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Author Topic: Paper doll portraits for the Steam release.  (Read 6739 times)

JesterHell696

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Paper doll portraits for the Steam release.
« on: December 22, 2019, 12:39:40 am »

The Idea is simply put to have a simple paper doll system where the options that already exist in written descriptions are backed by a portrait system so that when you talk to someone in adventure mode or view a hist fig in fortress mode you get portrait made using paper dolls.

Having a portrait system will definitely appeal to the Steam audience and expand your potential player base which is the whole goal of having a Steam release right? it is why you hired artist to produce an official tileset and since you already have artists on hire so might as well get the most that you can out of them right?

I just think it is a major opportunity to include such a feature with a steam release and so felt the need to suggest it.
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"The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games." Bay 12 DF development page

"My stance is that Dwarf Fortress is first and foremost a simulation and that balance is a secondary objective that is always secondary to it being a simulation while at the same time cannot be ignored completely." -Neonivek

Shonai_Dweller

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Re: Paper doll portraits for the Steam release.
« Reply #1 on: December 22, 2019, 01:05:11 am »

Toady mentioned this a short while back. Fotf? Maybe a video?
For inventory management, rather than procedurally generated portraits of every character you meet. That might be tough (especially as people in the same location tend to look the same).

Especially tough with procgen creatures. You can get away with a vaguely cobbled together Frankenstein guy with pixel art. Probably not so easily with full on portraits.

--

Quote
We had a side project some years back that had little paper doll inventories and required absolutely everything you'd need to carry stuff; adhesives, knots, all of whatever.  It was marginally annoying, but also sort of cool.  Adventure mode has been slowly leaning that way.  So I'm tempted to go all the way over in that mode, as long as the controls don't get more nested and annoying (so there'd need to be some automated steps to the related actions by default.)  I don't think dwarf mode could support it easily, all the junk items especially.  Pushing and dragging are all fair and fun, and they make for good ruin puzzles and so forth, or at least traditional ones.  Having an item block a tile can be a bit annoying, but we have the constructed tiles that track items which might work out, for items that should block.  This also fits in with those item pile tiles and moving fortress pieces and all that, ways to respect volume and items on the map; some of that's very hard, though.

Ah, well, sorry I guess not quite what you have in mind. Will leave this here anyhow.
« Last Edit: December 22, 2019, 01:14:45 am by Shonai_Dweller »
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JesterHell696

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Re: Paper doll portraits for the Steam release.
« Reply #2 on: December 22, 2019, 09:50:38 pm »

I think it should be possible because DF already uses a description system so its not about adding something completely new so much as presenting the existing information in a different way.

Each of the description values that DF already has includes thresholds like personality facets and each one of those thresholds can be accounted for when making the portrait, as for the procgen creatures you use something like is used with the tiles sets that's being produced, a few pre-drawn stand-ins that cover a reasonable variety and there is no reason mainstream DF can't keep the written descriptions or have it be a option of steam.

I just think that alongside a tileset portraits fit with the idea of trying to increase mainstream appeal, its why they're doing an official steam tileset right? and seeing as DF already has character disruptions it should be possible to take those descriptions and build a paper doll portrait? if it makes the game more playable to a wider audience and require relativity little extra work/investment compared to almost anything then why not give it a look and see if it is doable?
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"The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games." Bay 12 DF development page

"My stance is that Dwarf Fortress is first and foremost a simulation and that balance is a secondary objective that is always secondary to it being a simulation while at the same time cannot be ignored completely." -Neonivek

Shonai_Dweller

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Re: Paper doll portraits for the Steam release.
« Reply #3 on: December 22, 2019, 09:56:45 pm »

I suspect you're thinking, "how easy to bring up portraits of Dwarves based on their descriptions".
Yes, fine, pretty dwarves. But what about duck-like satyr with exposed brains? Or any one of the hundreds of thousands of variations of proc-gen creatures already coming in the next release and due to take over completely come Mythgen? It's really not going to be as easy as throwing an artist at the problem.

