I believe Toady works on what is most interesting to him at the moment, and this belief is based on what I have read in his dev notes (far clearer than most other software authors I've seen). No matter what you think is "best for Dwarf Fortress", one thing is certain - Toady will work on what Toady wants.
Oh, absolutely. I agree that he does what most interests him, and thats all fair and good. Having only donated $0.02 USD to this project thus far, I don't presume any personal entitlement. And don't get the wrong idea, I really want to send my army of thirty dwarves on a loot and pillage run to finally end these goblin ambushes.
Sorry if you thought I was accusing you of "presuming any personal entitlement". I'm just taking issue with your statement that interface is the most important issue with the DF project. Sure, its the "#1 most requested feature" but there are some of us who feel the interface is fine as it is, and feel that it is steadily improving (just not as fast as other features, such as the general world gen code).
Toady does sneak in some improvements from time to time, such as the multiple floor/wall construction and the d-b forbid/melt/dump area designation menu. It's just I feel that huge, sweeping changes to the code to accomodate third-party interfaces (APIs, DLLs, etc) will severely impact Toady's coding time (read: take him away from playing with the fun army and caravan arc code) to the point that it may delay the next few releases.
Yes, I am being selfish here. I want him to hit his stated goal of releasing a new version every month or so, as I believe he said he does not want to go several months between releases as with 38c and 39a.
However I have worked in a mod before, the Project Reality mod of Battlefield 2. They had robust gameplay changes in mind when they started out. Simple things, like changing accuracy levels for weapons and removing kill messages, created a totally new feel for the game. But we still had ridiculous crap left over from the original Battlefield 2. Maps had to be re-balanced for the new casualty rates. Capture points had to be shifted. And mappers like myself didn't want to go back into old product to fix it up, we wanted to make new product we could proudly give to the community with our signatures written in the pavement somewhere. But if we didn't practically draft developers to fix maps, we'd continue with good gameplay hampered by a bad game enviroment for much, much longer.
That's how I feel about an interface. It takes precedence not because its fun or interesting to work on, but because all of this amazing stuff is hidden under an old coat of varnish that makes other gamers, with donation money burning their pockets, walk by and say "So what?". I'm not here to cry and get my way. I don't need a 3D or 2D sprite interface. I just think its in Dwarf Fortress' best interest, even if its not interesting to Toady, to improve the interface through whatever means he prefers. And its my opinion a good way to do that would be through a 3rd party interface.
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And again, my opinion differs from yours. In a perfect world, Toady would not have to live off donations. In this world, having "other gamers, with donation money burning their pockets, walk by and say "So what?"" is not important, in fact is not an issue. In this perfect world, Toady would keep coding DF even if nobody else but his brother played it.
In the real world, of course, Toady does have to satisfy at least some of his user base, the portion that donates regularly. In my opinion, again, what you (or I) think is "best for Dwarf Fortress" may not be, is probably not what Toady thinks is "best for Dwarf Fortress".
I've been there. I've been in two-year projects that reach a point where I can't drum up enough enthusiasm/faith/motivation to write one more line of code. Like Toady, I've also quit a steady paycheck to go off and live in relative poverty in order to do what I love. I know where he's coming from, and I know that the compulsion to code, the fey mood, if you will, is dependent largely on how much enthusiasm you have for the project, for the cool results, for the fun parts.
I don't think many commercial programmers (the ones I know at any rate) have ever grasped this concept, that you code not because it's your job, not because you need to eat... but because you can't sleep until you've gone to your workstation and bled out your latest wonderful idea onto the screen. Right now, for Toady, those ideas all have to do with the caravan and army arcs, but some small interface improvements do pop up from time to time.
Of course, I'm not comparing myself to Toady, as I would never have been able to work on a single project for as long as he has, but I think I understand, at least partly, his reluctance to give up his baby, his life's work.
Counterstrike is a mod that has far outstripped it's parent game, Half-Life. Now imagine what if Half-Life was an indie game, with its creator dependent on donations for his primary income. How would Indie Valve feel if some kid came in with this cool mod that everybody was playing, and only a few people donated to you because they liked Gordon Freeman's adventures? Most players would be donating to the Counterstrike guy. Doesn't matter if the base Half-Life donators gave enough for you to make a decent living - you'd still feel somebody had hijacked your work, had ridden to fame and fortune on your shoulders, on your work.
edit: Toady posted. Damn, I type too slow. :-P