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Author Topic: Future of the Fortress  (Read 158479 times)

Dryn

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Re: Future of the Fortress
« Reply #1455 on: July 04, 2007, 07:42:00 pm »

quote:
Yeah, rivers are going to have a flow in, and a flow out. If you divert the river too much, the main course should run to a trickle naturally, but I won't know until I test. Once I add the cave rivers back in I'll have a clearer picture of how well the flow system is working. If it works too erratically, I might have to scale back.

 

quote:
The current notion of the end game is gone, as are the three inside 'rivers' in order. With the ability to move the world around seamlessly, there has to be more connectivity between map features, so the vertical striping is out. It will have an enormous effect on play, especially if the river isn't a guarantee (it won't be unless the mountain is ringed just inside with a circular river, which seems quite odd).

Those quotes (from Toady) are from very early pages (6 and 18) so things might have changed since then.

What I am interested in is this from the dev_notes:MORE OUTSIDE/INSIDE MAP FEATURES.
Does this mean a greater number of the same (i.e. more chasms) or greater variety?

[ July 04, 2007: Message edited by: Dryn ]

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Faces of Mu

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Re: Future of the Fortress
« Reply #1456 on: July 04, 2007, 07:44:00 pm »

quote:
Originally posted by Toady One:
<STRONG>If you have a widescreen and want to experience the intense new page number wrapping, you can bring your browser down to a window and then start resizing it and watch the number list morph.  I've done it.  It's pretty exciting.</STRONG>

Maybe some other time. lol

quote:
Originally posted by Toady One:
<STRONG>there will be something or other to help.
</STRONG>

Now that's crytpic and exciting!

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Capntastic

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Re: Future of the Fortress
« Reply #1457 on: July 04, 2007, 08:47:00 pm »

quote:
Originally posted by sclark13:
<STRONG>I was wondering, Toady, if you have thought of adding disease and pestilence to the game?.</STRONG>


He has.   Check the development notes, silly, and gaze into the brilliance that Toady emanates.

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Skyrage

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Re: Future of the Fortress
« Reply #1458 on: July 05, 2007, 03:36:00 am »

Considering the insane details that DF has, it almost makes me wonder if this is how The Matrix first started out...
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I3erent

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Re: Future of the Fortress
« Reply #1459 on: July 05, 2007, 10:22:00 am »

quote:
--------------------------------------------------------------------------------
Originally posted by Toady One:
there will be something or other to help.

--------------------------------------------------------------------------------

Now that's crytpic and exciting!


Maybe one of these?

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Xgamer4

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Re: Future of the Fortress
« Reply #1460 on: July 05, 2007, 12:02:00 pm »

A dousing rod? That would be interesting.
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I3erent

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Re: Future of the Fortress
« Reply #1461 on: July 05, 2007, 01:22:00 pm »

I would berate you for your spelling but kudos for even knowing what it is!
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quot;I got really stoned a couple days ago and ended up talking to THIS GUY. anyway... I''m really drunk now. The guy said: There is this application called "Mya" MI-AH that makes animations of people that he paid $2000 for. F- that Jazz ARMOK ROCKS. FIGHT THE MAN, GO TEAM!

Lokum

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Re: Future of the Fortress
« Reply #1462 on: July 05, 2007, 04:14:00 pm »

Haha Berent, I can see it now. A new dwarf profession 'Psychic'

Child cancels sleep: Tantrum
Psychic cancels scamming: Child tantrum

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Faces of Mu

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Re: Future of the Fortress
« Reply #1463 on: July 05, 2007, 08:38:00 pm »

Red bandana-wearing women? I just don't see...

Oh! You mean feminine intuition! I C! Yes, I suppose that might help, since few of the dwarf women have that, what with their beards and all. Of course, feeling the wet stuff around our ankles and in our lungs is probably more accurate, but who knows!    :roll:

[ July 05, 2007: Message edited by: Faces of Mu ]

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Toady One

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Re: Future of the Fortress
« Reply #1464 on: July 06, 2007, 12:25:00 am »

Yeah, Bloat 144 should get the disease ball rolling.  The disease ball.

Dryn, a greater variety.  But I'm not sure what I'll do now for this release that it has been so long.  Maybe nothing beyond what's already there at this point.

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Misterstone

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Re: Future of the Fortress
« Reply #1465 on: July 06, 2007, 01:02:00 am »

Just an idea, but maybe you could make it simply clear when the player chooses a tile on the world map on which to place the fortress whether or not there is a river there. If someone is still dumb enough (or otherwise willing) to put a fortress on a spot with no river then that's their call.
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DrJonez

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Re: Future of the Fortress
« Reply #1466 on: July 06, 2007, 01:21:00 am »

Toady, DF is awesome  :) It's really exciting to see all the changes that are coming up. I promise I'll donate when I get some extra cash floating around next  ;)
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Re: Future of the Fortress
« Reply #1467 on: July 06, 2007, 03:23:00 am »

quote:
Originally posted by Toady One:
<STRONG>...But I'm not sure what I'll do now for this release that it has been so long.  Maybe nothing beyond what's already there at this point.</STRONG>

Honestly, I'd recommend just that. Not to sound so overly anxious for a release, I haven't even gotten much time to play lately (just troll the forums   :) ), but it seems like just having the release out there and working will take a burden off.

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Abalieno

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Re: Future of the Fortress
« Reply #1468 on: July 06, 2007, 03:40:00 am »

quote:
Originally posted by Toady One:
<STRONG>Yeah, Bloat 144 should get the disease ball rolling.  The disease ball.

Dryn, a greater variety.  But I'm not sure what I'll do now for this release that it has been so long.  Maybe nothing beyond what's already there at this point.</STRONG>



I was waiting for release before expressing some doubts or suggestions...

Anyway... Is the game still playable after the new features? Before this release the game was really dependent on finding the river as soon as possible. No river = winter death for me. So how do you plan to handle the flow of the game when the environment isn't anymore predictable? How you hand out to players basic resources so that there isn't the risk to start a "flawed" game where you have little hopes to survive due to the random layout?

This is an important concern for me because I had the idea that all these latest changes were made in the attempt to enhance the replayability. The main issue of the previous setup is that it was mostly repetitive, so once you got the right pattern you would just repeat it for every new fortress and this lead to kind of boring/redundant gameplay where not much was going on. The new layouts would be an effective way to instead make each fortress unique, present varying problems and situations to solve and also keep the fortress building always fresh.

But at the same time there's the need to have "aids" in the game so that you can tackle the variety and novelty of the new environments. Proper tools so that you have solutions to use.

So my hope is that these new environments don't go in the way of the playability. Realism and detail are ok, but they should never have the priority on the playability. The game should be fun, and "dead ends" due to a "random" bad environment should be avoided.

[ July 06, 2007: Message edited by: Abalieno ]

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Rollory

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Re: Future of the Fortress
« Reply #1469 on: July 06, 2007, 06:34:00 am »

Dependent on finding the cave river?  Not really.  Most games I play, I build a channel from the outside river and build a farm just inside the cliff face.  I've got a crop in by the end of the first spring.

Alternatives: set up some of your dwarves as dedicated hunters.  Or fisherdwarves.  Or herbalists.  Or bring extra horses and slaughter them.  There's lots of ways.

Anyway, it makes for a more interesting challenge the first year, which is something the game needs.

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