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Author Topic: Bucket of Suggestions #1  (Read 4225 times)

Captain Gimpy

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Bucket of Suggestions #1
« on: December 12, 2006, 11:54:00 pm »

1) World Creation Changes:
As of right now, world creation is handled by generating a hung of landmass with some large oceans in it. Instead, what about landmasses pocket around oceans, like the real world's continents?

2) Town and City Changes:
Currently, towns and cities are all one road towns with buildings on either side. What about towns categorized into numbers from one to ten to judge their size? Towns at one could be extremely small like wilderness inns, while towns at ten would be extremely large cities with labyrinths of structures, possibly taking up multiple worldmap tiles. Towns on the water should also have ports.

3) Gods
Currently there are no Gods in Dwarf Fortress. What if Gods were randomly generated with assigned properties? For example a God could be God of Death, War, Fertility, or one of many other archetypes. Gods could have temples that worship them and a boon system similar to Nethack's.

4) Pre-Generated Myths and Legends
Currently there are no real legends coming before the character. What about a system similar to the God system? Legends could be generated with their story, and their treasure still guarded by whatever creature brought about their end. If the legend was lucky enough to survive, his/her ghost could guard the treasure.

5) Cultures
As of right now all human settlements are alike, from the desert to the plains. What about changing the dresscodes and preferred weapons from area to area? For example, one area could prefer to wear turbans, light clothes, and wield spears, while a different region could have its people prefer trousers and surcoats.

6) More Structured Naming System
Some times I run across a strange or non-sensical names on civilizations, dungeons, or areas. Is this a feature or something to be fixed later?

7) Other Adventurers
What about a system that generates other adventurers that may leave marks on the world as you visit them? I see hammermen and swordsmen in towns, but I never hear of them leaving civilization and getting killed in a cave so that I can loot their corpses.

8) Hunting, Cooking, and Eating
In Dwarf Fortress Mode we can make our own food from different items, my dwarves are very fond of eating gopher meat biscuits. In adventure mode, will we be able to kill a lion, cook it, and eat it's eyeballs?

9) More Skills
We have weapon and armor skills, what about others? Thievery, lockpicking, diplomacy, sailing, riding, etc.?

10) The Water
If we hit the land tile next to a water tile, why can't we look over the bay and go fishing? Perhaps later on you could implement a way to go into the sea and fight mermaids for their mermaid gold.

11) Conversations
It will be hard to implement, but perhaps you could be able to have conversations with strangers in town? Instead of asking generally about the locale and capital, there could be a wide variety of options from asking them the location of local shops to 'lousy weather we've been having lately eh?'

12) Organized Party System
Currently we can recruit party members, but we can't organize them. You could build up a prompt for organizing each party member's combat behavior, give them items, etc.

13) Different Types of Quests
Right now we can get quests to slay random monsters for no reason. What about escorting caravans, guarding vips, helping wrangle some pigs, or aiding the local militia burn some kobold camps? Even a bounty board with criminals' heads listed on it with rewards would be nice, especially if you could end up on it yourself.

14) Magic and it's Corruption
When magic is implemented, please let it be freeform. Instead of having just fireball, lightning bolt, poision, etc. spells let us manufacture them on the fly. For example, we start casting and choose the element, damage, type, perks, etc then hurl it at the enemy. Also, using magic over time should start to corrupt the players. Tentacles growing out of random parts of your body, runes being etched into your skin, glowing a strange color, anything to let other people know that something is not right with you, and that maybe they should chase you out of their town as a witch.

Anyways, great game and I'm looking forward to future versions.

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Toady One

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Re: Bucket of Suggestions #1
« Reply #1 on: December 13, 2006, 12:51:00 am »

Did you check this?

DEV

A lot of this is covered.

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Capntastic

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Re: Bucket of Suggestions #1
« Reply #2 on: December 13, 2006, 03:11:00 am »

Tell me more about this mermaid gold.
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Varil

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Re: Bucket of Suggestions #1
« Reply #3 on: December 13, 2006, 04:52:00 am »

The only thing I can really add is that making the world 70% water would be bad, as there's no way to *cross* water yet.

