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Author Topic: The NEW Future of the Fortress  (Read 353984 times)

Sunday

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Re: The NEW Future of the Fortress
« Reply #360 on: November 06, 2008, 12:32:48 am »

Hell, I live in Utah, and I was part of an ecstatically democratic mob.





Of four people.





YEAH BABY!
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LumenPlacidum

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Re: The NEW Future of the Fortress
« Reply #361 on: November 06, 2008, 10:21:37 am »

Well, his new dev_now used the word polymorphism, so it looks like that's in.  I hope the fact that the map changes have relatively few numerical points is just an indication that each point is a bit bigger than in the other things.  I admit that I'm more excited about the idea of encountering more stuff underground than I am about the idea of facing off against more fully-described enemies.  Although, the changes the health systems will make to combat might be awesome...
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PTTG??

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Re: The NEW Future of the Fortress
« Reply #362 on: November 06, 2008, 12:21:27 pm »

Starting Date   10/17/08
Starting #      1295
Current Date   11/05/08
Current #      1138
(Elapsed days)   19
(# to date)      157
(Rate)      8.26
Days Remaining   137.72   
End date      03/22/09

These numbers can change to reflect different rates; as it is, the numbers are a little skewed due to the end-of month break. After a few more weeks, we may have a smaller number.
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A thousand million pool balls made from precious metals, covered in beef stock.

korora

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Re: The NEW Future of the Fortress
« Reply #363 on: November 06, 2008, 12:38:57 pm »

Why don't you just subtract off the break days from the elapsed days?
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DFPaint, a cross-platform 'screenbuilder' utility

LumenPlacidum

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Re: The NEW Future of the Fortress
« Reply #364 on: November 06, 2008, 12:39:07 pm »

   
End date      03/22/09

 ;D What a great birthday present that would be!
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Fieari

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Re: The NEW Future of the Fortress
« Reply #365 on: November 06, 2008, 03:57:26 pm »

Well, his new dev_now used the word polymorphism, so it looks like that's in.

There are two things polymorphism could mean in context of dwarf fortress.

1) Creatures can change form!  This is an exciting development worthy of comment!

2) C++ has a class programming technique called polymorphism that enables you to organize your code in a dynamic manner enabling slight changes between different types of objects.  This is boring, but extremely useful.

Guess which one I think Toady means, given that he called it boring...
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Tommy2U

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Re: The NEW Future of the Fortress
« Reply #366 on: November 06, 2008, 04:02:12 pm »

I think it's sexual polymorphism, that is males and females having different size/colour/body parts etc.
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PTTG??

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Re: The NEW Future of the Fortress
« Reply #367 on: November 06, 2008, 04:37:45 pm »

I think it's sexual polymorphism...
Man! First it's Tentacle Demons, now this! Is DF turning into a Japanimation Game?
Otaku has become enraged!
The Otaku breaths flame(war)!
*PTTG has died in the heat.*

Anyway, I think it's a couple of things relating to different forms- such as children being smaller than their parents. I suppose it should be possible to have a creature be born as an egg, hatch and grow up. The neat thing is, it should probably be possible to take the eggshells and use them for crafts- though that is conjecture. I suspect that because most likely eggs and turtle shells will have similar structure in the raws, being a hard surface skin-thing.
Love to see how this turns out.
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Tormy

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Re: The NEW Future of the Fortress
« Reply #368 on: November 06, 2008, 04:52:51 pm »

Starting Date   10/17/08
Starting #      1295
Current Date   11/05/08
Current #      1138
(Elapsed days)   19
(# to date)      157
(Rate)      8.26
Days Remaining   137.72   
End date      03/22/09

These numbers can change to reflect different rates; as it is, the numbers are a little skewed due to the end-of month break. After a few more weeks, we may have a smaller number.

Speculation is always pointless.  ;)
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umiman

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Re: The NEW Future of the Fortress
« Reply #369 on: November 06, 2008, 06:16:21 pm »

PTTG: Polymorphism means things like female fish being bigger than male fish or some species of eels being longer than other eels.

Not what you're thinking.

Koji

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Re: The NEW Future of the Fortress
« Reply #370 on: November 06, 2008, 06:50:10 pm »

Describing a creature more fully does mean that it will provide a different challenge. Currently there are only two types of creatures--crossbow-susceptible and non. It'll be interesting to have squads of different type of dwarves on call for different types of monsters (maces for skeletons, axes for antmen, swords and spears for goblins, etc). It will also add to the challenge of the game by necessitating the use of more than just one kind of tactic.

Personally, I'd love for there to be more HFS--digging up Uldaman-style ruins on accident, or breaking into a cavern full of crystalline spider monsters would be pretty cool, especially if these things carried rewards (IE artifacts and good gear lying around in the ruins, plus art and history).

Hell, I can see a point in the far future where you discover a ruin, then take control of an individual dwarf adventurer, go explore it, claim the stuff you find, and either sell it to other civs or go back to fort mode and make a museum to house it all.
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Jiri Petru

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Re: The NEW Future of the Fortress
« Reply #371 on: November 06, 2008, 07:25:58 pm »

Quote
I feel like toady is getting stuck on overly detailed body parts. I think I would have rather had more game, rather than more detail in the game we already have.

I couldn't agree more. And I was already in the process of writing a long post which explained that while all this detail is cool and nifty, I could imagine lot of things that a are more urgent and/or add more to the gameplay (just make a time cost/benefit analysis  :P).

But...

Then I realised I'm getting too picky. What the hell... Toady may be working at some details which I consider unneeded, but he still is doing an amazing thing! It's cool, the project is amazing, and I will always support him (while grinding my teeth about another delay because of an excessive detail).

We, as fans, are supposed to be restless and want to see the "good" features as soon as possible. Toady, on the other hand, is supposed to do whatever he wants and increase the tension by adding stupid hair and teeth.

I love you, Toady!   :D
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Fourth Triad

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Re: The NEW Future of the Fortress
« Reply #372 on: November 06, 2008, 07:44:14 pm »

I just hope he doesn't go all hair crazy like he did in armok 1... Cuz it was just ridiculous.
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Neonivek

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Re: The NEW Future of the Fortress
« Reply #373 on: November 06, 2008, 07:47:08 pm »

I just hope he doesn't go all hair crazy like he did in armok 1... Cuz it was just ridiculous.

Explain, I wasn't around during the first Chapter of Slaves to Armok
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Tormy

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Re: The NEW Future of the Fortress
« Reply #374 on: November 06, 2008, 07:54:10 pm »

I just hope he doesn't go all hair crazy like he did in armok 1... Cuz it was just ridiculous.

Explain, I wasn't around during the first Chapter of Slaves to Armok

I wasn't around at all, but search can do wonders.   :)
I guess Triad was talking about this:
http://www.bay12games.com/forum/index.php?topic=373.0

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