News for hackers. Stuff that matters.
Re:Dwarf Fortress: An actual look at graphical improvements by jtolmar on Thursday March 26, 2020 @01:17PM (#22695738)
I never thought the ASCII graphics were a big problem in Dwarf Fortress; once you get used to it using a bunch of symbols as decoration, almost all the weird stuff ends up being things you placed yourself. On the other hand, the complete lack of UX consistency - whether a given submenu will use primary/secondary cursor keys, nested menus, or a pile of hotkeys - is a lot harder to deal with.
Re:Dwarf Fortress: An actual look at graphical improvements by kibwen on Thursday March 26, 2020 @01:45PM (#22696006)
In addition to DF I also play Dungeon Crawl Stone Soup, a venerable (and actively developed!) roguelike with the classic ASCII look, and I'd like to present a counterpoint: once it became possible to play DCSS online using the graphical tiles interface rather than the ASCII look, new players overwhelmingly prefer the graphical. Stats that I have seen indicate >95% choose the graphical tiles.

I myself still play both DCSS and DF in ASCII mode, but it seem reasonable to presume that the reason that old hands like us are fine with the ASCII look is because everyone who wasn't fine with it has self-selected themselves out of the sample. If their goal with the DF Steam release is to bring in new players (and compete with the likes of e.g. Rimworld, whose players are accustomed to graphics), then I see this as a sound decision.

(And of course, seconded that DF's nonsensical command UI is going to continue to stymie their efforts here.)

Re:Dwarf Fortress: An actual look at graphical improvements by vanderZwan on Thursday March 26, 2020 @02:59PM (#22696692)
Similarly, Cogmind's success is partially because it learned all the hard-won lessons on good game UI of the last decades, plus the importance of a fancy tile-set:

https://www.gridsagegames.com/cogmind/

It does, however, also have the fanciest abstract ASCII graphics I've ever seen.

(the other reason is that it's just a damn good game)

Re:Dwarf Fortress: An actual look at graphical improvements by VectorLock on Thursday March 26, 2020 @05:37PM (#22698252)
Never knew this game existed. Love the aesthetic.
Re:Dwarf Fortress: An actual look at graphical improvements by pasabagi on Thursday March 26, 2020 @04:10PM (#22697418)
I think there's a big diference - in DCSS, it's extremely important to know whether that 'g' you're looking at just some random gnoll, or crazy Yiuf. In dwarf fotress, it's pretty rare that it really matters. The ascii graphics are also a bit nicer - especially when it comes to stuff like drawing walls.
Re:Dwarf Fortress: An actual look at graphical improvements by jtolmar on Thursday March 26, 2020 @04:23PM (#22697581)
I play DCSS in tiles mode and DF in ASCII mode. It's not that I think graphics are a bad usability feature, I just think they're over-emphasized because they're the first thing people see.

Adding graphics to DF means more new players give it a try, but most of them are going to bounce off of the wildly inconsistent menus. It's an acquisition funnel thing; the total players will be incoming players times the percent that are okay with the graphics times the percent that are okay with the menus. My assertion is just that in DF's case the menus have room for a bigger lift, because they're really that bad.

Re:Dwarf Fortress: An actual look at graphical improvements by mwaitjmp on Thursday March 26, 2020 @05:01PM (#22697955)
The military menu was always the one which I had difficulty with, training and equipping dwarfs, etc.....
Re:Dwarf Fortress: An actual look at graphical improvements by Grue3 on Friday March 27, 2020 @02:53AM (#22700869)
>new players overwhelmingly prefer the graphical

Maybe because they're not used to ASCII look? What are the stats for old players? The tiles version has laughably low information density, I can't imagine playing it for any extended period of time.

Re:Dwarf Fortress: An actual look at graphical improvements by vanderZwan on Friday March 27, 2020 @04:31AM (#22701218)
> What are the stats for old players?

Well, the stats for old players are subject to survivor bias.

> The tiles version has laughably low information density, I can't imagine playing it for any extended period of time.

I cannot speak for DF specifically, because perhaps the tiles do indeed have bad distinguishability, but from purely an HCI point of view images can contain a lot more visual information than a single character glyph + a color can, so that does not hold up generally.

What may apply to you is that you have already learned to "read" the ASCII mode, and therefore have to spend less conscious effort to make sense of it than of the tiles version, and that it therefore is indeed easier for you to play in.

Re:Dwarf Fortress: An actual look at graphical improvements by Grue3 on Monday March 30, 2020 @07:23AM (#22727047)
>images can contain a lot more visual information than a single character glyph + a color can

In any tiled implementation of roguelike, Tiles are way larger than equivalent characters, so clearly in practice they don't.

Humans are very good at recognizing different letters. Images that differ by a few pixels, not so much. At the resolution at which the letters are displayed it's impossible to have an equivalent image that is recognizable in any way.

