Smarts said:
Yes, we know. On the other hand, the game contextually changes the ui panel every time you access a submenu with a keypress. Why would this be difficult to do with a mouseclick on an onscreen button instead of a keyboard button?
Actually I imagine it'd just be sort of tedious. There is mouse support in the game currently, it's just currently limited to designations. I suspect it'll be further expanded upon with the planned-for-later UI overhaul (from what Toady One mentioned, he prefers to leave the UI for when all major features are implemented).
1eyedking said:
It's actually a long list, but I'll mention a few: Jagged Alliance 2, Fallout, Civilization, SimCity, Planescape: Torment, Arcanum, Master of Orion, etc.
Not counting the SimCity series and possibly MoO3 (which I haven't played, but its complexity/micromanagment requirement is infamous), I don't see that much complexity among those, let alone enough to compete with DF.
1eyedking said:
Yes, for no apparent reason other than "it happens once during their lifetime". Brilliant game design.
You have no fucking clue what's going on. I've been running a fortress for 5 game years and no one went mad. Having someone go berzerk means you failed to keep them happy.
1eyedking said:
Taking more than 10 minutes to generate, when what you actually get is a goddamn map. Sounds like 'soil erosion' to me: it pretty much doesn't fucking matter much when you're playing the game
It's called replayability. Having a unique and moddable world every time makes it more replayable than having to play through the same world every time.
1eyedking said:
No shit? The Sims had that too, and it's the very definition of mainstream game.
So being in a game with simplistic gameplay makes the element simplistic? Guess procedural animations are simplistic as well then, seeing how they were done in Spore.
1eyedking said:
Is there a need for that other than to be complex for the sake of complexity? It's stupid to waste CPU cycles calculating individual finger damage, calculations that tend to drive games into avoidable requirements and slowdowns.
What really does bring DF to a crawl is path-finding, which has to be multidimensional, consider temporary obstructions, path costs and has to be accurate for large distances. Individual body parts do not strain the CPU till they're put to use (combat,wound healing). See Slaves to Armok I, it's basically got what the next version of DF will have in terms of health complexity (hair,skin,flesh,bones), except it doesn't slow to a crawl because it doesn't simulate other things DF does.
And a game where people have realistic battle scars like a few lost teeth, an eye or a finger is simply more believable than a game where everyone looks like they were just fist fighting through all the wars and got off with a few bruises and at most a scar.
1eyedking said:
And guess what? There's Dungeon Keeper. And guess what else? There's The Sims.
Wow. That's like saying any dev could make an IL-2-like game because they managed to make a Terminal Velocity clone.
1eyedking said:
Coming out of and into the red all the time, as he stated in one interview (read: loser).
Because doing work he hates in order to have more money and less time to do what he likes would make him awesome, right?
1eyedking said:
For motherfucking graphical representation, I'm getting tired of mentioning it on every single post. It's much easier to attach to situations such as a cat following a miner dwarf into the mines when it's actually a cat and a dwarf and not a 'c' and a smiley because the relation is made faster. Unless, of course, you're a genius, which all of you DF players obviously are!
Look at it this way - I find it much harder to attach to a situation where a person's limb flies off and they're still standing there seemingly intact while their limb is lying next to them. Had it been a @ standing next to a z, it would be non-issue - it's not a graphical representation, it's a symbol showing something's standing/lying there, for more information examine it. A graphical presentation of that person would show "here stands a fully intact man", not to mention the issues related to equipment. I mean, how would you like it if you shot a guy's leg off in Solder of Fortune and this just produced a new leg out of thin air and disabled you from shooting that leg again?
And as much as I wouldn't mind if it actually did show what it's supposed to show so that the examine button wouldn't be needed, it's not going to happen with 241 creatures (and their undead/skeletal counterparts) to do this for. Otherwise I find graphical presentation a burden, much like I did with Gearhead (for other reasons).
1eyedking said:
As long as they're relevant. What I see now is nothing short of a glorified mishmash of Dungeon Keeper and The Sims (and a particle system), with none of the charm and personality of either.
Which means you do not appreciate the details. The game is pretty much about interacting with a simulation of a fantasy world. If that doesn't float your boat, it's not for you and no amount of graphics would help.
1eyedking said:
Yes, symbols such as lakes and rocks being the same, drawers and river junctions, furniture and cities, levers and names, and the list goes on.
Unless you're lost and forgot which screen you're looking at, I can't see how that's a problem.
1eyedking said:
With a little imagination you should have figured out it's uses for rain, water, magma, miasma, smoke, mist, etc. Surely you have lots to be able to picture seven dancing smileys on a screen with letters flying around as some sort of dwarven party.
Problem is there's no support for multiple images in one tile either. Otherwise you could simply do it the 16bit way - remove every other pixel.
Kortalh said:
I would add to that list stuff that's similar in theme to DF: Tropico, Europa 1400: The Guild, Children of the Nile, Caesar, Settlers, Dungeon Keeper, Cultures, and Diggles -- the latter of which is very similar to Dwarf Fortress, only using 3D graphics.
While I'd consider most of these examples closer to DF's complexity than 1eyedking's examples, I still do not consider them as complex, simply because at one place or another they abstract out things DF handles in detail (with the exception of graphical presentation). Well, maybe besides Tropico, although I haven't played it that long.
Kortalh said:
For example, even though I'm using the Mayday graphics mod, I have a storage room filled with a bunch of / symbols. I'd been building arrows in my workshop, and also recently purchased a bunch of swords from an Elf trader. They're both the same color, and I don't know which are which. How do I find out? I have to hit K and highlight every single one of them to see the name. This could be a much simpler process if the swords had a sword graphic and the arrows had an arrow graphic.
Is it necessary to play the game? No. But it's certainly more enjoyable to play the game than to frequently stop and double-check what things are.
Enlighten me, as I do not know, what would knowing that accomplish? If I want to know what I've got in my fortress, I use the stock screen. If I want swords here and arrows there, I customize the stockpile to hold only either. Perhaps this'd be better with a different example, but I really cannot recall a moment in DF when I wished it had different graphics.
Kortalh said:
In fact, using your "they're all generic creatures" argument, it would be much more accessible for a goblin to be represented by a graphical goblin image than the letter 'g'. Imagine playing for your first time and seeing a little green guy running at your base -- "Hey, that looks like a goblin," you'd think. Now imagine a little letter 'g' running at your base. Pause the game, switch to cursor mode, bring your cursor over to the 'g', read the text. The graphical approach is certainly the more accessible version, and you wouldn't be surrendering any gameplay quality in order to add it.
First of all, in DF mode, the game tells you when a danger like a goblin or kobold appears/aproaches and most often they're of a colour in which you do not see other beings. Second, a simple graphical presentation does not spare you from examining the creature if you wish to know what they wield, what they wear and of what health they are, any of which can be vital (especially in Adventure Mode).