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Author Topic: DF: The Game of the Game - Interface Vs Player  (Read 8667 times)

Leatra

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #45 on: November 10, 2012, 07:59:26 pm »

Okay, here's a basic response from Toady regarding interfaces, and including real changes he will likely be making when the time comes:
[About 3rd party interfaces and future open-support for them in DF's interface, which would require him to do that 'overhaul']
Depending on the stage of the interface overhaul, ultimately I'm going to be support 2D tilesets (probably in dimensions of multiples of 4 because I'm lazy with image file headers).  So if you want to draw up some 32x32s or something, you won't be wasting your time, I think.  It should be fairly straightforward to support single z-slice isometric stuff as well, once I get that going, since I'd just have to change the print locations and print order, though transparency decisions are probably annoying, and it's slightly more annoying to get multilayer isometric stuff going, since people are going to want various options about display there, so I don't really have a clear opinion on the future of isometric.  The support for a resizeable viewport/window is definite, but nothing has been decided on layering there (for instance, critters walking over grass tiles, that kind of thing -- people will want more and more out of this system, such as inventory and wound displays, and I'm not sure where lines will be drawn, or where it will bog down, anyway).

So you coming along and saying he "Doesn't give a fuck" about the topic is asinine, just go through some of his interviews, most of them bring up the question of future interface development.

Source: I've been following DF for 6 years.

Maybe the search bar will prevent you from saying things that aren't true in the future.

That whole thing you quoted, it's full of questions itself. It's obvious he didn't give much thought about it, let alone plan it. That whole quote is shouting like "Fellas, I really do give a fuck about this UI and graphics stuff, but y'know... Life is short. But I swear, it will be done in like 40-50 years after but no promises." Toady said what would I have said if I didn't care much about graphics and UI myself, if I was developing a game who has a big community like this.

Being a DF follower for 6 years, you may think you know more than us and thus have a better say in this matter, but if there is one thing I learned in my life, it's this (warning: it may seem irrevelant but this is not directed at Mictlantecuhtli when he said that 6 years thing, it's directed at everyone who has been here for a long time): people who are new to a developing idea will have different opinions about it than people who have been there since it's starting point of development. Don't take their perspective lightly, because you see the idea from the inside. You need people who sees it from the outside. That's why most authors make sure someone else reads their book before they publish it. They know everything about the book, but people will read it without knowing anything and thus, author's perspective will be different. They need an outside perspective to write better books. They may accidently give away the plot twists halfway the book and never notice you know.

Now, before anybody jumps to a conclusion like Mictlantecuhtli did with reality.auditor. I don't have an issue of trust with the developer. I just know a guy who can be a good politician when I see it. Come on guys! It's obvious he isn't interested in UI and graphics. He just gives vague answers and as we all know, DF is going to be developed until sky falls down on us. If he says "I'll get around to that eventually" he might mean he is going to do it tomorrow, or after 50 years. Do you need an "I'M NOT GONNA DO GRAPHICS AND UI SO SHUT UP AND LET ME DEVELOP THIS GAME" statement on the main page? Toady is dealing with a big community here and everything he says is like, recorded (like how Mictlantecuhtli quoted that) so he has to be careful with everything he says.

My perspective? I don't give a fuck about graphics and UI but if the newbies are always pointing that out than maybe it needs to be better. I mean, I don't remember Toady saying "This game is not about graphics and UI and they will always be a I-don't-give-a-fuck priority" so unless he says something like that this game will keep getting UI and graphics complaints. It's not like we have a big "If this is your first time, don't expect fancy graphics. We don't do that here." sign at the homepage. People do expect something even if you tell them how roguelikes are. I say just let the community handle it. If Toady implements things like Dwarf Therapist and tilesets into the game, it would be enough for us. I don't want this and see it a waste of time, since we got Newb Pack anyway, but it is what the most people (both elitists and graphic whores) would want I guess.

Or Toady could just give a link to the Lazy Newb Pack next to the download link. I gave up playing and started playing again after I discovered Lazy Newb Pack once. Some people aren't aware of the pack.

Note: Things I have said about Toady's perspective are all assumptions (to tell my idea better) and are not real. So, don't rage or anything okay fellas?

