HarryHengst said:
I also like how the brother of the programmer writes stories based on the game and things that happen in the story get added as gameplay mechanisms (or well, more correctly speaking, they get added to the to-do list).
Yeah, this is something I wanted to mention in the OP, but it was already so huge I decided to skip it. DF has perhaps the most non-traditional development cycle of any game I'm familiar with. One brother writes stories, and the other brother makes the actual game itself. The idea is that anything that ends up in one of the stories should be possible to pull off in the game. ANYTHING.
From the micro-level (a goblin wearing a necklace made of dwarf ears), to the macro-level (one civilization conquering another, and enslaving them, razing their cities). Dwarf Fortress doesn't "fake" any of these systems. So in order to get ear-necklaces in the game, a bunch of sub-systems had to be written. A) body parts needed to be able to be targeted and chopped off in combat. B) Those parts need to then become items that can be interacted with, carried, etc. C) Body parts need to be flagged as possible ingredients for crafting.
That sounds like a huge amount of up front work for one smallish thing (and it is), but the point is that once the system has been written, it can apply to anything. So ANY body part can be interacted with, in that manner. For the new release he's adding eyelids... meaning they can be lost in battle o.0
An infamous example is that if someone is on a drawbridge, and the bridge is raised, they'll be flung off. This is in the game because it was included in one of the early DF stories.
asa said:
After that I finally got into actually playing the game.. aannd boy you weren't kidding.. it's hard to get into allright. Thank god for the tutorial, I can't imagine how anyone could learn to play this without one..
Anyway, I think I dwell deeper tomorrow
Got my dwarfes mining, producing and gathering. Thanks OP!
Hehe... you're welcome. The more converts the better
The thing about DF is that it has to be approached with a different mindset. If you make "learning the game" a goal in and of itself, then little victories become fun. Even though I wasn't really accomplishing anything, the first time I correctly designated a dig site and correctly set up a stone stockpile, it was super cool to then unpause and see all my dwarfs run off.
The UI really does become second-nature eventually, I can now rapidly hit b, C, w, uuu to start construction on a wall three sections long. And I'm not even thinking about the buttons, or looking at the menus. But in the beginning, if you can savor the small victories (first time constructing a wall, chaining an animal, etc) you'll get it down.
gofreak said:
Is there a ultimate goal to all this asides from having a nice stable, large fortress? Is there a kind of story you follow, or is it just purely open ended simulation?
The game is technically still in alpha. Huge chunks have yet to be included, including proper overland wars, etc. Also not included yet is an actual victory condition
DF community has adopted the motto "losing is fun!" and in this instance I absolute agree. It's more fun to say "I had a good fort going but then a herd of elephants rampaged through the front door and killed everyone in a sea of blood" then to say "everyone is happy and healthy."
SpinningFrog said:
Aquifers suck. I just started a new round, had a nice base carved half out of a mountain, had a moat, smiles and all that. Tried to dig down, couldn't even find stone, just damp stuff everywhere, I think I've tiled out half the second underground floor looking for another way down.
Aquifers make a good fort very tough, yes. You might consider using this opportunity to try out a vertical construction. See if you can build a multi-level tower with mined stone or wood.