4 ms·
I've noticed a lot of people in this topic complaining about graphics/UI. I'll give you that the UI does need an overall badly, but there's a reason for the gra
by jokermatt999 14y ago
I've noticed a lot of people in this topic complaining about graphics/UI. I'll give you that the UI does need an overall badly, but there's a reason for the graphics: the sheer complexity of the game, and the fact that his last game's development stalled because of graphics.
In the "sheer complexity" department, imagine trying to depict any of the following well graphically: randomly generated artifacts made of random materials, the ridiculously intricate damage models, and completely randomly generated titans (which do start with a base creature, but have random materials/bodyparts galore). While you could just do essentially what he does for the ASCII and have one symbol that represents all these, he doesn't seem to want to go this route. Which is insane, but hey, insane seems to be the normal for DF development.
The second part is that his last game died partly from his trying to implement graphics too early. Notice how the full title is "Dwarf Fortress: Slaves to Armok"? Armok was the game before this. Similar in overly ambitious scope, but with an early 3d style graphics. However, for some reason or another, it became to difficult to support its development after graphics, and it collapsed under its own weight. Hence the switch to ASCII: he could continue implementing hundreds of features without as much regard for performance or implementation. It's easy to add in dozens of new creatures, random titans, genetics and randomized traits when you don't have to actually worry about representing it. I highly suggest reading his devblog (http://www.bay12games.com/dwarves/index.html http://www.bay12games.com/dwarves/index.html) just as inspiration for what one crazy ambitious man can do.
As for why he doesn't enlist more help, make it open source, etc, the answer is even simpler: this game is his bread and butter and both he and his brother live off the donations. Yes, part of it is that he wants to maintain control of the project, but if a program was literally the sole means of supporting you and your sibling, I think you'd be wary of giving away its code too. He has said it will likely be open sourced when he dies however.
- kunil 14y agoIt is not just the ASCII. He could write a more useful GUI. With buttons and better mouse control, it would be much appealing for the crowds.
- sclangdon 14y agoWriting better mouse control isn't fun. If he were to start writing such things, I bet he'd either scrap them anyway or just get bored of writing DF all-together. The "boring" tasks are purposefully programmed to the minimum requirement so he can spend more time on the interesting tasks, to ensure his motivation stays high. Admittedly, he could just outsource the GUI stuff, but for better or worse, he clearly wants to keep the code close to his chest.
- amw 14y agoHe has played with outsourcing work--all the SDL conversion was done by a third party. He hated the experience. Which goes back to the "he's a programmer, not an engineer" thing. I would personally love for this project to be tackled by a group of highly experienced engineers dedicated to the same vision, but that's complete fantasy dreaming, there.
- jff 14y agoThe developer often chooses to write highly detailed simulations of, say, realistic glacier movements rather than fix known problems. It's his game, he's beholden to no one, and when he wants to skip the boring bugfixes to work on things he finds interesting, he can just go for it. I think he'd continue to code the game even if nobody ever played it.
- armored_mammal 14y agoI really think that this game could use some people from the demoscene to create emergent algorithmic graphics for it. It seems like it'd be a good match.
- chris_mahan 14y agoSo we increase the donations to, say, three million dollars, and he open-sources the game. He and his brother should be able to live on 3 mil, no? Ok, 5 mil...