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Author Topic: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady  (Read 42451 times)

qwert

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #45 on: July 11, 2009, 01:50:04 am »

In your opinion, how well has the OpenGL/keboard patch process worked, and with some of the more recent updates adding new features like zooming, how do you see community projects like this proceeding in the future?

(Pardon any spelling errors, posting from my phone)
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roundedge

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #46 on: July 11, 2009, 03:41:19 am »

Mathematicians don't retire, they just find a hard problem and never come out of their office again.
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Bunny

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #47 on: July 11, 2009, 06:05:27 am »

A question from the other half who is sadly too lazy to get his own account on here.  But, I suppose since he introduced me to DF I can forgive him.

Do you have a specific mythology in mind with your civs, or is civ development more a case of you inputing traits you felt were appropriate and then watching and enjoying the consequences?  Ie; with elves, did you intend for them to start zerg rushing violently across the map with cannibalistic urges, or was that an unexpected consequence of the traits you gave them?
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Xehon

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #48 on: July 11, 2009, 07:02:11 am »

Although I think its been asked before, never the less, The post above prompts the question:

Are zerg-like cannibalistic elves the permanent canon now, or will they at some point become more like stereotypical elves?

Now, a few original questions from me.

How far do you think DF will go complexity wise? It seems that most modern AAA games are going for simpler game mechanics(or bluntly: they are being dumbed down), but DF seems to go along the complete opposite route. Is there a definite limit to the complexity of DF or is sky the limit, your patience the measure and burning CPUs the collateral damage?

You have voiced your desire to make DF as random as sanity allows it. This is making me worried about how good the narrative and dialog will be in the end. Is there any hope that DF will ever measure up to story-telling giants like Planescape: Torment or will the best stroy-telling be made by the community?

How do you see people with visions similar to yours? If someone were to start making a game with goals similar to DF, differing at most by their setting(i.e. cyberpunk instead of fantasy), would you see them as competition or as fellow travelers?


Now I will eat my thumbs in hopes that Toady will answer my questions.
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Zengief

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #49 on: July 11, 2009, 08:50:51 am »

Do you ever get frustrated when coding?  Have you ever come across a bug that stumped you as to why it occured? Or have you ever thought of a feature that you were unsure how to implement?

After working with the entire 40d# series, do you feel like you have lost control of the project?  Do you see more of that type of collaboration in the future?
« Last Edit: July 12, 2009, 09:10:57 pm by Zengief »
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Granite26

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #50 on: July 11, 2009, 10:20:20 am »

How open are you to the idea of adding capabilities/tags to the game that you don't see in vanilla.  Specifically, there are a lot of themed Mods out there, and sometimes it comes down to the fact that there isn't enough control in the raws to do what's wanted, even if the pieces are all there.

Hopefully that makes sense.

RustedAxe

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #51 on: July 12, 2009, 12:51:46 am »

Life or Scampy Death situation.  Your place is burning down but you can only save one thing, your computer or Scamps.  Which would you choose?  To create the most honest answer, please start a fire in your place and wait until there is only time to save one thing.  If you are not able to respond, I'll just take that you saved Scamps and were not able to respond back as you have no computer.

Oh and talking about Scamps, where did you get that name from?  Really enjoy that name.
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Strife26

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #52 on: July 12, 2009, 12:54:45 am »

Life or Scampy Death situation.  Your place is burning down but you can only save one thing, your computer or Scamps.  Which would you choose?  To create the most honest answer, please start a fire in your place and wait until there is only time to save one thing.  If you are not able to respond, I'll just take that you saved Scamps and were not able to respond back as you have no computer.

Oh and talking about Scamps, where did you get that name from?  Really enjoy that name.


Scamps would save both Toady AND the computer.
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RustedAxe

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #53 on: July 12, 2009, 02:54:45 am »

Life or Scampy Death situation.  Your place is burning down but you can only save one thing, your computer or Scamps.  Which would you choose?  To create the most honest answer, please start a fire in your place and wait until there is only time to save one thing.  If you are not able to respond, I'll just take that you saved Scamps and were not able to respond back as you have no computer.

Oh and talking about Scamps, where did you get that name from?  Really enjoy that name.


Scamps would save both Toady AND the computer.

Hahaha, I guess I should expect that after that spoiler game :)
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dorf

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #54 on: July 12, 2009, 08:38:49 am »

When starting a game, what is your software architecture approach? How do you keep your code organized with such an enormous project which appears to develop relatively organically?
I second this question!
I, too, am interested to finding out the answer to that question.
If they will choose to dwell on this topic, I recommend extracting some additional questions for Toady from this recent thread:
http://www.bay12games.com/forum/index.php?topic=38630.0
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greatleapforward

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #55 on: July 12, 2009, 09:24:50 am »

Do you have plans to create more music for Dwarf Fortress in the future? Is there any chance of a Dwarf Fortress OST?

As a largely self-taught programmer, do you have any general advice on learning to code for those of us aiming to follow in your footsteps?


And will Zach be answering questions as well? I'd like to ask:

What do you consider to be the biggest influences on the style of your short stories? Do you think that fantasy, as a genre, has a future?
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RustedAxe

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #56 on: July 12, 2009, 09:53:29 am »

When starting a game, what is your software architecture approach? How do you keep your code organized with such an enormous project which appears to develop relatively organically?
I second this question!
I, too, am interested to finding out the answer to that question.
If they will choose to dwell on this topic, I recommend extracting some additional questions for Toady from this recent thread:
http://www.bay12games.com/forum/index.php?topic=38630.0

Oh, I'd definitely like to know the answer to that too.  Maybe even sample code showing :)
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TheDJ17

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #57 on: July 12, 2009, 08:06:02 pm »

How different will the mechanics of Dwarf Fortress be when you consider it to be in the "Beta" stage? The fabled Version One?
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mendonca

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #58 on: July 13, 2009, 05:28:03 am »

With the development of the civilisations and adding depth to the people within these civilizations, are their plans to implement 'Taboo's' or various other sociological norms that maybe develop on a civ level through world-gen?

I'm thinking the demonisation of blonde beards in The Clasps of Thinking, or even more interesting would be allowing world gen to produce emergent prejudices? Racism? Homophobia? Based on world-gen events?
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GaGrin

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Re: Bay 12 Recorded Call/Podcast/Whatever: Questions For Toady
« Reply #59 on: July 13, 2009, 07:53:33 am »

Dwarf Fortress, while clearly allowing the extremes of fantasy, seems to be fairly grounded in a what-if reality.  Can we expect [relatively mundane] armours and weapons to behave in a similar manner to their real-world counter-parts once the appropriate arcs are complete?

Specifically I'd like to know if the metal armours, mail and plate will behave as drastically differently as the real-ones do, because its not as simple as plate is better.  They have different mechanical properties because chain flexes and plate doesn't - making plate MUCH better at dealing with blunt force, but making chain less likely to be penetrated by a small-focused point with high-energy (like a spear or arrow-tip).
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