The fact is that in ascii mode I can see a large chunk of the level, including the entirety of my character's field of view. In tiles version, my screen is not large enough. I have to scroll just to see what my character is currently seeing. How is this better, or playable at all?

Re:Dwarf Fortress: An actual look at graphical improvements by wink on Wednesday April 01, 2020 @10:51AM (#22749178)
I've not liked nethack for over 20 years because of the ASCII look.

I'd say I played a lot of Pixel Dungeon on my phone compared to this.

Not everyone who grew up with DOS games has fond memories. I'm not one to chase the latest 3d graphics, but sometimes new things can be better for some people.

Re:Dwarf Fortress: An actual look at graphical improvements by jghn on Thursday March 26, 2020 @06:58PM (#22698861)
Anecdata, but even for Rouge in the early-mid 80s I had a version of Rogue on our Mac. It had graphical glyphs for everything. I loved that much more than the classic ASCII graphics when I'd dial into my Dad's work computer & play that way
Re:Dwarf Fortress: An actual look at graphical improvements by crooked-v on Thursday March 26, 2020 @02:48PM (#22696590)
Not to mention the lack of mouse support.
Re:Dwarf Fortress: An actual look at graphical improvements by tetris11 on Thursday March 26, 2020 @02:59PM (#22696691)
Native yes, but I think DFHack enables that... or DwarfTherapist
Re:Dwarf Fortress: An actual look at graphical improvements by zionic on Thursday March 26, 2020 @01:42PM (#22695982)
I completely disagree. The ASCII "graphics" (if you can really call them that) are a huge reason why I've never even considered playing it. I've read all about the mechanics, and they're interesting. I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.
Re:Dwarf Fortress: An actual look at graphical improvements by kibwen on Thursday March 26, 2020 @01:49PM (#22696046)
I don't fault you, but let's be charitable to Tarn here: the austere style is deliberately because he didn't want to spend any more time than necessary on the graphics, when what interested him most is the systems and the simulations (remember that DF has been a solo passion project for well over a decade now). His experience making the precursor to Dwarf Fortress (which is technically the second game in the series) is what led him to this conclusion, so it is not borne out of ignorance.
Re:Dwarf Fortress: An actual look at graphical improvements by grawprog on Thursday March 26, 2020 @08:42PM (#22699483)
As far as I know, the 3d graphics in the first slaves to armok was a big reason why Tarn switched to focussing on dwarf fortress as it was. I vaguely recall reading sometime that it was too much work for just the two of them and they weren't really making great progress and preferred to focus on working on the simulation and game systems without needing to worry about a graphics engine. Even the switch to sdl was done with help from the community if I remember right.
Re:Dwarf Fortress: An actual look at graphical improvements by Natsu on Thursday March 26, 2020 @02:30PM (#22696414)
The thing is, it's really not. Granted, I always used the Lazy Newbie Pack which gave you basic tiles, but once you get used to ASCII, things tend to be a lot easier. Also, this is a detailed simulation, so things move a lot faster if you're not spending CPU on graphics.

Remember, each creature has a bunch of parts with individual health, each tile can get stained by various materials (that can spread disease) and everything is made of various materials with all sorts of mostly-realistic properties. I mean, DF is the sole reason you can find the solid density of Saguaro rib wood on the internet and the value came from an empirical test of a small cube of Saguaro rib wood. It's in the DF raws.

So yeah, you might enjoy DF with a tile set like the LNP if you like the mechanics. But it's a super-complicated game so it takes a while to learn to control things, to learn the requirements to make various items, etc. It's not a game for everyone, you do have to sink quite a lot of time into learning it to enjoy it.

Re:Dwarf Fortress: An actual look at graphical improvements by seanhunter on Thursday March 26, 2020 @05:11PM (#22698031)
"this is a detailed simulation, so things move a lot faster if you're not spending CPU on graphics"

Consider Battlefield or COD Warzone, which simulate the effects of actions by multiple players (including projectile travel) in real time and still manage upwards of 100FPS of near photorealistic graphics.

Or factorio, where people build insane megafactories with millions of machines in them and yet performance is great and the graphics will still show you the shadows of clouds passing overhead.

Dwarf fortress is a very interesting game and a very deep simulation, but the idea that it's such a detailed simulation that graphics would not be possible is just untrue.

Honestly the UX in dwarf fortress is generally just insanely user-hostile and graphics are only a tiny symptom of that. And I say this as someone who plays and enjoys the game - I've had forts with upwards of 100 idiots^Wdwarfs in them, magma moats, breaching multiple cavern layers, surviving necromancer seiges etc. But every time I play I have to go through that thing over again where I try to figure out how to assign a pet to a person, when I set up a military squad getting them to wear the right equipment is a total chore, minecart UX is completely baffling. Also the simulation is very detailed but kind of broken in lots of annoying ways, like female dwarfs randomly dropping their babies while working, forgetting where they put them and then freaking out, random tantrum spirals because someone went out in the rain and so just decides to murder their colleagues etc.

