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Neurion posted:I can't wait for the day, 20 years from now, where the UI gets its major overhaul, and we have long-time fans protesting making things easier for new players because when I was your age we had to use 4 different schemes for navigating up and down menus, and if I could do it then by gum so should you kids. And we had 4 different keys to look at a tile! And we wanted a fifth one! We didn't know what we wanted it to show but we were sure we wanted it because we knew it wasn't hard enough yet!
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# ? Mar 24, 2020 13:30 |
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# ? Jun 2, 2024 11:53 |
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LNP guy has to do a bunch of "work" as a "teacher" to make "remote lesson plans" so it isn't updated to the new version yet
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# ? Mar 24, 2020 13:34 |
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Zesty posted:Shame those people. gently caress Gamers. Agreed, it needs doing and it won't take people long to relearn the keys after a change. The important thing would be to make sure it's done properly and extensibly/future proof first time so you're not constantly asking people to relearn.
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# ? Mar 24, 2020 15:17 |
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Neurion posted:I can't wait for the day, 20 years from now, where the UI gets its major overhaul, and we have long-time fans protesting making things easier for new players because when I was your age we had to use 4 different schemes for navigating up and down menus, and if I could do it then by gum so should you kids. Elephant Parade fucked around with this message at 15:54 on Mar 24, 2020 |
# ? Mar 24, 2020 15:38 |
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Now that Toady is getting help with graphics I could actually see it happening eventually. Before I always warned people to look at the original Slaves to Armok to see what a toady UI would look like
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# ? Mar 24, 2020 15:45 |
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Oh yeah, the UI revamp could happen someday--IIRC Toady said he hasn't done it yet because he doesn't want it to be obseleted by later changes. I just don't think more than a handful of people would react poorly to a UI revamp, if it happened.
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# ? Mar 24, 2020 15:53 |
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Magic (and maybe myths) first, please. If for no other reason than the magic probably has specific UI reqs.
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# ? Mar 24, 2020 17:59 |
Elephant Parade posted:Oh yeah, the UI revamp could happen someday--IIRC Toady said he hasn't done it yet because he doesn't want it to be obseleted by later changes. I just don't think more than a handful of people would react poorly to a UI revamp, if it happened. That's exactly his explanation. He doesn't want to rip out a placeholder system and replace it with another placeholder. That's why the military system was such a huge change - he waited until he got the rough "final form" figured out, and replaced it all at once instead of going piecemeal.
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# ? Mar 25, 2020 01:10 |
snagged from the unofficial bay12 discord i think i've finally understood why people seem to think DF is such an inscrutable black box
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# ? Mar 25, 2020 05:18 |
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Maybe that's the perfect tileset for people who don't need to read the menus anymore.
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# ? Mar 25, 2020 09:18 |
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They're byzantine anyways, having the font be incomprehensible hieroglyphs doesn't change much.
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# ? Mar 25, 2020 09:24 |
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CLA is already perfect though
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# ? Mar 25, 2020 13:23 |
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I've been trying to get a handle on Adventure Mode the last few days stuck at home. I have had the wiki up and getting used to movement, the interface etc but one thing I can't find any documentation is related to the interface elements in the top left (what is that thing?). and what the visual symbols all mean. For instance, what do the "!" indicate? Sounds I can hear or things that can hear me? Also noticed that the two dogs I had following me in a fortress had these little purple ... I don't know...they looked like tracks behind them? but if I toggled tracking on and off, they didn't mention those tracks. Another unique thing about them is that they appeared only outside of my field of view. If I went back to where I saw them, no looking or searching indicated what they were. Is there more documentation out there somewhere that goes a bit farther in explaining the visual indicators on the screen at any given time? Is there a good recent YT tutorial? I found one that was a couple of years old that was decent but things seem like they have changed quite a bit since it was done. Also, I have gotten spawned in a fortress twice and died of starvation trying to find the exit. I'm so bad at this but still liking it more than I expected to.
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# ? Mar 25, 2020 13:46 |
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I think toady is just waiting until the game procedurally generates your input, so that an actual UI is no longer necessary. e: let's be honest here. The "game" is just manually filling in the still empty spaces of the simulation. In fact, I propose that we are all already living in a more advanced release of df. Nosfereefer fucked around with this message at 22:06 on Mar 25, 2020 |
# ? Mar 25, 2020 22:03 |
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Adventure Mode for me is all about becoming a vampire as soon as I can so I don't have to worry about Food/Drink/Sleep(?)
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# ? Mar 25, 2020 22:21 |
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So Math posted:I embarked in Winter and didn't notice the frozen river was missing a bank. wait until it freezes then patch it up with constructed ice walls
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# ? Mar 26, 2020 00:05 |
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so has the game been fixed so that you're not doomed to tantrum spiral way too rapidly? this quarantine is the first time i've really had time to spend on it in a while and i'm itching to strike the earth.
