Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Suggestions for gameplay, UI, and lighting  (Read 451 times)

Appodaeic

  • Escaped Lunatic
    • View Profile
Suggestions for gameplay, UI, and lighting
« on: May 19, 2024, 05:22:48 am »

Disclaimer:
Due to my autism and ADHD, brevity isn't my strong suit. Please bear with me.
I'm very much a novice when it comes to programming, as I'm still waiting to do Computer Science at university next year.
I apologise if any of these ideas seem incoherent.
I'd like to make some suggestions for gameplay features, UI improvements and lighting, which occasionally uses the very, and I mean very, basic programming knowledge that I have


Gameplay:
• Burrows that are set to activate only at certain times of the year (e.g., right before the Full Moon) as players like myself would often forget to do this manually
• Option for making doors with food tray slots, to allow for food to be delivered to prison cells without opening the door


UI:
• A back button for the 'Embark' menu that sends you back to the map, so players don't have to spend several minutes reloading their save when they want to choose a different location to embark
• Option to toggle between the pre-50.01 soundtrack and post-50.01 soundtrack
• Hotkeys visible on icons as a separate sprite on a separate layer to their respective icons (an ASCII character, maybe); changes depending on what it's bound to.
  There's currently a mod for the game on Steam that implements a similar feature, but it instead takes a less ideal approach by changing the icon itself, which renders it inaccurate as soon as a
  hotkey is reassigned
• A way to disable anti-aliasing when zooming in on sprites
• If it's not too much trouble; re-implementing the ability to not only play the game with true ASCII graphics, but in a Linux terminal or Windows command prompt instead of a window, similar to
  versions before 50.01. No strong reason for wanting this option, other than performance and nostalgia.
• For the above, I can understand why this might be difficult or impossible to implement, mostly because the ASCII terminal UI would need to be maintained separately with each update to the Steam
  version's UI
• Switch priority of areas designated for mining without changing the shape of the mining designation


Lighting:

If the current devs are interested in implementing any of the features in this section, I suggest doing performance tests with and without the feature to determine whether or not it's worth doing so. I've heard that lighting checks might make the game too performance-heavy to be acceptable, which is why I'm suggesting multiple compromises

Lighting Idea A:
• Add a bioluminescent material that the player could order to be painted or smeared on the walls of their fortress. This only benefits non-dwarven races,
as it'd make sense for dwarves to see in total darkness, meaning it's completely optional to the player. At the cost of harming trade, diplomacy, and influxes of monster
hunters, there may even be an advantage to having no light sources in your fortress whatsoever, as invaders from the surface would struggle to find their way around.
Some measures that could be taken to lessen the performance impact of lighting calculations include making the light check apply exclusively to non-dwarven, non-cavern-
dwelling creatures, or categorising the light levels into a boolean; either 'no light' (0) or 'light' (1). I suggest making all light levels invisible to the player in
Fortress Mode unless toggled; similar to how water depth is displayed.
Shadows would be placed behind areas obstructing a light source unless open to the sky

Lighting Idea B:
• If you don't want to skip light checks, and you want to add a third level for shaded outdoor areas as well as the edges of bright sources of light ('1'), this would make
it so that humans aren't blinded by otherwise-minor variations in light on the surface. This makes the highest light level '2'. Light levels would be '0', '1' and '2',
respectively. Where '0' and '2' meet, have a transitional zone with a value of '1' which only appears on the side of the transitional zone that'd otherwise be '0'. There
could be a fourth value too if you absolutely want there to be one (with values ranging from '00' in binary to '11')

Lighting Idea C:
• Light levels stored using a 2-bit integer (ranging from 0 to 3) and updated whenever a light source is placed or obstructed;
'0' for 'no light' (visible only to cavern-dwelling species and dwarves), '1' for 'extremely low light' (lowest visible to non-cave-adapted races and species with adaptation), '2' for 'low light'
(lowest visible to humans without adjustment), '3' for 'high' (visible by any race). If this can be implemented without significantly harming performance, try a 4-bit integer.
Best to assume that it doesn't change angle with the time of day and instead changes with the season, since time runs very fast in Fortress Mode.
Glass blocks could make the brightness of light passing through go down by a value of '1' for every second or third layer of glass, as glass in real life isn't perfectly
transparent; the amount of floors it can pass through before totally blocking light would depend on the type of glass

Lighting Idea D (most likely to be performant and avoids lighting checks, too):