Oh, and this will be my last post on this thread since some people are getting a little emotional about this issue and I know for a fact that you don't debate about anything that the opposition may rage about. Just wanted to write my look on this. So... thanks for reading fellas, and keep calm with this argument. We are all friends here.
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Deathworks

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #46 on: November 11, 2012, 01:46:05 am »

Hello!

Personally, I don't have any major issues with the UI. I think the lack of packaged tutorials and/or manuals is a bigger problem for the game. Especially since the wiki needs a little while to catch up with all the changes in a release, so besides the wiki, you actually would want to check the announcements and things.

Reality.auditor: Personally, I don't think it is of good taste to go "la-la-la" in response to the comments of others. It just gives the impression that you are unable to give a reasonable response to the comment of someone else. This is in turn makes people doubt whether your position is really correct.

Secondly, I am wondering about the target group you mention. Who is the target group of Dwarf Fortress? I mean, for something commercial, I would look at where it is advertised, but with DF, there is no such indication. The only link to the rest of the world, so to speak, would be it's belonging to the family of rogue-like games, the majority of which have the same type of UI and the same graphics/gaphic possibilities, albeit on a lower level and without a reminder of the hot keys onscreen. Therefore, I am wondering who you consider to be the target group of the game, and whence that view comes.

Yours,
Deathworks
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reality.auditor

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #47 on: November 11, 2012, 08:03:49 am »

There you go, then.
I think you are right that there is no point in further discussion. So topic about DF UI will end, from me at least.

Who is the target group of Dwarf Fortress?
Maybe I used "target group" carelessly, as Toady do not seem to address game to any specific group. No marketing here, after all. If someone likes DF, then he likes it and that's it.
I agree that "people that likes rogue-like games" is good start, but I think both actual and potential audience of DF is larger than people that like rogue-like games.
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hermes

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #48 on: November 11, 2012, 09:36:40 am »

I play without dwarf therapist. I think part of the game IS running an inefficient fortress where you have to see everyone individually (ie, reading their description) and then decide on an individual basis wit no wuantitative information, only qualitative. Once I started playing slower, on a smaller and individualized scale not only have I gotten betterr at the game, but I enjoy it much more as well.
The game's pretty difficult to keep playable past a certain amount of dwarves without help, even with good techniques and careful planning. It can get a bit overwhelming to have to manage them effectively. Though, fortunately, there're pop cap and birth cap in the init to manage the amount. I've not used any external tools, and have developed a certain form of management on my own, that I'm not sure works for others.

( I don't checks out Let's Play stuff, does most of them really depends on Therapists and other tools? )

Yes, the Let's Plays/Tutorials that I watch are Capnduck (who is awesome and got me into DF in the first place, and is pretty much the biggest DF Youtuber I reckon) and Zemalf (who has a really good channel on Youtube) and they both have sexy European accents and both use Therapist.  I appreciate they are trying to make things as accessible for new players as possible, which they do a great job at, but more DF education would be cool because there seems to be a not insignificant number of people who turn up on these forums and can't tell where DF ends and fan made utilities begin.

Are there any tutorials teaching how you play Automata, or is that just a learnt style?

Being a DF follower for 6 years, you may think you know more than us and thus have a better say in this matter, but if there is one thing I learned in my life, it's this (warning: it may seem irrevelant but this is not directed at Mictlantecuhtli when he said that 6 years thing, it's directed at everyone who has been here for a long time): people who are new to a developing idea will have different opinions about it than people who have been there since it's starting point of development. Don't take their perspective lightly, because you see the idea from the inside. You need people who sees it from the outside. That's why most authors make sure someone else reads their book before they publish it. They know everything about the book, but people will read it without knowing anything and thus, author's perspective will be different. They need an outside perspective to write better books. They may accidently give away the plot twists halfway the book and never notice you know.

Yeah this is a good point.  Some people like me are a bit conservative when it comes to DF and the new/outside opinions are important.  But the new writers need to have read at least part of the canon or they'll just repeat what's come before.