I suspect the artists are going to have a hard enough time managing that in tiny pixel art. But a hi-res image? Near-impossible to produce anything worth looking at, I imagine

But, perhaps I'm wrong and can't quite imagine the paper dolls you're thinking of. Throw up a couple of examples of variations?
« Last Edit: December 22, 2019, 10:01:39 pm by Shonai_Dweller »
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voliol

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Re: Paper doll portraits for the Steam release.
« Reply #4 on: December 23, 2019, 04:47:11 am »

As far as I know the animal people will all be sharing the same body shape (in the Mephday pack), so at least they should be able to all wear the same equipment and have it show up properly. There has also been talk about a mix-and-match system for the proceedually generated creatures (e.g. forgotten beasts) but until Toady starts working on it the people in the graphics thread could not predict how it was going to turn out.

A portrait mode however will be tricky, if not only for all the high-res graphics that will need to be made for most existing creature. Even supposing gluing together your three-eyed salamander with a fat, bulging trunk from base parts will be easy, the base parts for a salamander, three eyes, and a fat, bulging trunk would still need to be made.
And as of the animal people, all animals would need a high-res sprite like this. This applies even if the animal people don’t have any face variations. That’s quite a lot of work for this single feature.

JesterHell696

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Re: Paper doll portraits for the Steam release.
« Reply #5 on: December 23, 2019, 09:16:07 am »

I suspect you're thinking, "how easy to bring up portraits of Dwarves based on their descriptions".
Yes, fine, pretty dwarves. But what about duck-like satyr with exposed brains? Or any one of the hundreds of thousands of variations of proc-gen creatures already coming in the next release and due to take over completely come Mythgen? It's really not going to be as easy as throwing an artist at the problem.

I think I said that all those random crapshot critters can be covered in the same way that forgotten beasts are currently covered with the tile set,

as for the procgen creatures you use something like is used with the tiles sets that's being produced, a few pre-drawn stand-ins that cover a reasonable variety and there is no reason mainstream DF can't keep the written descriptions or have it be a option of steam.

Rather then full portraits with many components and variation they get just a couple of "general" portraits, one wolf man portrait, one elephant man portrait ect the important part is that the system itself is built, once the system is in then if people want high variation on every possible permutation in the game they can mod it in if need be but it can only be modded in if the system already exists.


I will admit that I'm biased as I remove animal people from the raws of my game because they are too random for my liking so I don't see them not being included as an issue because I don't use them anyway, I even have premade raws for werewolves so that I only get werewolves and no werebeavers or any thing else weird.

I also think that more "normal" worlds are going to be more common, most people like the familiar so dwarves, humans, elves and goblins are what really matter for a mainsteam release imho and I don't see that changing after myth gen arc, I know that I'll never really play a fully random world I'll only generate them for shits and giggles because I like order and predictability.

But here is how I see it, if Toady does include such a system it will IMHO make DF more poplar to a wider audience, this means more sales, more sales means more money that can be reinvested in to development by hiring more artists to be able to produce all the necessary art to have portrait for the crazy proc-gen BS like 3 eyed wereskunks.


I suspect the artists are going to have a hard enough time managing that in tiny pixel art. But a hi-res image? Near-impossible to produce anything worth looking at, I imagine

In my admitted limited experience with paper dolls the issue isn't the art which amount to lots of "busy" work, draw 10 variations of human eyes, draw 10 variations of dwarf eyes, draw 10 variations of elf eyes etc but in the programming the constructor to put things in the right place when building the portraits midgame.

But, perhaps I'm wrong and can't quite imagine the paper dolls you're thinking of. Throw up a couple of examples of variations?

Only one I got off the top of my head is the NSFW game Princess & Conquest, its a porn game based of the old tower girls meme, its basic and not "high res" but it shows that the idea itself is possible, just time consuming in terms of artist man hours and since Toady has currently got artists waiting for the next step they could be doing this.


Quote from: Towerfag
Breeding & Rebreeding in Princess & Conquest
Just like Mendel taught, but now done properly! Before, only breeding with the 1st generations was possible, and the offsprings you got that way could already differ greatly from their own mothers. Now, through Breeding & Rebreeding, selective breeding becomes possible! You can choose, between all the Progeny you get from one of the girls, your favourite one, so that the following generations will look like the new mother you chose this way! You get a rare variety or coloration of a monster (like the human/spider hybrid in gen IV in the picture down here)? If you breed her it will be much easier to get another of the same rare variety!

