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Author Topic: Dwarf Fortress Talk #19: Feedback  (Read 33574 times)

MrWillsauce

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #15 on: November 16, 2012, 01:02:54 am »

Obviously purring maggots grow up to be forgotten beasts.
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chevil

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #16 on: November 16, 2012, 05:00:14 am »

Hamster on stilts. Hehehehe that ending was geat.
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Vince7403

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #17 on: November 19, 2012, 04:37:19 am »

At one point, it was mentioned that in the future, one might be sneaking about a goblin fortress and wander into a room filled with goblin weaponsmiths forging swords - Then probably get beaten to death with red-hot sword blanks.

That would be very... (dons sapphire sunglasses)
Un-forge-unate.

(Urist McCatchphrase rides past in an adamantine minecart)  YEEEAHHH!
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Yannanth

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« Reply #18 on: November 19, 2012, 08:01:18 am »

.
« Last Edit: November 21, 2016, 04:55:02 pm by Yannanth »
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MagmaMcFry

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #19 on: November 19, 2012, 12:35:58 pm »

This talk was absolutely hilarious. I got thrown out of the library.
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Arquestro

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #20 on: November 26, 2012, 02:45:30 pm »

Great!
« Last Edit: November 26, 2012, 02:59:20 pm by Arquestro »
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Telgin

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #21 on: December 02, 2012, 12:49:21 pm »

My question for the next episode: has Toady ever considered writing a book on design patterns in C++? I think it would sell very well and earn him the cash to continue working on DF, at least in the short term. And I'd sure like to read it!

The return rate on writing programming text books is pretty abysmal apparently.  It's also something that would probably bore Toady to tears and take far, far too long to be worth it.  :)

He probably does have a pretty good grasp of software design, else he'd have never taken DF as far as he has.  There's probably not a lot he could add that's not already in a book somewhere, though.

Also: WTB transcript.  :(
« Last Edit: December 02, 2012, 12:53:29 pm by Telgin »
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Toady One

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #22 on: December 10, 2012, 09:24:22 pm »

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monk12

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #23 on: December 10, 2012, 11:01:24 pm »

Hooray for the transcript! Thanks, mallocks!

Quote
    The way the digging too deep currently works with, like, it releasing 50 or 100 demons into the fortress, I mean I'd imagine that's just going to be a nightmare for the whole world, so we're either going to have to put a little bit of a damper on that, or we're going to have to just let the world have its nightmare, because you invited it.

Man, I hope it's the second one.

Quote
-Child Escort Quest business-

Rainseeker:   And that's when you take all of your children that you take care of and bring them on an adventure to kill crocodiles.
Toady:   That's right, or at least to beat up the competition.

Man, I was just rolling at that. Was it just me, or was this entire Talk funnier than normal?

Quote
It's like the whole Sauron thing, right? You can't just kill him, so you have to go on a quest and so on, and that quest ... no matter how you get to Mordor, the quest always has to end the same way.

To paraphrase TvTropes, "All of General Patton's tank strategies are just fancy was to shoot things with tanks, and all successful infantry tactics end with "and then we shoot them""

Quote
     There are no armies, like giant armies that you're leading right now, or anything like that, so it's pretty much all assassination and flummoxing invasion plans by assassinating people.

Assassin's Creed, Dorf of the Year Edition. Though I absolutely cannot wait for being able to pull an Isildur and lead a big coalition army against the Dark Lord's forces. Or, y'know, against people I don't like.

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So, yes, I think it would be fun to get your merchant caravan and then ... because you get different caravans every season, sometimes, from the different civilizations, so they could share with you different parts of your map; when the humans come you get to see how the dragon has been destroying their civilization, then when the elves come you can see the different elven forests that have been burned by the goblins, and then the dwarves can come and tell you about the latest mining accidents that have unleashed demons in the various mountainhomes, and you can just wait for the first one to reach you.

