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Author Topic: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady  (Read 42455 times)

Zironic

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #15 on: July 09, 2009, 08:55:43 pm »

Eventually we will have randomized civilizations, such as a demon worshipping human civs, or cannibalistic dwarves for instance?

Similar to this:
1.In the future, will influential leaders of empires effect their empires? Like a leader who doesn't care much about life, which causes him to focus on war and have a harsh punishment system - will create a more brutal empire, even after his/her passing.

2.Is it necessary to separate burrows with walls, doors, etc?
« Last Edit: July 11, 2009, 12:32:37 am by Zironic »
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Aqizzar

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #16 on: July 09, 2009, 09:02:46 pm »

Overly verbose questions from Aqizzar-

Weird business on the forum has been a recurring distraction.  Without going into future plans or recriminations, how do you view the membership your forum has attracted?  Or Dwarf Fortress' whole audience?

How large do you think Dwarf Fortress' playerbase is?  What kind of feedback do you get that tells you how many people know about your work, or where it's getting press?

Many of the hallmarks of Dwarf Fortress are ways that the partly-developed codes produces weird interactions in the game.  We know you're aware of the themes and running gags like cat explosions and the infamous carp, but being close to the code are there any strange occurrences in DF that particularly surprise you?


Might think of more when I slip into giant-interview-question mode.
« Last Edit: July 10, 2009, 07:38:43 pm by Aqizzar »
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ArkDelgato

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #17 on: July 09, 2009, 09:23:20 pm »

Isn't that a little vague Ark? Magic and Wizardry are two entire arcs onto themselves.
Really, all I want to get out of the question is if any of it is even thought of yet.
If it is in the thinking stage, It will be really fun to hear about.
I love the d20 magic for that reason, just goofing off.
I <3 prestidigitation.
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Remalle

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #18 on: July 09, 2009, 09:32:57 pm »

How will castes affect the player's own entity, if at all?  Also, how will they interact with burrows, eg will you be able to tell specific castes to stay in/out of specific burrows?
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ArkDelgato

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #19 on: July 09, 2009, 09:56:00 pm »

Just thought of another question!

After jumping is implemented, how will the dwarves in fortress mode decide when to jump?
Will it be if the only way to path there is to jump, any time it would help, in danger, or otherwise?
« Last Edit: July 17, 2009, 06:55:30 pm by ArkDelgato »
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Qloos

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #20 on: July 09, 2009, 10:42:01 pm »

How will player created mod packs, and graphical sets be affected by the upcoming major update?
« Last Edit: July 21, 2009, 02:21:32 am by Qloos »
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BloodBeard

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #21 on: July 09, 2009, 11:15:39 pm »

Dwarf Fortress has gone through some pretty big changes in its development, namely the move from 2D to 3D. Are you ever worried about going overboard with changes and additions and ending up with something that the people see as too different from the game they fell in love with?

Are you worried that people might not accept this new version and stick with 40d#?


Not that I won’t, but sometimes I wonder if the next version will still have the same feel.
« Last Edit: July 12, 2009, 12:08:11 pm by BloodBeard »
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Appelgren

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #22 on: July 10, 2009, 12:08:09 am »


Are you going to include literally spelled-out dialog for the dwarves in Dwarf Mode at points, or leave it to be inferred through the actions they're taking?  And are you going to keep with the same dialog system in Adventure Mode (fully spelled out, but repetitive and stilted due to the random environment.)  I could see a system like Morrowind's working well here (though I hate it.)


Seconded. I'm very interested in what ideas you have for dialogue in Adventure Mode in the future. (I hope you never spell out the dwarves dialogue. I like that there are gaps for the players imagination to fill in.)

And also - do you have any ideas how to best avoid the problem many procedurally generated games have of "cookie cutter" NPC's and sites?
« Last Edit: July 11, 2009, 07:15:59 pm by Appelgren »
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Armok

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #23 on: July 10, 2009, 01:05:15 am »

yea.
How is dialogue ultimately going to work? will it pass the Turing test, or be simply an expanded version of the treelike system we have now, or something else entirely? How is conversation between NPCs going to be handled, and will conversation still be full screen once it is no longer instantaneous? Will you be able to "eavesdrop" on NPCs conversing in fortress mode?

Another question:
There is already random names and such, and you are planing on systems for random games, artwork, poetry, creatures, etc. What more systems like this will there be, and how flexible will they be?
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dorf

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #24 on: July 10, 2009, 05:55:37 am »

What was the oddest email you've gotten since the success of Dwarf Fortress?
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Emeralddragon2

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #25 on: July 10, 2009, 06:17:56 am »

I'm also interested in how dialog will work!

But my question is, are we going to end up with a tag system that will ultimately be interchangeable in almost every way?
For instance, having a fluid system (that isn't just magma and water) could end up being modded with the tags [FLUID] and then you could add the tag [HAS PERSONALITY].

As in, where nothing is really *hard coded* except for the means to facilitate a working fortress.
« Last Edit: July 10, 2009, 06:19:55 am by Emeralddragon2 »
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Lonewolf

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #26 on: July 10, 2009, 07:25:45 am »

How exactly long, wide and tall is a tile in DF? Are they cubes? This is important for visualizing.

Also, will it be possible for the player to choose the number of available Z-levels just like it's possible to do with the map's length and width? Will there be a major impact on FPS if I chose to embark on a completely flat map with 300 z-levels of complete emptiness above it?
« Last Edit: July 11, 2009, 01:28:24 am by Lonewolf »
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Eduren

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #27 on: July 10, 2009, 07:46:32 am »

Have you played games other than your own in the past few years and if so, what were your favorites?
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Granite26

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #28 on: July 10, 2009, 08:09:42 am »

What are some of the things players have done with your codebase that you've found the most striking (amusing, interesting, surprising)

I'm a programmer and an avid video gamer, so talking about the details of design in some of your more recent projects (squads?) would be awesome.

Edit: Color change
« Last Edit: July 11, 2009, 09:58:22 am by Granite26 »
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G-Flex

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #29 on: July 10, 2009, 08:30:34 am »

Question under spoiler tags due to HFS update-related stuff, kinda:
Spoiler (click to show/hide)

(edited to fit color request that I somehow missed)
« Last Edit: July 11, 2009, 12:07:40 am by G-Flex »
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