Spoiler (click to show/hide)

Quote from: Towerfag
This is just the surface of it all, the mechanics underlying the patterns of transmissions of said features will try to simulate as closely as possible what happens in real life. A brief plunge into madness:

he KoboldSome (Kobold Chromosome)
This will SURELY be included in the instructions manual upon release. I’ve planned the features to be placed on a single (for now, as long as we have less than ~10 different characters to be inherited) chromosome, for each race. To keep things even simpler there won’t be one for the Knight, let’s assume he’s some kind of universal breeder, that doesn’t influence the offsprings. In short, this means only the mother will influence the Progeny you get. By placing the different features on a chromosome you can determine how often 2 characters are transmitted together.

Spoiler (click to show/hide)

As I understand it DF already has basic genetics so this bit is technically already in the game, it just needs the paper dolls system and then we could get portraits.

Kobolds
Spoiler (click to show/hide)
Humans
Spoiler (click to show/hide)
Insects/ants
Spoiler (click to show/hide)
Skeletons
Spoiler (click to show/hide)
Ghosts
Spoiler (click to show/hide)
Cat Person
Spoiler (click to show/hide)
Dog Person
Spoiler (click to show/hide)


At the end of the day this is just an idea that I think really fits into the goal of making DF mainstream so as to sell lots of units and fund the private healthcare of the Devs, which is imho the bad part of capitalism, but with more popularity means more funding for more art/development for more popularity resulting in yet more funding, this is imho the good part of capitalism and I say make use of it.

I'm pretty sure if DF is successful enough Tarn and Zack could move the system into the the raws and hire the current artists and expand the description/paper doll system across all the possible permutations and expand it to include cloths and accessories, fashion has been a big part of culture, history and stories since forever so I say give people their paper dolls to play dress up with and you'll hook another whole segment of players and increasing DF's popularity and sales and we'll get what the developers and all of us really want, that they can support themselves and their families fully from the development of their dream project and not worry about something as basic as healthcare.


My argument is basically show this existing information visually and more people will buy the game.

Because the human brain is 20% to 30% dedicated to vision, it's why books are worth millions but movies are worth billions.


Edit:

If you really wanted to go all in you could include body language and facial expressions during conversations in adventure mode so you could see reactions to questions and accusations during your adventures and the ability to "watch" a conversation in fortress mode with all characters appearing on screen, you could watch you captain of the guard interrogate a suspect or a travelling bards "performance", depends upon the funding I guess.
« Last Edit: December 23, 2019, 10:05:40 am by JesterHell696 »
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"The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games." Bay 12 DF development page

"My stance is that Dwarf Fortress is first and foremost a simulation and that balance is a secondary objective that is always secondary to it being a simulation while at the same time cannot be ignored completely." -Neonivek

Sanctume

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Re: Paper doll portraits for the Steam release.
« Reply #6 on: December 23, 2019, 05:03:50 pm »

Doesn't Stonesense has a sprite for each dwarf already, which includes clothing, hairstyles, facial hair, skin color and maybe eye color?

Pillbo

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Re: Paper doll portraits for the Steam release.
« Reply #7 on: December 23, 2019, 05:23:02 pm »

This seems like a reasonable suggestion that would make adventure mode more interesting. Tarn has already committed to making a pixel art version of everything the game intends to include going forward, no matter how bizarrely procgen. So making a paper doll pixel portrait of characters you interact with seems like a matter of scaling that up some. If it was a matter of something like a 150^2 pixel square portraits made the same way the standard 32^2(?) tileset will be made I don't see why it would significantly more difficult than what's already planned.  Just seems like a matter of managing our expectations along the quality specrum.

Spoiler: pics (click to show/hide)
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Shonai_Dweller

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Re: Paper doll portraits for the Steam release.
« Reply #8 on: December 23, 2019, 05:39:38 pm »

This seems like a reasonable suggestion that would make adventure mode more interesting. Tarn has already committed to making a pixel art version of everything the game intends to include going forward, no matter how bizarrely procgen. So making a paper doll pixel portrait of characters you interact with seems like a matter of scaling that up some. If it was a matter of something like a 150^2 pixel square portraits made the same way the standard 32^2(?) tileset will be made I don't see why it would significantly more difficult than what's already planned.  Just seems like a matter of managing our expectations along the quality specrum.

