I'm not sure what a flatfile or sth is, but I have lots of external data files. There could stand to be some more, but creatures, subtypes of items, language, gems, etc. are all in txt files (which are processed and compressed). Right now the source itself is hovering around 235000 lines.
Of course, the Dungeon Keeper parallel only goes so far, so I wouldn't say "exactly the same thing", since DF doesn't follow either a "campaign", "scenario" or "sandbox" format. The units don't have fixed types, there isn't any personal influence (you can't pick things up) etc, the goals are different, and on and on. The dig color is interesting though. Something about brown is diggish. Must be the earthiness of it. I only had 16 colors to choose from, and they had millions, yet brown it was. I wasn't thinking of DK at all when I started, although I was reminded of it after a while. Dwarves was originally like Mutant Miner, which I didn't release, which itself could be called... an ASCII cross of Digdug and VGA Miner, if you wanna force games to have predecessors. I can see why people think that way, since many commercial games are purely derived from prior offerings (and movies, and music...). Dwarves was more like "okay, so mutant miner was fine, but when I added more miners it was too slow... but I'll try again, since I really like the image of digging away at a cliff face... what else mines... dwarves mine... yeah, it's another fantasy game, but so what... so we'll have them go into a mountain and like, find $ symbols and pockets of monsters like in the miner game... yeah, that sounds fun... real-time this time... but how do you get more dwarves... do they eat?... and dwarves like to make things..." I thought like that for a few days, trying to flesh it out, then I had another idea, called up TT, and we talked for another 2 days almost uninterrupted seeing if it would all work... we're still working from those plans more or less. As far as other game inspirations are concerned, when you are working with a spatial text game like this, there are so many roguelike examples floating around that it's hard to avoid them, so a lot of my lazier display decisions have fallen back on what has been done previously, and I've used D's for some things and &'s for others as a kind of tribute. I think you probably have to go back to the early 90s and before to find the games that actually influenced my outlook. As it stands, I already have more game ideas written down than I can do in my life.