![]() In both dwarf mode and adventure mode, permanent death/loss is important. What are the methods that you like to use to increase the emotional investment of the player and why do you think they work? (Thomas Moyles) You allude to this in the first part of the interview, but just to address this specifically it seems that a major part of your design is based around the player feel like they accomplished something important in the game. I don't remember even opening one of the little kits up. It reminds me of when my father always tried to get me to build AM radios when I was growing up. People occasionally try to introduce me to this or that, but unless there's an obvious practical gain, I'd rather use the time for writing games or less painful diversions. I don't really consider myself much of a programmer. I wouldn't rule anything out, but I'm more interested in making progress on games than in worrying about the technical details, even though I miss out on some benefits from picking up all of those things. I certainly can't move DF to another language at this point without burning a lot of time, and I can probably develop other projects faster using C given the amount of code I have laying around. I wrote DF in C with some C++ sprinkled in as I've learned it. ![]() What language is Dwarf Fortress programmed in? Would you ever switch to or develop another project in a language like OCaml(pronounced o-camel)? (Aaron Ogden) People can even create tilesets that don't attempt to depict the objects in question, but expand and improve upon what's available in the original text tileset. As you draw more and more humanoids, you have to increase the resolution to be able to distinguish them, and since DF is locked down with 80x25 tiles on the screen, there isn't a lot of room left to both represent and differentiate, though people are certainly doing a better job than I would have been able to do. My main concern with the tilesets I've seen posted is being able to distinguish the different dwarven profession types, although I haven't tried one, so it might not be a problem. I guess I've been working with the game too long, so it's not something I think about while I'm playtesting. I can play with my own "miner only" default graphics set that turns the rest of the dwarves into colorful blobs without discomfort. Once you've got a 2D engine running independent of the 80x25 tiled viewport, there are a lot of interface options that open up, but that's something I'm not thinking about right now, since all of the interface is still subject to change in general. There are some associated hassles, so I haven't been in a rush. This gives rise to text that isn't the same width as the tiles, which allows more text to be displayed. Plus, have you tried any of the user-created tilesets, and if so, what has been your general impression on how effective they are?Įventually I'd like to allow 2D tiles to be used optionally for all of the game objects and remove the requirement that the viewport be 80x25. Are there any plans to increase the level of support for those kinds of user mods, or does that question even make sense? (this is my question, as a summary of a bunch of user questions into one). ![]() I see that you're supporting user-imported 2D tilesets now. The number one question has been about a 2D graphics engine. Oh, and if you missed part one of the interview, it's here. Thanks to all of you who submitted questions for Tarn and Zach Adams, creators of Dwarf Fortress.
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