• Humans and other non-dwarven, humanoid races could carry lanterns when visiting your fort,
without which they couldn't see in areas that have never been open to the sky or are, more specifically, underground.
They'd only be able to see a certain radius around themselves in the dark, unlike dwarves.
Someone carrying a lantern could be seen in the dark by someone who isn't carrying one, regardless of distance.
Caverns with (glowing) fungi could, as a whole, be defined by the game as places where anyone can see, much like the surface.
I'd like to note a potential caveat, which is that pets from the surface wouldn't be able to see underground unless Idea C is implemented in a way that allows them to do
so under certain conditions.
As for how the pets of dwarves would be accounted for under such a system, one idea involves pet food that allows them to better sense their surroundings underground
« Last Edit: May 19, 2024, 05:54:33 am by Appodaeic »
Logged

A_Curious_Cat

  • Bay Watcher
    • View Profile
Re: Suggestions for gameplay, UI, and lighting
« Reply #1 on: May 20, 2024, 10:13:02 am »

Transformed were-creature citizens/residents should ignore burrows.
Logged
Really hoping somebody puts this in their signature.

eerr

  • Bay Watcher
    • View Profile
Re: Suggestions for gameplay, UI, and lighting
« Reply #2 on: May 29, 2024, 12:25:29 pm »

Lighting isn't blocked because of any difficulty coding. Lighting is blocked because adding certain things to the fortress simulation makes it feel weird and unrealistic, breaking people's immersion. That is a game design problem.


Logged

SSR2902

  • Escaped Lunatic
    • View Profile
Re: Suggestions for gameplay, UI, and lighting
« Reply #3 on: June 09, 2024, 07:23:14 am »

       -Id Like to see more cleaner stockpiles: way are wheelbarrows and minecarts on furniture and altars on finished goods in the others tools, way do we even have an other tools option that include multiple things where we have a system of improving the quality of items making so that steepladers and buckets are inseperable from other things that are in there. Where is an example of how to rearrange objects:

Finished goods - type -> finished goods - crafts: Amulets, Bracelets, Crowns, Earrings, Figurines, Rings, Scepters, Toys
Finished goods - type: - Large gems -> gems: - large gems
Furniture - type -> finished goods - tools: bags, Barrels, buckets, bins, large pots, minecarts, steplader, whealbarrow, sand bags
Furniture - type -> furniture - room: beds, boxes, slabs, statues, tables, cabinets, thrones, Traction Bentch, display case, bookcase, instruments, coffins, altars(also rename from building meniu the naming "offering place" with altar)
Furniture - type -> furniture - army: Armor stand, Balista Arrow head, Balista part, Catapult part, Siedge ammo, weapon rack
Furniture - type -> furniture - construction : Door, Floodgate, GrateHatch cover, millstone, Quern, pipe section, Window,
Furniture - type -> finished goods - construction : mechanisms,
Finished goods - type -> finishid goods - construction: chains
Finished goods - type -> finished goods - utility: Backpack, Codices, Crutches, Flask, Goblets( its no a craftbut you could also put it there), Musical instruments, Quiver, splints, totems( again not a craft but you could also put it there, but dwarves will not take it)
Finished goods - type : Armor, footware, handware, headware, legware, tools ( what are even thouse We already have on the armor stackpile shose made of cloth witch are not armor in a mlitary sence ore other things what is even the point of having them)
Food - plants -> food - underground plants ( you know where i am gooing with this)
Foor - seeds -> food - underground seeds     

     -I would like that the detailed map generator would be bettare organized as well into multiple tabs. to have the geology, the civilizations, the magical part of the world like bioms into separated tabs. it is a pain to scrole throu all the staff that i dont see way are they put into the same place.
     -Military dwarves: i dont know way they cant have ounership of theyre equipment untill i update theyre uniforms. They could have ownership of theyre food in the past but not the armor. Way are my dwarves Hauling the equipment of my soldinrs from the barracks into an armor stockpile
     -Also military: I dont know when dwarves take theyre Equipment back to baracks and when they just let theyre equipment on the ground but there is but they should alwayse have a task to return cloathes to baracks. I would also like to see that you can store your civilian cloathing in the baracks if you put a cabinet in it so that you change From civilian to normal cloathing and vice versa if you have isiud normal cloathing for your military.  And another toggle for how dwarves where theyre uniforms, instead of just replace cloathing ore worn over we can add a replace where needed so that they replace just theyre shoose with metal boots if they can not where one over the other.
     -Dwarves that sleep in baracks will get unhappy thoughts because they dont sleep in proper bedrooms even thou i pretty much made there barracks with theyre separated rooms for everybody with armor stand weapon rack chest cabinet and all. Something like the the rent rooms system that the tavern hase but functinull i would sugest, so we could attach a bedroom ore a dormitory to the baracks where the dwarves could sleap in.
      -Better icon for the barrow then is activated ore not.
      -In build hotkey highlighter.

That would be my list of things to improve. The first tow should be preatty easy to implement as really the first of just a rearangement of the already existing system and the other could be done with something like a repurpused legends mode ore something that already exist. 
Logged