Spoiler: pics (click to show/hide)
Have you seen what the artists have come up with for animal people so far? Generic human body with interchangable head. Works at tiny pixel art scale. Just as positioning a tiny axe near a tiny pixel-being's hands works OK. Would like to see it work as a hi-res actual picture. Not at all convinced so far.

At least show me 7-8 variations of a forgotten beast as a hi-res portrait using just generic pieces.

Your idea is fine, you are also, I think, vastly underestimating the time and resources needed to see it through. And, besides, no, Indie games don't need hi-res graphics to become "popular". Have you played Caves of Qud? Unreal World? These vastly outsell Dwarf Fortress thanks to Steam but don't rely on flashy graphics

Anyway, until one of the artists chimes in to say, hey yeah, this is easy I guess this back and forth isn't going anywhere.
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Pillbo

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Re: Paper doll portraits for the Steam release.
« Reply #9 on: December 24, 2019, 05:21:23 pm »

At least show me 7-8 variations of a forgotten beast as a hi-res portrait using just generic pieces.

I didn't say anything about forgotten beasts or hi-res and I think making this art for either would be a waste of time. I was talking about people to interact with in adventure mode, not every monster in the game.

And, besides, no, Indie games don't need hi-res graphics to become "popular". Have you played Caves of Qud? Unreal World? These vastly outsell Dwarf Fortress thanks to Steam but don't rely on flashy graphics

I never said anything about indie games needing hi-res graphics to be popular.  You're the only person in this thread to use the term "hi-res", and you've latched onto it. I pointed out that the low-res pixel art is more practical.

Your idea is fine, you are also, I think, vastly underestimating the time and resources needed to see it through.

My point was Jester's idea should possible to some degree and people would like it if it was in the game, not that it's a good use of time. It's is the Suggestions forum, not the Best Use Of Time And Resources forum.
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Shonai_Dweller

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Re: Paper doll portraits for the Steam release.
« Reply #10 on: December 24, 2019, 05:47:09 pm »

At least show me 7-8 variations of a forgotten beast as a hi-res portrait using just generic pieces.

I didn't say anything about forgotten beasts or hi-res and I think making this art for either would be a waste of time. I was talking about people to interact with in adventure mode, not every monster in the game.
Every monster in the game. Yes, the procedurally generated main races that you can play in the game in the next release and will be able to replace all of the races with after Mythgen. Pixel art should just about be able to cope with these. Portrait images...well, lets wait and see what the artists themselves actually think about that. Not hi-res? then why have them? You want a pixel art image to appear next to your pixel art character and somehow convey facial expressions?

And I said, it's a great idea. Fine suggestion. But op seemed to think it was an easy thing just because there are some artists with time on their hands.
« Last Edit: December 24, 2019, 05:54:14 pm by Shonai_Dweller »
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Pillbo

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Re: Paper doll portraits for the Steam release.
« Reply #11 on: December 24, 2019, 07:18:53 pm »

Not hi-res? then why have them? You want a pixel art image to appear next to your pixel art character and somehow convey facial expressions?

Again you're asking about things I didn't say, ask Jester about facial expressions.

I was talking about pasting a set of eyes, nose, ears, etc onto a static image of a face so that it matches the written description to some degree, that's all. You could ask the same thing about the tileset, why have any art if it's not hi-res? It's a pretty normal thing to have slightly better static art for some in game purposes.

People would like that when talking to someone in adventure mode or looking at a person's description. Imagine talking to a goblin with a large nose and a goblin with wide-set eyes, seeing that difference vs. reading it would make adventure mode more beginner friendly and make the world feel more alive.
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Shonai_Dweller

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Re: Paper doll portraits for the Steam release.
« Reply #12 on: December 24, 2019, 08:27:12 pm »

Not hi-res? then why have them? You want a pixel art image to appear next to your pixel art character and somehow convey facial expressions?

Again you're asking about things I didn't say, ask Jester about facial expressions.

I was talking about pasting a set of eyes, nose, ears, etc onto a static image of a face so that it matches the written description to some degree, that's all. You could ask the same thing about the tileset, why have any art if it's not hi-res? It's a pretty normal thing to have slightly better static art for some in game purposes.

