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Author Topic: Future of the Fortress  (Read 3115165 times)

DPh Kraken

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Re: Future of the Fortress
« Reply #6045 on: October 13, 2024, 08:48:21 pm »

Any possibility of reimplementing Dwarf Fortress in C@?
Let us raise our mug to Scamps, the finest and furriest to have been a part of Bay 12 Games!
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FantasticDorf

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Re: Future of the Fortress
« Reply #6046 on: October 14, 2024, 02:37:08 am »

Any possibility of reimplementing Dwarf Fortress in C@?
Let us raise our mug to Scamps, the finest and furriest to have been a part of Bay 12 Games!
Here, here.
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A_Curious_Cat

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Re: Future of the Fortress
« Reply #6047 on: October 14, 2024, 08:01:39 am »

Any possibility of reimplementing Dwarf Fortress in C@?
Let us raise our mug to Scamps, the finest and furriest to have been a part of Bay 12 Games!
Here, here.
<insert cheers emoji here because SMF won’t show it, even though I can type it>
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ab9rf

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Re: Future of the Fortress
« Reply #6048 on: October 14, 2024, 05:31:09 pm »

Any possibility of reimplementing Dwarf Fortress in C@?
What possible benefit would this provide? 700,000 lines of code would have to be rewritten, which would take months if not years, during which no feature development would take place.

While I get this is a joke, it's worth noting that it's almost never worthwhile to reimplement a mature project in another language because reimplementing code often takes almost as long as implementing it in the first place.
« Last Edit: October 14, 2024, 05:33:09 pm by ab9rf »
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Eschar

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Re: Future of the Fortress
« Reply #6049 on: October 14, 2024, 05:48:40 pm »

The rewrite could be done very fast actually, since the language doesn't exist.
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jecowa

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Re: Future of the Fortress
« Reply #6050 on: October 15, 2024, 03:37:29 am »

Wow, just tell us Santa Clause doesn't exist.
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Putnam

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Re: Future of the Fortress
« Reply #6051 on: October 16, 2024, 12:39:51 pm »

And besides, I've only done major reimplementing to Rust and Lua, and just saying that will cause enough requests to last multiple lifetimes.

A_Curious_Cat

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Re: Future of the Fortress
« Reply #6052 on: October 16, 2024, 10:59:48 pm »

And besides, I've only done major reimplementing to Rust and Lua, and just saying that will cause enough requests to last multiple lifetimes.

What?!  No LOLCODE?! :P



on a more serious note, I wonder what effect this has had (/is having) on the plethora of bugs on the bugtracker?
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joostheger

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Re: Future of the Fortress
« Reply #6053 on: October 17, 2024, 01:25:15 am »

When the planned Lua-implementations are done, maybe it would be a possibility and a good idea to set up a team of modders from this community. They can use the new tools to work consistantly based on a shared roadmap with the devs. The additions the've created can be part of the official release, optionally switched off using settings. What is your view on this?
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Criperum

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Re: Future of the Fortress
« Reply #6054 on: October 17, 2024, 07:00:35 am »

When the planned Lua-implementations are done, maybe it would be a possibility and a good idea to set up a team of modders from this community. They can use the new tools to work consistantly based on a shared roadmap with the devs. The additions the've created can be part of the official release, optionally switched off using settings. What is your view on this?
I presume, after it's done, noone forbids modders to self-organize. Also dev team is open enough and is willing to answer any questions that will help modders. No reason to make it official especially since Toady said on multiple occasions that he doesn't like to handle people management.
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Ziusudra

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Re: Future of the Fortress
« Reply #6055 on: October 18, 2024, 01:58:02 am »

I think we in the community need to do some expectation management on what the addition of Lua means, especially initially. Adding Lua doesn't automatically giv it access to every bit of DF code; each Lua capability needs to be woven into the existing and new DF code. So, like the game itself, the "Lua-implementations" aren't going to be done any time close to soon, and what it's going to be capable of will be quite limited compared to what some might imagine. (Especially when compared to other games that hav been built from the begining with Lua implementations.)

... with the initial release, you can modify and make your own procedural raws now, which can do everything the raws could already do and no more ...
« Last Edit: October 18, 2024, 02:22:27 am by Ziusudra »
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FantasticDorf

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Re: Future of the Fortress
« Reply #6056 on: October 18, 2024, 07:07:48 am »

Fair enough, i've already mentioned once or twice though off forum my opinion that going off into lua seems like a step-back for our traditional understanding of Toady's roadmap arcs but also a step forward for picking up the speed of the process, since it will formulate work on a arc we are not already on or approaching, confusing the pre-determined chronology of feedback and updates.
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aSpatula66

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Re: Future of the Fortress
« Reply #6057 on: October 18, 2024, 08:04:33 am »


Fair enough, i've already mentioned once or twice though off forum my opinion that going off into lua seems like a step-back for our traditional understanding of Toady's roadmap arcs but also a step forward for picking up the speed of the process, since it will formulate work on a arc we are not already on or approaching, confusing the pre-determined chronology of feedback and updates.

The Lua stuff that's being added has been expected for a long time. Not necessarily in the form of Lua scripting but editors for procgen objects and stuff was always an important step towards myth and magic.
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Worlder

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Re: Future of the Fortress
« Reply #6058 on: October 18, 2024, 12:08:18 pm »

Is the "Development" tab from the website (http://www.bay12games.com/dwarves/dev.html) planned to be updated again at some point ?
I guess plans and progress can be followed from reading through the forums, but I am wondering if this is the only way now or if I am missing some other roadmap somewhere.


Thanks again for your answers and wonderful work !
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jecowa

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Re: Future of the Fortress
« Reply #6059 on: October 19, 2024, 03:18:09 pm »

What are your plans for aquatic animal people? Are they meant to be bound to the water to breathe?
Perhaps plans for interactions with the boats or visitors to underwater settlements?

All aquatic (water-breather) animal people, for reference:

Aquatic Animal-people with legs:
  • Cuttlefish man
  • Moon snail man
  • Nautilus man
  • Octopus man
  • Sponge man (By the way, is it an oversight that Sponge Man wasn't given ExtraVision to see like Worm Man received?)
  • Squid man
Aquatic Animal-people that can slither (like snake people and merpeople):
  • Narwhal man
  • Orca man
  • Sperm whale man
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