A_Curious_Cat

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Re: Optional: Customizing the player (Multiplayer readyness?)
« Reply #1 on: January 17, 2023, 05:24:22 pm »

Will this make it so that the game can only be played on Steam and nowhere else?

Also, I thought Toady One wasn’t ever going to make the game multi-player…
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Really hoping somebody puts this in their signature.

eerr

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Re: Optional: Customizing the player (Multiplayer readyness?)
« Reply #2 on: January 17, 2023, 07:07:44 pm »

Dwarf Fortress will never have proper multiplayer.
Note that you can share saves with other people, where people run succession forts! We have a whole forum section dedicated to this:
http://www.bay12forums.com/smf/index.php?board=14.0

God mode might fit in the myth and magic release though.
I'm personally more of a fan of enabling the player, rather than giving them everything outright.
Playing as a 'Demigod' in adventure mode might become more meaningful, but that could be years away.
For now your character just gets to be stronger than your average peasant, and none of those bonuses will make you, the player, any smarter, or more patient.

You already play as the 'observer' in fortress mode.
But there are some really solid reasons not to detail the observer further, in this way.

There is an 'overseer' mode in 47.04 (a backdated version, for now, adventure mode is probably returning to steam before 2024)
It's called adventure mode. The player can raise a small group of workers, gather an axe or two, claim a site, and straight up chop down trees and build on it.

but building sites in adventure mode is a work in progress, aka you can't do everything as per fortress mode.
one notable missing feature is digging, which is the primary reason players play fortress mode almost exclusively.
I'm not sure if mechanisms work at all either! Good luck protecting yourself.

« Last Edit: January 17, 2023, 07:14:05 pm by eerr »
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FantasticDorf

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Re: Optional: Customizing the player (Multiplayer readyness?)
« Reply #3 on: January 18, 2023, 09:03:57 am »

Will this make it so that the game can only be played on Steam and nowhere else?

Also, I thought Toady One wasn’t ever going to make the game multi-player…
Dwarf Fortress will never have proper multiplayer.
Note that you can share saves with other people, where people run succession forts! We have a whole forum section dedicated to this:
http://www.bay12forums.com/smf/index.php?board=14.0

No and i've been around long enough to know the distinctions between the modes. Im thinking classically of port-fowarding type multiplayer/LAN , or in steam's case using the steam multiplayer connection services streamlining it (so you can invite your friends etc), but of course you can just customise your own profile for your own use on singleplayer. This change is simply friendly to the concept of multiplayer, whether it happens or not.
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eerr

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Re: Optional: Customizing the player (Multiplayer readyness?)
« Reply #4 on: January 18, 2023, 02:20:04 pm »


No and i've been around long enough to know the distinctions between the modes. Im thinking classically of port-fowarding type multiplayer/LAN , or in steam's case using the steam multiplayer connection services streamlining it (so you can invite your friends etc), but of course you can just customise your own profile for your own use in singleplayer. This change is simply friendly to the concept of multiplayer, whether it happens or not.
Having multiple player avatars is feasible for succession fortresses, I guess.

Online/lan play just isn't happening, and I don't know why you would keep bringing it up.
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