Though, later it'd be neat to be able to generate the world based on a few parameters, or just generate an earth-like world as default. The parameters might adjust general temperature extremes(how about that ice age, eh?), as well as land-to-water ratio, and islands-to-continent ratio.

A world that's 90% water, with one Australia sized continent and dozens of tiny islands which sit in a mostly frozen ocean, except a band of near-artic water near the equator? Neat!

That'd be a great setting for all kinds of wars, as civilizations of the freezing north and south try to cut a portion of the merely cold center for themselves! Except dwarves, which feel no cold save for the icy grip of many deaths.

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FFLaguna

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Re: Bucket of Suggestions #1
« Reply #4 on: December 13, 2006, 04:45:00 pm »

It sounds like he went right down the list of all the major planned arcs for Dwarf Fortress. Maybe the original poster was just being funny.  :)
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Varil

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Re: Bucket of Suggestions #1
« Reply #5 on: December 14, 2006, 06:17:00 am »

Or Toady already has all the good ideas, but leaves suggestions open because he finds it funny.   :D
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The Menacer

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Re: Bucket of Suggestions #1
« Reply #6 on: December 14, 2006, 04:10:00 pm »

No idea if this is a good thread to put this in, but I didn't want to clutter up the joint with a new thread.  Please please consider allowing dwarves to reform stacks.  Having stacks of one otherwise-stackable object eating up space is killing me on the inside.  Of course if that's coming down the pipe then awesome.
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Maximus

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Re: Bucket of Suggestions #1
« Reply #7 on: December 14, 2006, 08:34:00 pm »

Merging stacks is in the pipe.  Speaking of pipes, can you add pipes in the game?  And half-pipes?  And skateboards?
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Toady One

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Re: Bucket of Suggestions #1
« Reply #8 on: December 15, 2006, 06:35:00 pm »

Stacks are under consideration, but it's harder than people think.  The information you see about objects isn't the only information stored, so you'd hardly get any true merging, and it would be confusing when items that look like they should merge don't (because of invisible information).  What'll probably end up happening is fake merging for the purposes of the interface and hauling, which is most of what people care about so far I know.  So items displayed in lists could actually be several stacks internally, but you wouldn't be able to tell the difference, ideally.
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Maximus

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Re: Bucket of Suggestions #1
« Reply #9 on: December 15, 2006, 11:11:00 pm »

Sounds good to me.  However, let's take a simple case -- a stack of plump helmets.  I'm guessing one of the big "invisible" variables is time-to-wither.  So, yeah, it'd be better to go from Plump helmets[5] to [3] when one substack rots instead of losing everything (or the opposite, some old plants gain the "youth" of the plants they're merged with).

Then there's the question of booze.  Are most plant stacks going to become [5] and most alcohol barrels [25]?  I'd be just fine with that.  I hate to see a fort littered with nearly-empty barrels.

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Toady One

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Re: Bucket of Suggestions #1
« Reply #10 on: December 16, 2006, 09:09:00 pm »

Become?  How?  They are what they are.  You mean, will they start using half-empty barrels for still jobs?
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Maximus

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Re: Bucket of Suggestions #1
« Reply #11 on: December 17, 2006, 04:49:00 am »

Well, I'm guessing that if stack-merging goes into the game, "Dwarves merge stacks" could be an option so that they'll combine stacks together that are already on the same stockpile.  This would make a lot of Plants[5], which ought to be brewable into Booze[25].  I'd be even happier if they also merged Dwarven Wine[16] with Dwarven Wine[6] (as long as they kept under 25 units total).

Does this differ from how you intend to implement stack-merging?

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Captain Mayday

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Re: Bucket of Suggestions #1
« Reply #12 on: December 17, 2006, 09:59:00 am »

Who pours beer from different kegs together?
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AlanL

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Re: Bucket of Suggestions #1
« Reply #13 on: December 17, 2006, 11:13:00 am »

people who want to free up kegs for more beer.
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ctrlfrk

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Re: Bucket of Suggestions #1
« Reply #14 on: December 17, 2006, 04:06:00 pm »

Or brewers... I guess recombining could be an auto job at the brewery.
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