Lots of questions, I highlighted the main ones in green
DEVELOPMENT
How extensively (do you think) DF will need to be rewritten, code-wise? How extensively is it rewritten between updates?
What were the biggest updates in terms of features and code changes?
What was the easiest thing to implement? The most difficult? What did you enjoy/prefer? What do you hate/regret?
What do you intend to get rid of/replace that is currently existing?When will labors be overhauled? Would we, for instance, be able to sort dwarves by attributes and put them into groups, or create groups with conditions (only dwarves with X skill or Y attribute?)
When you have 100+ dwarves, it's difficult to manage.
Will the 'O'rders menu be reworked with more options or less options? So far I think 'O'rders is a great way to get dwarves to something/forbid them from doing things.
How will the individual dwarf interface be overhauled?I don't think I'd like it if you got rid of the sentences. But having a graphic representation would make at-a-glance or summarisation easier.
Will we be able to view more of a dwarf at once (seeing attributes alongside skills, for example)?
How will creature traits be handled in the future? I love how every dwarf is completely & absolutely unique. Even modern game developers can't get this right, to this level of detail and interactiveness! Truly, you've done a good and special thing.
Do you think these things will come about towards the end of DF's life? Towards version 1.0?How much do you think it will retail for? What will be the major difference between it and the current free versions? Are there are a lot of features you're witholding for the retail product? I'm sure you make a tonne of money already. Do you live in a mansion? Did you ever dream you would be so successful? Do you believe in God and thank him? or are you more Armok-oriented?
How long till the code supports full graphicsets, tileset overrides etc.? Is it envisioned in the future? Perhaps towards the end of it's life?I'm curious for the future and grateful for getting to play this AWESOME game, literally unique and one-of-a-kind which everyone should play (hence my interest in GUI and graphic sets, it'd make the game very accesible)
One of the best rls is NETHACK ON MY PHONE. A few years ago, I couldn't even dream or comprehend playing it without a keyboard.
It has assignable, macroable buttons that can be scrolled through on customisable panels.
It's one of the best improvements to nethack ever! A plethora of commands condensed and at my fingertips
Just noting how adding customisable buttons and custom toolbars,made it ultra-accessible on my mobile phone, whereas once it was the domain of the keyboard/PC now I don't need to press a single key once I've configured the buttons/panels)
Do you foresee clickable buttons in menus, perhaps to move the game to tablets and phones? For that matter, what do you think about adding graphic elements to make a full GUI, along with icons etc.? For that matter, will hotkeys be improved and expanded? Or some form of customisable interface?TBH this is the most amazing game I have ever played. It is so comprehensive, detailed, thorough and well thought out.
It's a joy and a thrill to live out the industry and history which our ancestors may have experienced and lived (in a simplified way) themselves.
Nearly every major industry is represented! Not to mention animals, trees, and in the future commerce etc.... Truly a labour of love x and playing it is love x
Sorry if so many questions, it must make you tired, huh? I'm sure most of these questions have already been asked, forgive me if it's the case.
Whatever your decisions are, I'm sure they'll be great and for the best.
Also, sorry for focusing on fortress mode. I know you put a lot of effort into adventurer. Once the myth update comes about, I'm sure it'll be a billion times more FUN!
The only problem I have with adventurer is having to sort through so many lists of procedurally generated information. I find it difficult to navigate because the world is bigger than the content, the content ends up getting buried or lost
If there were some way to make objectives, quests etc. more obvious and stand out more. (I'm thinking how in games they have glowing, revolving, brightly coloured POIs and stories that guide gameplay. Maybe there will be some form of standard objectives/achievements such as ranks, titles, rewards more akin to RPGs? Or a world will spawn various archetypal quest givers instead of just civilians?)
Otherwise I enjoy running after crows and wrestling them to death, jumping and climbing trees (sheer genius, btw) and seeking out lairs.
Sincerely yours, a devoted player and ardent watcher: 74s (Seven Fours - a pun on Sevenforce)
edit: I heard that defensive forts will be nerfed in the future, such as more balanced traps and enemies that can dig through stone. How long will it be before we see this kind of thing?