Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We talk about working on a thing for a long time, the refinements of the latest version, and a host of other small issues. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Several hours of the latest version of the game
Issues covered: rendering different glyphs, working on a thing for twenty years, the historical record, preservation, iteration, a game of saying yes, being able to leverage systems to other purposes, adding to the interface, modernizing their UI, experimentation and direction, setting goals, greater clarity, when a dwarf can't do a thing, doing more planning due to exposure to the systems, intuiting where things should go in relation to one another, the presentation of UI, the depth of the emotional state of the dwarves, world generation and fantasy elements, amount of space determining how dwarves will act, hotkeying to views, elevation levels of the world, planning ahead, the responsiveness of the dwarves, increased tick rate and the way it impacts play, communicating state of what the dwarf is up to, how the game might do on Steam, the appeal of life simulation games, emergent stories, a child playing with the trash, adding dialog for trade, giving goals or quests without a quest system, making a thing out of the trade panel, the tradeoff of fidelity and simulation, the benefits of Moore's Law, games we have a hard time playing now, liking problematic things, the sign that a thing is a problem from another's perspective, simple mechanics that work, increasing the fun.
Games, people, and influences mentioned or discussed: Monkey Island, Grim Fandango, Halo, World of Warcraft, APEX Legends, Fortnite, SimCity, Lynx, Lexis-Nexis, DOS, Linux/Unix, Emacs, Indiana Jones and the Temple of Doom, Minecraft, Populous, Civilization, RimWorld, The Sims, Will Wright, DOOM (1993), Cities: Skylines, Fallout, Farmville, Skyrim, Flight of the Conchords, Colin Tougas, GTA III, Pokemon Red/Blue, Hideo Kojima, Metal Gear Solid, Dragon's Lair, Tron, Death Stranding, Jarkko Sivula, Rogue, Dark Souls, RPG Maker, Unity, Godot, Uncharted, Mainichi, Mattie Brice, Microsoft Powerpoint, Sierra On-Line, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
The Steam Version
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com
DGC Ep 157: Diablo III Bonus
DGC Ep 156: David Brevik Interview
DGC Ep 155: Diablo (part four)
DGC Ep 154: Diablo (part three)
DGC Ep 153: Diablo (part two)
DGC Ep 152: Diablo (part one)
DGC Ep 151: Kingdom Hearts (part four)
DGC Ep 150: Kingdom Hearts (part three)
DGC Ep 149: Kingdom Hearts (part two)
DGC Ep 148: Kingdom Hearts (part one)
DGC Ep 147: Pokémon Let's Go Bonus!
DGC Ep 146: Pokémon Red/Blue (part four)
DGC Ep 145: Pokémon Red/Blue (part three)
DGC Ep 144: At Year's End
DGC Ep 143: Pokémon Red/Blue (part two)
DGC Ep 142: Pokémon Red/Blue (part one)
DGC Ep 141: GTA III (part four)
DGC Ep 140: GTA III (part three)
DGC Ep 139: GTA III (part two)
DGC Ep 138: GTA III (part one)
Create your
podcast in
minutes
It is Free
Survival Horror Podcast
The Zelda Cast
The GlockN9ne Show
Kinda Funny Games Daily: Video Games News Podcast
Kinda Funny Gamescast: Video Game Podcast