Finally! I've always wanted to play DF but considering its depth and not-very-welcoming UI, I was scared to give it a real go. When I heard about the Steam release a couple of years ago, I thought...
Finally! I've always wanted to play DF but considering its depth and not-very-welcoming UI, I was scared to give it a real go. When I heard about the Steam release a couple of years ago, I thought that'd be my first chance to take a crack at it and I'm glad the release date has moved from time is relative to December 6th.
I got into it, learned the arcane controls and the obtuse visuals, had some fun. Then I took a two week break and by the end had completely forgotten everything about it. I wasn't willing to relearn.
I got into it, learned the arcane controls and the obtuse visuals, had some fun.
Then I took a two week break and by the end had completely forgotten everything about it.
I will say that even a revamped UI is probably still going to be unfriendly at best. There's just sooooooo much going on. That said, I am super stoked for the release and can't wait to learn my...
I will say that even a revamped UI is probably still going to be unfriendly at best. There's just sooooooo much going on.
That said, I am super stoked for the release and can't wait to learn my last paragraph is completely wrong.
Yep, I still fully expect it overwhelm me but at least it will be rather pleasing to look at now. I believe they also worked on crafting a tutorial for newbies like myself, so I'm looking forward...
Yep, I still fully expect it overwhelm me but at least it will be rather pleasing to look at now. I believe they also worked on crafting a tutorial for newbies like myself, so I'm looking forward to that as well. I know there were graphics mods and tutorials online before, but it's just nice to get a developer approved, all-in-one package that will work without any hassle.
For shame, discussion of DF's controls commonly eclipses discussion of DF! Any other Traditional Rogue players here, can we sound off? I'll settle for Rimworld.
For shame, discussion of DF's controls commonly eclipses discussion of DF! Any other Traditional Rogue players here, can we sound off? I'll settle for Rimworld.
Yeah but it's understandable why that is. DF's controls inhale so much unmitigated anus that it detracts from the popularity of the game in a major way. I do like Rimworld.
Yeah but it's understandable why that is. DF's controls inhale so much unmitigated anus that it detracts from the popularity of the game in a major way.
I find them comparable to something like vim. They seem bizarre and esoteric but once you've spent a bit of time with them it's much faster than anything mouse-based.
I find them comparable to something like vim. They seem bizarre and esoteric but once you've spent a bit of time with them it's much faster than anything mouse-based.
Yeah I've stuck to Rimworld because I read somewhere that it was similar to DF, but without the awful controls and overwhelming UI. But I am excited to try this out next month.
Yeah I've stuck to Rimworld because I read somewhere that it was similar to DF, but without the awful controls and overwhelming UI. But I am excited to try this out next month.
It’s set to release Dec. 6th, 2022. I haven’t really been following the development, but I'm surprised they don’t show off the new UI here, I thought that was supposed to be the biggest driver. As...
It’s set to release Dec. 6th, 2022.
I haven’t really been following the development, but I'm surprised they don’t show off the new UI here, I thought that was supposed to be the biggest driver. As a longtime DF player, I love the current UI but I understand it's not for everyone. Hopefully this makes the game more approachable and generates some well-deserved income for Tarn and Zach.
I know they consider it an art project but this deserves to make them enough money to never have to worry about finances ever again. And I think it will. I mean, even as a niche game, it's still...
I know they consider it an art project but this deserves to make them enough money to never have to worry about finances ever again. And I think it will. I mean, even as a niche game, it's still one of the biggest names in indie games. I
That being said, I believe the UI thing is kinda sorta impossible to ever untangle at this point. I'm baffled they pulled off a halfway sensible art direction for the tiles, it look great! But there's stuff about the UI that basically bakes ASCII art restrictions into functionality, like the amount of modifiers you can display per tile (i.e. numbers always taking up exactly one tile), the avoidance of animations and overlaps,... At this point, it must have had some real and deep effects on gameplay. And that's just here to stay, no way they'll rewrite what they consider the "true" game to accommodate for UI.
To make that clear: I'm okay with all of that. But at one point it's just getting ridiculous to treat "adding a UI" as an entirely separate task that must be "completed". It's a design decision to arrange the game the way it is and it is built from that very core. And elements of it will stay unreadable because of that forever. With a game of this complexity, you have to put down some pillars of what to abstract and design interactions and that was set in stone through over a decade of ASCII interfaces.
Finally! I've always wanted to play DF but considering its depth and not-very-welcoming UI, I was scared to give it a real go. When I heard about the Steam release a couple of years ago, I thought that'd be my first chance to take a crack at it and I'm glad the release date has moved from time is relative to December 6th.
I got into it, learned the arcane controls and the obtuse visuals, had some fun.
Then I took a two week break and by the end had completely forgotten everything about it.
I wasn't willing to relearn.
I will say that even a revamped UI is probably still going to be unfriendly at best. There's just sooooooo much going on.
That said, I am super stoked for the release and can't wait to learn my last paragraph is completely wrong.
Yep, I still fully expect it overwhelm me but at least it will be rather pleasing to look at now. I believe they also worked on crafting a tutorial for newbies like myself, so I'm looking forward to that as well. I know there were graphics mods and tutorials online before, but it's just nice to get a developer approved, all-in-one package that will work without any hassle.
For shame, discussion of DF's controls commonly eclipses discussion of DF! Any other Traditional Rogue players here, can we sound off? I'll settle for Rimworld.
Yeah but it's understandable why that is. DF's controls inhale so much unmitigated anus that it detracts from the popularity of the game in a major way.
I do like Rimworld.
I find them comparable to something like vim. They seem bizarre and esoteric but once you've spent a bit of time with them it's much faster than anything mouse-based.
All I hear is that you think a game would be a good way to teach new users' DF controls.
Yeah I've stuck to Rimworld because I read somewhere that it was similar to DF, but without the awful controls and overwhelming UI. But I am excited to try this out next month.
It’s set to release Dec. 6th, 2022.
I haven’t really been following the development, but I'm surprised they don’t show off the new UI here, I thought that was supposed to be the biggest driver. As a longtime DF player, I love the current UI but I understand it's not for everyone. Hopefully this makes the game more approachable and generates some well-deserved income for Tarn and Zach.
I know they consider it an art project but this deserves to make them enough money to never have to worry about finances ever again. And I think it will. I mean, even as a niche game, it's still one of the biggest names in indie games. I
That being said, I believe the UI thing is kinda sorta impossible to ever untangle at this point. I'm baffled they pulled off a halfway sensible art direction for the tiles, it look great! But there's stuff about the UI that basically bakes ASCII art restrictions into functionality, like the amount of modifiers you can display per tile (i.e. numbers always taking up exactly one tile), the avoidance of animations and overlaps,... At this point, it must have had some real and deep effects on gameplay. And that's just here to stay, no way they'll rewrite what they consider the "true" game to accommodate for UI.
To make that clear: I'm okay with all of that. But at one point it's just getting ridiculous to treat "adding a UI" as an entirely separate task that must be "completed". It's a design decision to arrange the game the way it is and it is built from that very core. And elements of it will stay unreadable because of that forever. With a game of this complexity, you have to put down some pillars of what to abstract and design interactions and that was set in stone through over a decade of ASCII interfaces.