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# ? Mar 26, 2020 13:29 |
Take preventative measures and put your dwarves in self isolation
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# ? Mar 26, 2020 14:01 |
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kidkissinger posted:so has the game been fixed so that you're not doomed to tantrum spiral way too rapidly? this quarantine is the first time i've really had time to spend on it in a while and i'm itching to strike the earth. Supposedly, yes Confession time: I haven't played fort mode in years, it's been adventure mode only for me and now that you can start with a slug buddy on your shoulder there's probably no going back.
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# ? Mar 26, 2020 17:39 |
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Toady One posted:A lot of this week's work was about making the ramps and their shadows better, since it'll be important for people to understand what has been traditionally a very confusing part of the game.
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# ? Mar 26, 2020 20:59 |
this is exciting
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# ? Mar 26, 2020 21:01 |
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I kind of feel they need to switch to a rimworld camera angle, these vertical indoor walls are very confusing to me. E: Not sure how i feel about smoothing & engraving constructed walls. On the one hand the OCD side of me appreciates being able to make things perfect, but on the other hand it was cool to be rewarded for carving out of living stone. Felt much more dwarfy.
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# ? Mar 26, 2020 22:00 |
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drat, that's a sexy design.
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# ? Mar 26, 2020 22:03 |
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Pharnakes posted:I kind of feel they need to switch to a rimworld camera angle, these vertical indoor walls are very confusing to me. I'm more thrown off by the fact that buildings and etc have height, but walls do not. But yes, adopting a 'slightly tilted' Rimworld like style, or perhaps a 2D Zelda one would help the walls a lot. Right now the 2 different perspectives feel at odds with eachother.
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# ? Mar 26, 2020 23:01 |
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Make it look like Ultima Online
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# ? Mar 26, 2020 23:51 |
Those look amazing. I know it's probably still a ways off but I will be so excited for the steam release. On a different note, how deep do you typically build your fortress? I typically build a few z levels below where I first start seeing full stone layers, but I feel like I'm so far from things like lava, the caverns, etc that I can't realistically utilize them. I'm wondering if building deeper in the future might make access to fun stuff easier. Though I guess pumping lava up 70 or more z levels would be a fun mega project.
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# ? Mar 27, 2020 03:38 |
wilderthanmild posted:Those look amazing. I know it's probably still a ways off but I will be so excited for the steam release.
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# ? Mar 27, 2020 05:59 |
I tend to build no more than about 10 z levels down unless I'm doing a gimmick like a cavern fort
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# ? Mar 27, 2020 07:57 |
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Honestly a mouse navigable UI would do wonders. Maybe even let me scroll the screen with WASD.
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# ? Mar 27, 2020 08:04 |
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SubNat posted:I'm more thrown off by the fact that buildings and etc have height, but walls do not. Yes, that's what I meant. External walls have visible height because of the ramps, internal walls do not. The outside looks great, the inside looks like it is platforms over an endless abyss with pebbles lining the edges of the platforms. They said earlier they were wanting the shadows along the edges of the walls to denote the height, but it really isn't enough, especially with the buildings throwing everything off.
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# ? Mar 27, 2020 08:35 |
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The interior did look a bit at odds with the external walls to me until I remembered that the ramps are gentle slopes viewed from above, not vertical walls viewed from a steep angle, which is how my brain wants to parse them. Imagine you've just sliced off the top of a mountain and are looking down on it. I wonder if it would help to change the texture of the unknown tiles to something other than flat black...
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# ? Mar 27, 2020 08:55 |
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DFSteam is going to drop and between it and Animal Crossing, we might just survive
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# ? Mar 27, 2020 10:26 |
Sankis posted:I tend to build no more than about 10 z levels down unless I'm doing a gimmick like a cavern fort
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# ? Mar 27, 2020 16:11 |
It's still probably my favorite gimmick that's actually fun to play. It reminds me of old 2d fortresses when you'd have enemies come up from the river or chasm. It's also fun to just make a tiny unassuming house on the surface that leads to a massive underground fortress. If only one could make an underground road for migrants.
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# ? Mar 28, 2020 07:16 |
Had a Marsh Titan show up and got all excited for some potential fun. Got everyone inside and summoned the military to the gates. Unfortunately he was made of sand and was instantly destroyed.
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# ? Mar 28, 2020 22:08 |
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I like that monsters made from materials actually function like they're made from those materials.
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# ? Mar 28, 2020 22:11 |
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Will overhangs protect against climbers? Like, if my walls are OO O O built like that, as viewed from the side.
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# ? Mar 28, 2020 23:25 |
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Yes, but not OO O because that will let them just jump the one level they need to in order to grab straight onto the overhang.
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# ? Mar 28, 2020 23:39 |
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when does the steam version come oht
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# ? Mar 28, 2020 23:53 |
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# ? Jun 2, 2024 11:53 |
Is there a way to clear out cavern plants when they start growing in my dirt layers?
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# ? Mar 29, 2020 00:43 |