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 249: Baldur's Gate (part three)
DGC Ep 248: Baldur's Gate (part two)
DGC Ep 247: Baldur's Gate (part one)
DGC Ep 246: So Long, 2020
DGC Ep 245: VtM Bloodlines Bonus Interview with Brian Mitsoda
DGC Ep 244: Ocarina of Time Bonus Interview with Lani Lum
DGC Ep 243: Legend of Zelda Ocarina of Time (part eight)
DGC Ep 242: Legend of Zelda Ocarina of Time (part seven)
DGC Ep 241: Legend of Zelda Ocarina of Time (part six)
DGC Ep 240: Legend of Zelda Ocarina of Time (part five)
DGC Ep 239: Legend of Zelda Ocarina of Time (part four)
DGC Ep 238: Legend of Zelda Ocarina of Time (part three)
DGC Ep 237: Legend of Zelda Ocarina of Time (part 2)
DGC Ep 236: Legend of Zelda: Ocarina of Time (part one)
DGC Ep 235: Vampire the Masquerade Bloodlines (part five)
DGC Ep 234: Vampire the Masquerade Bloodlines (part four)
DGC Ep 233: Vampire the Masquerade Bloodlines (part three)
DGC Ep 232: Vampire the Masquerade Bloodlines (part two)
DGC Ep 231: Vampire the Masquerade: Bloodlines (part one)
DGC Ep 230: Bonus Interview with Glenn Corpes
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