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Here's a comparison of humans and dwarves with different equipment. We haven't done human materials yet.
Arena humans and dwarves 1 And here are some more humans and dwarves in the arena. Arena humans and dwarves 2 And here's my human adventurer and their camel friend meeting a dwarf on patrol.
Human adventurer We also showed various wholesome giant critters in the last news post. Patrick drews some coffins, which are of course very important to keep the ghost population down: Coffins When you place them, they are displayed open until they are used: Casket and some beds You can see some bed variations here - we also have improvements, quality, and spatter reflected as with the tables, chairs, and cabinets.
Finally, remains, corpse pieces, and butchery products have their tiles now. Proud bronze colossus by rearranged giant All of those represent some specific piece or other, except the nails, which get the generic "small corpse piece" at the bottom - the nervous tissue, cartilage, fat globs, hair, teeth, and meaty bits are all there.
The bronze colossus won the fight in the arena, and then I used the arena's butchery button. I took control of the colossus and arranged things nicely. You can see the hover info here as well - we don't have blood smears yet. Here is the last Future of the Fortress reply posted in Perhaps having the windows out for a time made it count as outdoor contact, but it wasn't great.
And so on. Maybe things will be less stressful now somehow, though cases continue to rise locally and elsewhere. Most recently, the artists have made progress on giant creatures, and we should also have our first humans and goblins soon!
If there's more than one object in the tile, you'll need to disambiguate using the list. Once you get to a single object, you'll have the object's pane to work with. There's too much data, so some of it will still be hidden behind tabs, etc. Cases like items and engravings should be more simple. For a time, as you may have seen elsewhere, Scamps had a co-workerly spirit , on a dead laptop where he couldn't make his typical well-meaning contributions to the codebase.
Now he's back to living in a box. I can't promise things will be more normal soon, naturally, since things are not normal now, and are in some ways less normal than they've ever been, especially on the Covid front Bay 12 associated people all still okay so far. Most recently, I've been working on the building interface. We haven't done a graphical pass on it yet, so I don't have any images, but the general idea is that there's a building button at the bottom of the screen, and this leads to categories like workshops and furniture.
Once you choose the building you want, you click a place on the map, and then choose from a material list much like the current material list, but now with a text filter and the ability to expand individual categories of material rather than all-or-nothing.
That means most buildings are along the lines of four clicks to place: a few to get to the type, one on the map, and one for the material. The main savings vs. So this feels like a good step forward. I was able to keep the game optionally unpaused during the type selection and placement portions, but I wasn't able to do so during the material selection, since the distance calculations there rely too much speed-wise on some precalculations being preserved calculations that are disrupted by mining, etc.
There are still some pieces of the building interface update left to handle, and then we'll likely be moving to the v-q-t-k look-and-do-stuff command set. Here is a Future of the Fortress reply. Hmm, slipped off the reliable logging wagon there for a bit. I'll get on that for November, which is obviously going to be a normal month.
Over at Steam news, the last post was about the stockpile interface. Placing stockpile It works much like the new zone interface, and also includes the ability to redraw existing piles.
Choosing stockpile type The same main types are available, with the addition of an All button for people that want to use an "everything pile" quickly. Custom stockpiles A few of the more significant additions are for the custom stockpiles. The lists are now alphabetized, and they can also be filtered! Since the last log we've done, well, a ton of corpses. There are many different things that can die in this game. Furniture has had a revamp, and they'll even show rain droplets now if they are left outside.
We have floodgates, bridges, the small workshops, traction benches, wells complete with bucket moving below, and vertical bars.
We should be able to take a look at this and some more for next time. In part, we discuss the new dwarf artwork! And unlike the more notorious teaser episode where we discussed the embark screen, we can actually share this stuff with you at the same time. Professional dwarves Here we have a fisherdwarf and a stoneworker.
It shows their actual worn clothing dresses and gloves in this case, based on their generated civ clothing selections , but it is colored according to their profession, like the ASCII smiley faces. That's one of the two main dwarf display modes we're exploring. The other is to show the clothing with proper dyes. We might end up with additional ones as well. You can also see here that hair styling choices are respected, along with hair colors or the absence of hair color because shaving has ensued.
We should also end up with at least four skin color groupings you can see two in the images below. The dwarf definitions have a lot of colors, but some of the names are close enough that we're going to use broader categories to keep the amount of artwork under control - we're not using shifts or recolors here, but Mike is rather selecting all of the colors by hand for each palette.
