Dwarf Fortress & ToME
Posted: Fri Feb 11, 2011 1:27 am
Two of my favorite games.
But I wanted to point out some things.
First, I'm really disappointed right now in DF development, and really excited about T4. I understand that DF is a dramatically more complicated game, especially in its ambitions. An entire land region, flora, fauna, food, drink, crafts, metalworking, growing, fighting, beasts, weather, underground, water flow, dwarf jobs and roles and interactions, contant pathing and priority issues, body parts structure, material strengths and weights, temperatures and melting, clothing for each body part, personal attitudes and relationships, diseases, ghosts, nobles and laws and justice, civilizations, all coming together. Truly extraordinary. But the level of bugginess, and the extreme slowness of progress to adding even simple corrections, and the somewhat small scale of current improvements (adding honey?), along with the fact that almost every interesting addition to the overall structure (like caravans and armies) seems indefinitely far off, makes it hard to keep playing after you've done the basic stuff.
T4 is moving very, very quickly. You can see significant changes, bug fixes, added content, and so forth every couple of weeks. I think some of this is due to it being open source, and the help of yufra, grey, edge, sus, greycat, and others. But it's still my impression that Dark God does the lion's lion's share. I don't think anyone's ever really tried what T4 does with a roguelike--adding such excellent graphics, party dynamics, and engine-game modularity. Even with the currently much greater depth of DF, I think T4 is on its way to being a really unique game.
Second, I was wondering if there is any value to thinking about potential overlap between DF and T4. DF right now has fortress and adventure mode, and they're a little awkwardly integrated, but interesting counterparts. Is there anything T4 can do to get some sort of civilizational or social structure? I'm not suggesting that this be a primary focus of T4--just that it can be a side interest for people who want to use it.
I think the most promising thing to add is the army arc. With the new T4 party mechanics (and future improvements), it should be possible to have a number of armies on the world map, just like happens now in the East, but with some player control, and with greater strategic importance. Each army unit could take up a square, and consist of sub-units, which are just soldiers, archers, etc. The player can move the units around to protect areas, and the @ is itself a unit, with perhaps some attached allies. When units collide, the result can be either determined silently, or the player can zoom to the battlefield (just like in ambushes now), and have some control over the battle.
This could make the entire Eastern good-guy fight with the orcs very interesting, more than just wandering forces. It could give a real geography to the map, as areas near the orc HQs would be more protected by orc armies, and one needs to control good-guy armies to penetrate. A deeper connection with DF-type mechanics could also involve the guarding of movements between good-guy cities, and the capturing and development of places for resources, etc. I am not sure what sourt of DF-type mechanics can be developed past this. I like the idea of fortresses. I do wish there could be a more 3D element in a roguelike, rather than just sparsely located stairs, but it takes something like DF's somewhat awkward views of single z-slices to get this, and I'm not sure how a roguelike could do that.
Just curious if anyone else has thought of any overlaps between T4 and DF.
But I wanted to point out some things.
First, I'm really disappointed right now in DF development, and really excited about T4. I understand that DF is a dramatically more complicated game, especially in its ambitions. An entire land region, flora, fauna, food, drink, crafts, metalworking, growing, fighting, beasts, weather, underground, water flow, dwarf jobs and roles and interactions, contant pathing and priority issues, body parts structure, material strengths and weights, temperatures and melting, clothing for each body part, personal attitudes and relationships, diseases, ghosts, nobles and laws and justice, civilizations, all coming together. Truly extraordinary. But the level of bugginess, and the extreme slowness of progress to adding even simple corrections, and the somewhat small scale of current improvements (adding honey?), along with the fact that almost every interesting addition to the overall structure (like caravans and armies) seems indefinitely far off, makes it hard to keep playing after you've done the basic stuff.
T4 is moving very, very quickly. You can see significant changes, bug fixes, added content, and so forth every couple of weeks. I think some of this is due to it being open source, and the help of yufra, grey, edge, sus, greycat, and others. But it's still my impression that Dark God does the lion's lion's share. I don't think anyone's ever really tried what T4 does with a roguelike--adding such excellent graphics, party dynamics, and engine-game modularity. Even with the currently much greater depth of DF, I think T4 is on its way to being a really unique game.
Second, I was wondering if there is any value to thinking about potential overlap between DF and T4. DF right now has fortress and adventure mode, and they're a little awkwardly integrated, but interesting counterparts. Is there anything T4 can do to get some sort of civilizational or social structure? I'm not suggesting that this be a primary focus of T4--just that it can be a side interest for people who want to use it.
I think the most promising thing to add is the army arc. With the new T4 party mechanics (and future improvements), it should be possible to have a number of armies on the world map, just like happens now in the East, but with some player control, and with greater strategic importance. Each army unit could take up a square, and consist of sub-units, which are just soldiers, archers, etc. The player can move the units around to protect areas, and the @ is itself a unit, with perhaps some attached allies. When units collide, the result can be either determined silently, or the player can zoom to the battlefield (just like in ambushes now), and have some control over the battle.
This could make the entire Eastern good-guy fight with the orcs very interesting, more than just wandering forces. It could give a real geography to the map, as areas near the orc HQs would be more protected by orc armies, and one needs to control good-guy armies to penetrate. A deeper connection with DF-type mechanics could also involve the guarding of movements between good-guy cities, and the capturing and development of places for resources, etc. I am not sure what sourt of DF-type mechanics can be developed past this. I like the idea of fortresses. I do wish there could be a more 3D element in a roguelike, rather than just sparsely located stairs, but it takes something like DF's somewhat awkward views of single z-slices to get this, and I'm not sure how a roguelike could do that.
Just curious if anyone else has thought of any overlaps between T4 and DF.