People would like that when talking to someone in adventure mode or looking at a person's description. Imagine talking to a goblin with a large nose and a goblin with wide-set eyes, seeing that difference vs. reading it would make adventure mode more beginner friendly and make the world feel more alive.
You know you'll need a set of features for every sapient race in the game right? You can't just make a "happy expression" for an elephant man and assume it'll work for the crab people. So, it's like the tilesets, which is already a huge amount of work, but multiplied by 10 or so.  I guess many of the birds can share eyes to cut down on the workload.

Meh, if that's what the artists want to do, it's cool. Seems like focussing a lot of money and energy where it's not really needed.

Or, if there's cool AI shortcuts that can manage it, would love to hear about that.
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JesterHell696

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Re: Paper doll portraits for the Steam release.
« Reply #13 on: December 28, 2019, 04:43:26 am »

Have you seen what the artists have come up with for animal people so far? Generic human body with interchangable head. Works at tiny pixel art scale. Just as positioning a tiny axe near a tiny pixel-being's hands works OK. Would like to see it work as a hi-res actual picture. Not at all convinced so far.

I personally don't see the need for high-res, its the system itself that is impotent as the official art can be lower res and if people want they can mod in high res versions, if Toady makes the system then players can mod it to their personal preference and given that even games like Minecraft have high-res texture packs I can see that being done though modding here as well.

But high res portraits can only be modded into the game if the games supports a portrait system in the first place.

At least show me 7-8 variations of a forgotten beast as a hi-res portrait using just generic pieces.

Kind of hard to do as I'm no artist and forgotten beasts aren't exactly a common thing that artist make, but its not impossible, doing the art for forgotten beasts would be the hardest art in game but forgotten beasts are made form the components of existing creatures, if the artist are going to do the art of say a giant nematode then they'll need versions of it for undead critters which means skinless, rotten and skeletal variants of the giant nematode pieces add in proc-gen species pieces like 3 eyed and eyeless heads and you have a basic system which could call upon a vast verity of parts when the proc-gen needs to make a skinless three eye nematode with deadly gases or some other random thing.

I think its hypothetically plausible, might as well try.

Your idea is fine, you are also, I think, vastly underestimating the time and resources needed to see it through.

Lots of time, in fact time is the resources that is most used making something like this, but it is imho definitely doable on DF's development time scale, its already slowly developed and most of the work this would need over time and is something that Toady doesn't even do so aside from his work needed in setting up the system it can be worked on independent of Toady and not effect DF's long term development.

And, besides, no, Indie games don't need hi-res graphics to become "popular". Have you played Caves of Qud? Unreal World? These vastly outsell Dwarf Fortress thanks to Steam but don't rely on flashy graphics

If you think that Caves of Qud and Unreal World are popular then we have very different opinion upon what popular means, Minecraft is a popular indie title as despite its sale it was still developed indie.

Seeing as how DF is not for sale yet I don't know how you can say that they outsell DF with a straight face, yes the product that is currently being sold outsells the one that is not being sold means nothing until DF is also being sold.

My whole point is More popular not just popular, I think that DF will sell reasonable well as is because people will want to try the infamous Dwarf Fortress but I also think there will be better word of mouth sales and wider overall appeal if DF has portraits, what takes 10 seconds to read can be seen in a single second.

Anyway, until one of the artists chimes in to say, hey yeah, this is easy I guess this back and forth isn't going anywhere.

True, also have to consider if this particular type of art is in their wheel house as it could be harder or easier depending upon the artists personal experience.


Every monster in the game. Yes, the procedurally generated main races that you can play in the game in the next release and will be able to replace all of the races with after Mythgen. Pixel art should just about be able to cope with these. Portrait images...well, lets wait and see what the artists themselves actually think about that.

Long term making the system handle everything is of course ideal and that's why DF long development waits are in fact good for this feature, if the system is made and implemented in a way where it can be expended by modder's then it should be possible to cover all things intricately as the artist can continue to expand what is represented during the big wait for myth gen, thats the thing if DF sell more then the dev can hire the artist for longer which can then work on continues expansion of the art assets.

Not hi-res? then why have them?

Because I want the system/feature more then the art itself? I play DF in ascii but only because I prefer adventure mode and tilesets need TWBT to work right and that fucks up adventure mode but I really like the idea of being able to see the character as I'm talking to them rather then having to look up their description and then talk to them.

You want a pixel art image to appear next to your pixel art character and somehow convey facial expressions?