Arena dwarves Visible equipment! The day has finally arrived, ha ha, outside of the venerable 'my adventurer changes color when I take off my coat. As you can see, the materials are also represented - we have bronze axes and plate at the top, and a variety of clothing items, a steel spear, and iron mail at the bottom.
The clothing are cyan because arena mode treats them like the standard jobless profession currently. The hoods are also going to be improved by some alpha blending on the next pass. There's a human there on the right, as the debug creature, and they'll also be receiving this layered look, along with goblins, elves, and kobolds.
Others like animal people and night trolls should be able to display their weapons as well - doing additional layers is difficult as you can imagine, drawing caps for elephant people and slug people are different projects , but we'll see how it unfolds. Scamps imagery and vocals are included. Here is the monthly report and there is also a Future of the Fortress reply. Of course the reality of the last few weeks has involved more than its fair share of real-world smoke, which was not at all fun or good for work, and also impromptu insulation changes for the whole building which involved a lot of hammering at sleep for me hours and then getting called off and doing it again next week At least the smoke has been gone for a few days.
There's a ton of art work going on - we are much closer to showing dwarves now, and all sorts of other matter. While drawing has been happening, I've tried to get the stockpile interface done, somewhat like the zones screen -- this means stockpile repainting not just partial deletion , and also the ability to make stockpiles larger than 31x We should be able to show this as well once things settle down.
That one will be differently interactive, since the video is pretaped, but we'll be in the channel on the PAX discord interacting in what I, well, it's like interactive commentary on a movie? No idea how that'll shake out, ha ha, but I'll be there. I have another obligation right after, so I'll have to duck out at I also tend to treat deadlines on paper somewhat seriously, perhaps as a habit of my schooling, even if it's not apparent with all the 26 month releases of the past, ha ha.
In any case, my response was interpreted by a few people as Kitfox pressure, which it isn't - if there's any Kitfox pressure it is of the form "Tarn, please take a weekend off! I should take a weekend off sometime. This weekend might kind of count, just because the air is so smoky I had some trouble sleeping so I haven't done much useful.
All will be well. But yeah, my primary perspective on release deadlines and stuff, just to remind people, is all about healthcare. Healthcare is cool. Speaking of which, over in Dwarf Land, there's been various progress. The main thing we talked about over on Steam News was the new zone interface. Zone starting the painting process I removed the border here with the rest of the buttons and the minimap since we haven't finalized various layout decisions there.
Here we have a rectangle paint and a free-draw which gives you the same feedback from the Classic version, in term of which zone types are supported by the selection. I still need to do the wall-sensitive flow tool. We're trying to include a bit more help - there are even tooltips!
You'll see a few below. Zone selecting type after painting There are still five Tarn-icons in this image, complete with default MS Paint colors Meph cooked up the rest. It shows an icon representing the type of zone over in the graphical area as well - this even reflects the level of temples and guildhalls. Zones are only visible when you are in zone mode, as in Classic. We'll stay safe! Zone setting location The extra space on this one is used for the list of existing locations that you can assign.
It would probably be helpful to show the number of worshippers and current temple status in the main list without requiring the tooltip. Lots of improvements to be had as we go. Zone now a temple Utag is into hospitality, so we get lunch. Multiple zone selection This is the mouse version of "v: next" from Classic zone mode. You can click on a tile and it gives you the zone there. If there's more than one zone, you can flip between them with the arrows or just click somewhere without overlap, if there is such a tile.
Zone repaint tool tip Here the cursor was over the little repaint rectangle there which is a Tarn icon, so not remotely final. Zone repaint is exciting! Zones can even be transported to entirely different places if you draw one rectangle and remove the original in whatever order, as long as you don't click "Accept" while the zone is empty.
On top of the continuing PAX event, there's various tumult over the next several days, but hopefully we'll settle back into the rhythm of things again soon and have some more work to share.
Naturally, a monthly report has also surfaced, along with the Future of the Fortress reply. Here's the minimap I mentioned in the last dev log: Minimap Minimap animated We're continuing to experiment with bringing some information out from the status screen, as seen above the static image there. Meph also brought us to the world of guts!
