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 060: Planescape: Torment (part three)
DGC Ep 059: Planescape: Torment (part two)
DGC Ep 058: Planescape: Torment (part one)
DGC Ep 057: Legend of Zelda: A Link to the Past (part four)
DGC Ep 056: Legend of Zelda: Link to the Past
DGC Ep 055: Legend of Zelda: A Link to the Past (part two)
DGC Ep 054: LoZ: A Link to the Past (part one)
DGC Ep 053: Legacy of Kain: Soul Reaver (part four)
DGC Ep 052: Legacy of Kain: Soul Reaver (part three)
DGC Ep 051: Legacy of Kain: Soul Reaver (part two)
DGC Ep 050: Legacy of Kain: Soul Reaver (part one)
DGC Ep 049: Ueda Wrap-up and The Last Guardian
DGC Ep 048: Shadow of the Colossus (part two)
DGC Ep 047: Shadow of the Colossus (part one)
DGC Ep 046: Ico/Shadow of the Colossus (part two)
DGC Ep 045: Ico/Colossus (part one)
DGC Ep 044: TIE Fighter Interview with Larry Holland
DGC Ep 043: TIE Fighter Bonus, the QA Perspective
DGC Ep 042 : At Year's End
DGC Ep 041: Tie Fighter (part 4)
Create your
podcast in
minutes
It is Free
Survival Horror Podcast
The Zelda Cast
The GlockN9ne Show
The Besties
Game Scoop!