Secondly, I am wondering about the target group you mention. Who is the target group of Dwarf Fortress? I mean, for something commercial, I would look at where it is advertised, but with DF, there is no such indication. The only link to the rest of the world, so to speak, would be it's belonging to the family of rogue-like games, the majority of which have the same type of UI and the same graphics/gaphic possibilities, albeit on a lower level and without a reminder of the hot keys onscreen. Therefore, I am wondering who you consider to be the target group of the game, and whence that view comes.

Yes, another issue!  The game seems to be attracting a larger audience than it is possibly targeted at, at least at the moment...  DF is an amazing game that is popular with many types of gamers and it seems big enough to accommodate everyone.  I hope that with a bit more education, playstyle and development info, the target group can be everyone and everyone will approach the game in full knowledge of what they're getting themselves into.

And reality.auditor, take it easy man.  I understand where you're coming from but you need to think long term, Toady has years - years! - to design an awesome UI which will undoubtedly blow our minds as much as the game does (no pressure).
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AutomataKittay

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #49 on: November 11, 2012, 09:45:36 am »

I play without dwarf therapist. I think part of the game IS running an inefficient fortress where you have to see everyone individually (ie, reading their description) and then decide on an individual basis wit no wuantitative information, only qualitative. Once I started playing slower, on a smaller and individualized scale not only have I gotten betterr at the game, but I enjoy it much more as well.
The game's pretty difficult to keep playable past a certain amount of dwarves without help, even with good techniques and careful planning. It can get a bit overwhelming to have to manage them effectively. Though, fortunately, there're pop cap and birth cap in the init to manage the amount. I've not used any external tools, and have developed a certain form of management on my own, that I'm not sure works for others.

( I don't checks out Let's Play stuff, does most of them really depends on Therapists and other tools? )

Yes, the Let's Plays/Tutorials that I watch are Capnduck (who is awesome and got me into DF in the first place, and is pretty much the biggest DF Youtuber I reckon) and Zemalf (who has a really good channel on Youtube) and they both have sexy European accents and both use Therapist.  I appreciate they are trying to make things as accessible for new players as possible, which they do a great job at, but more DF education would be cool because there seems to be a not insignificant number of people who turn up on these forums and can't tell where DF ends and fan made utilities begin.

Are there any tutorials teaching how you play Automata, or is that just a learnt style?

My style's pretty much self-taught and is based around specialization and redundancy in it, as well as using the custom nickname/profession to tag dwarves. It's not complicated in itself, but it's not pretty either.

I tend to end up with rule of thumb of 3 workers to 2 busy workshop ( or 1 farmer every 25 tiles ) and disabling their hauling task while labelling them specificly with the custom nickname or profession relating to their exact job, usually with number somewhere to count how many I have. That way I can tell who I've assigned to what job, even if they're not experienced enough to change their old profession color. Then have everyone else do the hauling work, that way I don't lose the profesionals since they can't accidentally wander out for hauling or dumping job.

Not much to it, it's pretty much just tagging style and a few rules of thumbs from experience. I've never really taught it to anyone, it seems pretty obvious to me for myself :D

Also, I couldn't do one of those tutorials! I don't even do anything pretty and I got no voice to speak of :D
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GoombaGeek

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #50 on: November 11, 2012, 12:11:26 pm »

This UI thread rocks. Especially that one guy. Since I'm late for the party, I'll just do some UNWARRANTED COUPLING!

Quote from: reality.auditor
So this is how criticism that one do not like is called nowadays.
Quote from: reality.auditor
Someone would think complaints from many unrelated people about same thing has high probability of being real problem. But no, they are fanatics or whatever excuse you have. La, la la.
"Sorry, but I'm the only one allowed to dismiss entire posts. You're not allowed."

Quote from: reality.auditor
and it worries me that would even discourage some players from getting into DF.
Yeah, there is absolutely no reason that one could NOT get into DF just because of utterly shitty abominable illogical crap that is User Interface. This must be because of people commenting about said shitty UI. Yeah, thats it. Better to shot messenger.

"You are educated utterly shitty abominable illogical crap stupid."

Quote from: reality.auditor
Quote from: hermes
I would like some let's plays to show how to play without Therapist and other tools though, because from my own experience a bit of good advice on technique goes a long way to enabling DF enjoyment.
Entire point of this thread is that not everyone is masochist in denial. Face it: with sane UI DF would have order of magnitude larger following.
Quote from: OP
Damn, I knew someone would uncover the real meaning of this thread eventually! I give up. reality.auditor knows all. He has snapped me out of my denial. Time to go tie myself up and then slit my wrists.