Here are some placeholder dwarves that have had a run-in with my debug tools: Contents under pressure In the graphical version, they don't drag two tiles behind, since that would look even more ridiculous, ha ha. So there will be rare mechanical differences after all! In this case, it seemed fine. I haven't slept much recently. Here are the images: Item list Item filter Embarkable critters Mike and Meph did amazing work, and now there are many little buttons to press. We don't have the separate screen for choosing new items anymore - that's now all been incorporated into the item tab.
The elements respond well to resizing and it centers itself on ultrawide monitors, thanks to a lot of input from Mike, and we'll keep that standard up as we revisit the various portions of the game. The keyboard commands are still in, but we haven't decided how to display the bits in focus, so that isn't reflected. Since then, I've been continuing work on the main screen. Nothing's ready to show yet, but so far I've got a tile-perfect minimap for forts embarking at 4x4 or smaller, anyway, otherwise it has to approximate , and a general arrangement for buttons around the border to replace the giant menu pane, with the date always available just above the minimap in the top right.
And it has text filtering now! We're hoping to continue to bring screens hidden in the depths out to the main screen as possible the Stocks used to be found at 'z' and then some tabs over , allowing you to remain more present in the main play area as in most modern strategy games.
I think the world map 'c' will probably still be its own screen, due to the world map display, but we'll see about the rest! Number twenty-five! Today's accomplishment was bringing the text display up to bit color so I could set a tab's label color correctly. The game has been able to display its 16 colors at whatever RGB values were set in the init file for many years, but now it can display more than 16 text colors at a time, ha ha.
We'll definitely be able to show the embark setup screen with the next news post as a sample of the new UI. The next thing I'm working on is getting those UI elements to respond more nicely to window resizing. Then we'll be back to the main screen. Also a Future of the Fortress. We still need to remove my terrifying scrawled icons, but there are free paint and rectangle dragging modes, and you can do priorities, mining modes, and can easily switch back and forth between blueprints and standard designations, all with the mouse.
Traffic weights have little sliders in an advanced options section. And this all can be done both paused and unpaused. They are currently grouped into six categories in buttons down at the lower left, and expand upward, but we'll see if that sticks as more main screen interface elements are updated.
It was important to highlight digging on the main screen, for instance, and that's done by having it be the leftmost button and a top level category with all the different sorts of digging within its section. Naturally, it'll be easier to understand once the images are deTarned. DF Talk 23 now has a transcript! Thanks go to voliol and Quatch for getting that together. Episode 24's transcript is still in progress. I'd been hoping to get the first UI screen images together, with a glance by the artists the screens are currently frightful, described as Elven in my programmer's color scheme , but the real world became variously intense again, so that hasn't happened yet.
Cruelly, these are teased in the latest episode of DF Talk Rainseeker returns! We did post some mostly-animal images over at Steam while I was prototyping those first screens and hoping to log them here. Glass Floor and Seeds and Trinkets Here I made a glass block floor, placed a seed stockpile, and hoped to show off the seed and craft images.
Immediately, reptile vermin began having a go at them as seen near the center , so I had to take the shot prematurely, before I could get all of the crafts laid out. Birds Birds! Look at them all. It's great to see every DF player's favorite bird, the kea, finally displayed.
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New Releases. You have to issue commands to the dwarves to explore the land for minerals or valuable materials. Refill your warehouse with beer and ale. Craft weapons to fend off the invasion of the dead. There are two game modes available: Fortress and Adventurer. In the first, you need to build your own fortress, create furniture, weapons, improve structures, etc.
In the second mode, you have to choose a race: gnomes, people, elves, goblins or animals to go on an adventure across uncharted lands. Here you have to stumble upon bandit camps, earn a reputation as a hero, soldier, thug, musician, explore territories using footprints and footprints, steal treasures from the rest of the mummy or necromancer tower, as well as meet numerous characters. Nothing about it should work, but somehow it comes together.
I wish everyone could. Dwarf Fortress is a throwback to the single-player fantasy games of the s, with graphics or lack thereof to match. Dwarf Fortress generates a new world every time you play.
The world is rather elaborate, with elevation maps, rainfall and drainage overlays, vegetation growth, and several other environmental factors all available to allow you to figure out how to control the land.
Add in the basic game mechanic of a bunch of dwarves who need to build a fortress and search for gold in the mountains and you have a rather in-depth simulation crossed with a strategy game. The color codes and characters used represent the type of terrain. If you played a game called Rogue back in the '80s or early '90s, this is all familiar.
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