On the other hand, Tarn has said that he now no longer understands this part of the code. If he ever needs to modify it he'll either have to learn how it works from scratch, or farm the work out to the community again. Since he has no desire to become a project manager, he's unlikely to do the latter.
Also, the game isn't completely closed-source; it uses SDL, libpng, zlib, etc.
Interestingly enough, this hasn't really stopped people from improving on DF after the fact. Just take a look at the dfhack and Text will be Text projects, for instance.
On the other hand, Tarn has said that he now no longer understands this part of the code. If he ever needs to modify it he'll either have to learn how it works from scratch, or farm the work out to the community again.
Reasonable, but that's when, surprise, revision history is pretty useful in figuring out what the changes are and why they were made :)The comment that tells you what happened is merely saving you some time parsing the code. The comment telling you why it's done like that is completely irreplaceable.
Documentation saves lives, people.
Not only can this be surprising to a client, but it also makes it difficult to leverage the code for reuse elsewhere ("I only wanted the IP address, not the rest, guess I'll write one called getIpAddressOnly", etc).
Functions like this also tend to become muddled and difficult to maintain because as time marches forward, functionality may need to be added between these side effects, and again, unless it is refactored, it has to end up within the same function, making the whole problem even worse.
But it will never ever happen. Forget it. Anyone dreaming about open source DF should go make their own game. And I mean that sincerely: Dwarf Fortress is very good, but there are even greater things that will come. Build those things!
And in the same way, they are honey traps for young coders who don't get the sheer amount of different games which are working together here. (With the commensurate gripes about interfaces as well)
However, as yet, no-one's come close to the epicness of the generated world and story, even if they've made progress on the core gameplay.
Not that it's close to done yet.
It has proper graphics (though simple, it is a one man project). It includes utilities like Dwarf Therapist. The random events are not so random, but tries for better story telling.
There are some limitations, which might or might not be fixed. For example, there is no digging down, only one z layer, so you cannot build elaborate fatal traps.
Overall, I really like it. :)
I haven't tried other DF inspired games from Steam, though...
Subversion tried to generate everything and have deeply complex simulations -- mostly because he realized Introversion couldn't design every last detail by hand at the scale the project was trying to provide. PA itself was actually directly the result of Chris realizing that he had more fun trying to build these intricate simulated scenarios than actually playing them.
There's a beautiful demonstration of Subversion where he shows a heist scenario with intricate alarm and security systems and how the player could just bypass all of it by simply shooting people -- that was apparently the dying blow to the project.
https://web.archive.org/web/20091102174928/http://notch.tumb...
There's plenty of crafting games way before DF. In fact, some of the earliest RPGs I played, like Neverwinter Nights (1991), allowed crafting weapons and armour. Maybe crafting has taken off a bit (too much) since DF.
I'd try "survival sandbox". In Minecraft and Dwarf Fortress the initial goal is to survive. Later the game turns into a sandbox where you can build magnificent structures. For the sandboxing there is some complex simulation going on (biomes,fluid dynamics,etc).
http://i.imgur.com/YzevDTs.png http://dwarffortresswiki.org/images/4/40/FunComic.png
I know EVE was in the original version I saw years back, and there seems to be some misattribution to XKCD (presumably due to the art style and humorous graphs?). Bonus points if anyone knows the POTBS reference offhand.
http://images.mmorpg.com/features/4577/images/LearningCurve....
https://m.reddit.com/r/AskReddit/comments/3m1ahz/which_games...
The only thing DF has going for it is the depth of detail. That is a significant feature, but some day one of these superior games is going to have that too.
I am a huge DF fan, I wish they'd hire an art developer or something. It's just ridiculous.
Toady's reason for the simple graphics is that it lets him focus on core gameplay, which is what he enjoys.
There is a great 3D one that lacks features but the interface is great, that one is called Dwarves! if I recall correctly.
And that's ignoring the lack of any story component, complex interactions, any interesting events apart from "something came to attack your area", etc. It's just boring once you play it a few times.
The same bug that's never going to be fixed makes the game not fun at all for me.
That sounds to me like you're avoiding parts of the game because they're not fun, regardless of the chance of them being fixed in the future.
I've read the developer's reasons for not having graphics, and it's BS. If he doesn't want to do it himself he should let someone talented in that area join the development team.
You're right of course, it's his project and he doesn't have to share it. It's free and beggars can't be choosers. But a game belongs as much to it's community of players as it does to the people who create it. The best games ever created have all been open, either open source or by embracing a modding community. As a gamer who's had a passion for all forms of gaming since before I could read, I find the developer's attitude extraordinarily negative in general.
That's my opinion, nobody is obligated to share it. I'm just saying something superior is going to come along and when it does nobody will remember DF. And that would be a shame, really.
> If he doesn't want to do it himself he should let someone talented in that area join the development team.
And it's also one guy living off Patreon and the donations generated by DF. Where should he find the money to pay an employee?
I see it as a double edged sword. It's good we get DF, but at the same time, DF itself is a huge mess.
He did do a re-release recently that I funded on $kickstarter_analogue, but I haven't had a chance to play with it yet (and it's been a while...)
Though I guess there's the question of trust... would have to be someone they knew very well.
I want you all to imagine having to work with this person.
I mean I love dwarf fortress but I probably wouldn't kill toady for it
So, there's a chance?
In an interview I read, Tarn said something to the effect of that "he was not interested in learning about version control and it would just be a distraction that would take away time from the important work, since the way he works has worked for him for many years".
I can't help but think that first, it's a bit dangerous way to work, all "past, current and future" state of the project is only in his head and if he happens to become indisposed, the project is very very likely to die (though I suppose there would be hardcore fans willing to reverse engineer it)...
Second, it's a loss of historical record... imagine in fifty years historians wanting to analyze the project's history, it would be so much more useful to have a granular history instead of just a blob of files scattered across thousands of directories...
Just look at Unix History repository here for example: https://github.com/dspinellis/unix-history-repo - I think there's immense long term value in preserving this kind of archival history.