This would be absolutely amazing. It's always been a fascinating problem for me, where you want to give the player enough information to know what's happening so they can make an informed decision (or at least properly appreciate their doom,) but at the same time it's just terribly unrealistic for the player to be omniscient about... everything, really.

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The purring maggot is one of the great mysteries of the game, because a maggot is a larval form, right? 'What is the adult form of the purring maggot?

I posed this question to a friend and fellow DF player of mine, and he answered with "Forgotten Beast, of course!"

Quote
    Toady: Yeah. There has to be punishment, and there has to be punishment for sitting there throwing rocks for 90 years or whatever people do to start their game. I guess you just become known for that, or something, and your heroic reputation would bleed away, they'd kind of forget that night troll that you killed. Maybe they think that it kind of touched your mind, maybe the night troll hit you in the head or something. You came back and you throw rocks and skulk around all the time. You've been touched by darkness, or whatever.
    Toady: Especially if you were wrestling with badgers, or whatever. They'd just be scratching their heads. Maybe someone would bring you a badger in a cage next time you come to town and just say, 'Here's our gift to you for all the great things that you've done.'
    Rainseeker: Yeah, if the game kept track of the things you liked to do and then responded to that, I would die of laughter, because that's just the game's way of winking at you and saying, 'You're stupid. That's not how real people behave.' I love it.

I would be really impressed if the game actually got to a place it could do that. Also, hilarious.

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and I'm sure when I get to the items I'm not just going to use the container code I'm going to use the inventory code; so you can pry something out of somebody's cold, dead hand.

Toady always knows what to say to make me smile.

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Toady:   Fantastic hamster, that's right. Maybe it walks on four stilts. That'd be a pretty amazing skill for a hamster to have.
Rainseeker:   That would be fantastic. I don't know how that would aid battling evil.

MINSC AND BOO STAND READY!



But yeah, fantastic DF Talk, very funny, very informative. I give it my highest ranking, 10/10 +cave spider silk socks+

Yobgod

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #24 on: December 12, 2012, 11:33:15 am »

Quote
Yeah, imagine buying from a depot and going to the depot and seeing a grumpy little dwarf there selling the fortress goods, just like your trader does, your broker.

Imagine going to the depot and seeing a grumpy little dwarf there who immediately leaves to go get a drink, admire some carvings, do some paperwork, have a snack of *kitten biscuits* and then take a nap, JUST LIKE YOUR TRADER DOES.
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MrWillsauce

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #25 on: December 12, 2012, 01:31:52 pm »

Quote
Yeah, imagine buying from a depot and going to the depot and seeing a grumpy little dwarf there selling the fortress goods, just like your trader does, your broker.

Imagine going to the depot and seeing a grumpy little dwarf there who immediately leaves to go get a drink, admire some carvings, do some paperwork, have a snack of *kitten biscuits* and then take a nap, JUST LIKE YOUR TRADER DOES.
Seeing dwarves in adventurer mode acting like they do naturally in Fortress Mode would be really awesome.
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King Mir

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #26 on: December 12, 2012, 09:10:33 pm »

Humans will have daily work scheduals. Dwarves, having no sunlight in their fortresses, should each have completely random cycles, so when your adventurer comes in the chance of finding a shop closed would have no relation to the time of day. . .

Sizik

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #27 on: December 13, 2012, 12:58:51 am »

That does make sense considering Fortress mode's complete lack of a day/night cycle.
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Telgin

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #28 on: December 14, 2012, 01:36:31 am »

Considering that dwarves sleep pretty randomly too, that may well not be that far off.  It's an interesting idea.
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Clatch

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Re: Dwarf Fortress Talk #19: Feedback
« Reply #29 on: December 18, 2012, 05:08:37 pm »

What pics in the change log was T referring to when he was talking about front,back (directional) indicators for dwarves?  I'd love to see them.

I can't wait to carve a fortress out of a giant redwood - dwarven tree houses, huzzah!  :)
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