I'm pretty sure lower res art can convey emotion, the idea is you make the facial features eye type 1, eye type 2, eye type 3 ect and then make variants of each of those to cover the emotions, use a script to colour the eyes iris using colour code.

human eye type 1 - variant 1 - stoic

human eye type 1 - variant 2 - happy

human eye type 1 - variant 3 - sad

Things like ears or face can be made to "flush" red when embarrassed or go pale when scared with colour codes tied to NPC emotions and then you have one render of the character that includes face and body and allow you to see as a player the emotions of NPCs, if you look closely even the example art I posted has mild facial expressions as even small changes to the eyes, mouth and colouring of the face can do a lot to show the player information about a characters emotional state and it can be exaggerated if need be.

And I said, it's a great idea. Fine suggestion. But op seemed to think it was an easy thing just because there are some artists with time on their hands.

Like most things ease is relative, I think a portrait system is simple when compared to the overall goals of DF's development, when you think about the end goals for DF a portrait system is quite simple and easy by comparison.


You know you'll need a set of features for every sapient race in the game right? You can't just make a "happy expression" for an elephant man and assume it'll work for the crab people. So, it's like the tilesets, which is already a huge amount of work, but multiplied by 10 or so.  I guess many of the birds can share eyes to cut down on the workload.

I know that , I just see it as an obstacle to be overcome not a reason not to do it, with animal people I personally imagine it being like, cats eye types 1-5, dogs eye types 1-5, equine eyes types 1-5, and its closer to increasing the work load by 100-1000, but given that their will be a whole lot of time during the big wait that is plenty of time to expand it and if DF sells well enough plenty of funding for it as well.

Meh, if that's what the artists want to do, it's cool. Seems like focussing a lot of money and energy where it's not really needed.

Or, if there's cool AI shortcuts that can manage it, would love to hear about that.

I just remember when Toady first annouced that DF would be going to Steam and why, one thing that personally bothered me was he said that if DF did really well to the point of making more then he'd ever need he'd give it away and my first though was "NO! you reinvest that money into the product you're making so you can make it better" So I would much rather toady spend any extra money on more art then give it away to charity.

IMHO If Toady makes the system it'll bring in more money then it costs and only the initial setting up of the system needs Toady's work, once the system is made, so long as its made raw accessible then it can be expanded independent of Toady which imho means while its not needed its not a waste and is in fact a benefit.

Also its really about what Toady wants to do, if he's hiring artist then they make what they're told to and while I understand that the current artists are long time community members and contracted for the tileset and therefore not bound to a portrait system if neither of them wants to make a portrait system Toady could hire other artists that will, I doubt he would tho so I hope they would at least try and see if it is possible.

Note: I only bring this up because the analogy that immediately came to my mind was hiring a painter to paint my house, he accepts and takes the money but then refuses when he finds out I want it painted hot pink, if you took the money then you better get to painting or else give my money back so I can hire someone that will.

I imagine that DeepFake GAN's could be purposed into making something like this but it would be all new, need a massive data set, so still lots of art and whom ever did it successfully would make more selling it to animation companies then Bay12.



I don't actually think this suggestion will make it in I just felt the need to say it because now would be the best time to implement it, just as DF goes mainsteam and right before the myth-gen big wait giving artists years to work on the art for everything.
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"The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games." Bay 12 DF development page

"My stance is that Dwarf Fortress is first and foremost a simulation and that balance is a secondary objective that is always secondary to it being a simulation while at the same time cannot be ignored completely." -Neonivek

Shonai_Dweller

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Re: Paper doll portraits for the Steam release.
« Reply #14 on: December 28, 2019, 04:54:12 am »

I mentioned Unreal World quoting Toady from a podcast a couple of years back where he was talking with the Unreal World guy about how much revenue increased on releasing to Steam. They didn't quote figures of course. And yes that's the sort of level we're talking about. Not Minecraft. Toady isn't "going mainstream". He's releasing his one-man indie project on Steam in the hopes to of a more stable income (with the help of a publisher who's paying for a tileset to make it a worthwhile product).

Now, if he's successful, it all goes to his head and he quits the passion project in favour of making something mainstream and marketable, that's fine and resources can be pumped into somehow competing with Microsoft. But he hasn't indicated that's going to happen yet.
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