Quote from: reality.auditor
Quote from: Dyret
People who pick up a game in alpha expecting a user friendly product of the bug free variety deserve to suffer.
I expect buggy, unfinished game. And no, crappy UI is not same thing as unfinished UI. UI is not unfinished - Toady does not give a flying fuck about it. Very big difference.
Quote from: Toady One
November 13, 2012: Made UI shittier. Claimed it was "unfinished" for the umpteenth time. I swear, you guys are just getting stupider and stupider. You're really expecting an unfinished game to have an unfinished UI? Fools! On a related note, jumping is finally working properly, except adventurers tend to break their legs every time they land. Guess I'll have to make fall damage inversely scale to a skill, I'm thinking Musicality.
Quote from: ThreeToe
In the next update, we make the UI shittier on purpose! Already, adventurers are flopping around like epileptic mackerel while their players stare on in abject confusion. Also, even worse night creatures stalk the night, hiding behind multi-tile trees and throwing mushy figs at you.
Quote from: Toady One
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ZimminyCricket

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #51 on: November 11, 2012, 12:35:25 pm »

Derail:

I love how a well thought out post gets completely ignored in the ignorant shitfest that is reality.audit

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Mictlantecuhtli

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #52 on: November 11, 2012, 03:47:45 pm »

Maybe I used "target group" carelessly, as Toady do not seem to address game to any specific group. No marketing here, after all. If someone likes DF, then he likes it and that's it.
I agree that "people that likes rogue-like games" is good start, but I think both actual and potential audience of DF is larger than people that like rogue-like games.

You seem to have an air of entitlement. Unless Toady can pacify you I don't see you being happy.

Emphasis on you having this problem.
« Last Edit: November 11, 2012, 03:49:25 pm by Mictlantecuhtli »
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Leatra

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #53 on: November 11, 2012, 03:50:39 pm »

Seriously, do you guys believe UI is gonna get better soon just because Toady said he will get to that eventually? Eventually means a few years for a game like DF.
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Dyret

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #54 on: November 11, 2012, 04:06:26 pm »

I don't think anyone have actually said they expect a massive UI overhaul anytime soon.
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Mictlantecuhtli

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #55 on: November 11, 2012, 04:10:31 pm »

do you guys believe UI is gonna get better soon just because Toady said he will

Issue with people like you is throwing words into everyone's mouth who has a different view. Or go ahead and prove your claim, because I've said that zero times and didn't see it mentioned before.
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Leatra

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #56 on: November 11, 2012, 04:51:43 pm »

So, I guess I made up the part where people argued if Toady gives a fuck about UI or not.
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Dyret

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #57 on: November 11, 2012, 05:46:46 pm »

Not prioritizing as of now doesn't equal not giving a fuck.
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Leatra

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #58 on: November 11, 2012, 05:58:55 pm »

Whatever. Maybe it will "prioritized" in a few years.

Am I the only one who forgot the point of this thread? I think I'm gonna stop here.
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kuki

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Re: DF: The Game of the Game - Interface Vs Player
« Reply #59 on: November 11, 2012, 07:24:02 pm »

This thread has degenerated to, like, a spectacular degree. Go internet. Also apparently it is now the thread of the longest posts, all of the longest of posts.

Here, I'll do my own paraphrased UNWARRANTED COUPLING

a bunch of people: the interface is fine, it causes me no hassles whatsoever
a bunch of people, maybe the same people even, i'm not re-reading the thread to see who's who: the interface is intentionally unfinished for development reasons, toady even uses phrases like "it's shitty," and "i'm making it shittier on purpose!", and you'd be silly to expect it to be finished

So which is it - is it shitty or does it have no significant problems? In UI design those are usually two different stages and not that hard to tell apart

Statement for the record, I am of the opinion that it is currently shitty, no one cares, OK great
Caveat, this post was sort of argumentatively phrased, but intended lightly, thank you
« Last Edit: November 11, 2012, 07:25:48 pm by kuki »
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