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 100: Metal Gear Solid (part four)
DGC Ep 099: Metal Gear Solid (part three)
DGC Ep 098: Metal Gear Solid (part two)
DGC Ep 097: Metal Gear Solid (part one)
DGC Ep 096: Tom Hall Interview
DGC Ep 095: Anachronox (part four)
DGC Ep 094: Anachronox (part three)
DGC Ep 093: At Year's End, Two
DGC Ep 092: Anachronox (part two)
DGC Ep 091: Anachronox (part one)
DGC Ep 090: Super Mario 64 (part four)
DGC Ep 89: Super Mario 64 (part three)
DGC Ep 088: Super Mario 64 (part two)
DGC Ep 087: Super Mario 64 (part one)
DGC Ep 086: Silent Hill 2 (part three)
DGC Ep 085: Silent Hill 2 (part two)
DGC Ep 084: Silent Hill 2 (part one)
DGC Ep 083: Julian Gollop Interview
DGC Ep 082: X-COM Enemy Unknown Bonus!
DGC Ep 081: X-COM: UFO Defense (part five)
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