Re:Dwarf Fortress: An actual look at graphical improvements by Accujack on Thursday March 26, 2020 @08:02PM (#22699259)
>Consider Battlefield or COD Warzone, which simulate the effects of actions by multiple players (including projectile travel) in real time and still manage upwards of 100FPS of near photorealistic graphics.

>Or factorio, where people build insane megafactories with millions of machines in them and yet performance is great and the graphics will still show you the shadows of clouds passing overhead.

Compared to DF, both of those are an incredibly simple simulation that doesn't lend itself to emergent game play. If you're trying to make the argument that they're just as complicated and still have fancy graphics, that's not the case. DF is far, far, beyond anything in those "simulations" in terms of the back end.

I lament the lack of graphics in DF not because the UI is awful... I've played worse, and in fact Fallout 4's builder interface comes to mind... but because it's incomplete. Certain things that have shown up in third party utilities like Dwarf Therapist are nearly impossible to do without, making the base game more or less unplayable after a release until the third party stuff catches up.

A lot of what you mention regarding tantrum spirals has been fixed in the new release... the issues with dwarf emotions are much more balanced now. It's still the same game, though, so I haven't gotten decades into a fort yet, but I'm hopeful it'll be worth playing beyond the point it was in the past where things spiraled into angsty dwarf death.

Re:Dwarf Fortress: An actual look at graphical improvements by serf on Thursday March 26, 2020 @11:04PM (#22700115)
>Certain things that have shown up in third party utilities like Dwarf Therapist are nearly impossible to do without, making the base game more or less unplayable after a release until the third party stuff catches up.

I called this Kerbal or Skyrim Syndrome amongs friends.

Games that are no longer playable vanilla after you've had the luxuries of some of the simple convenience addons.

Re:Dwarf Fortress: An actual look at graphical improvements by hutzlibu on Thursday March 26, 2020 @03:32PM (#22697036)
"so things move a lot faster if you're not spending CPU on graphics."

Thats why most have a GPU and that is why there are graphic engines, who do the rendering only of what is needed and produced by the simulation. So no, unless DF uses the gpu for simulating which I doubt, better graphics will not really affect simulation speed, if done right.

But yes, that is much harder.

Re:Dwarf Fortress: An actual look at graphical improvements by bmn__ on Thursday March 26, 2020 @04:10PM (#22697414)
DF employs OpenGL for rendering, see file df_linux/g_src/renderer_opengl.hpp, so the GPU will be used if appropriate drivers are installed. "Text" tiles and graphics tiles are equally fast – they are always bitmaps under the hood, see df_linux/data/art/*.png.

There is also an ncurses renderer with plain Unicode text output for use in a terminal emulator which may be GPU accelerated, but most term software is not.

Re:Dwarf Fortress: An actual look at graphical improvements by Dylan16807 on Thursday March 26, 2020 @03:52PM (#22697235)
> Also, this is a detailed simulation, so things move a lot faster if you're not spending CPU on graphics.

Nonsense. Rendering a grid of 2D tiles is exceptionally fast, so much so that converting font data into tiles is how you make text grids go faster!

And even if you do have a slow method, you can just run it on a different thread.

Re:Dwarf Fortress: An actual look at graphical improvements by herpes on Thursday March 26, 2020 @04:00PM (#22697328)
Dwarf Fortress is single threaded, and likely to remain that way for the foreseeable future.
Re:Dwarf Fortress: An actual look at graphical improvements by Dylan16807 on Thursday March 26, 2020 @04:03PM (#22697349)
The simulation is single threaded. But a rendering thread that only needs to copy a kilobyte of data each frame? Trivial.

Also hopefully there's a pathfinding thread at some point.

Re:Dwarf Fortress: An actual look at graphical improvements by bmn__ on Thursday March 26, 2020 @06:02PM (#22698438)
It may be trivial to you, but it is abundantly clear by circumstantial evidence that ToadyOne is not a good programmer. This is beyond his means, otherwise it would have already been added.
Re:Dwarf Fortress: An actual look at graphical improvements by Dylan16807 on Thursday March 26, 2020 @06:13PM (#22698514)
There's no benefit to it. That's the much simpler reason it hasn't been done.

The things that would actually help to split out are also the things that would be difficult to split out.

Re:Dwarf Fortress: An actual look at graphical improvements by jtolmar on Thursday March 26, 2020 @04:26PM (#22697616)
> Also, this is a detailed simulation, so things move a lot faster if you're not spending CPU on graphics.

Pretty amusingly, DF used to spend most of its CPU on graphics. There was a graphics rewrite at some point that fixed it.

Re:Dwarf Fortress: An actual look at graphical improvements by bmn__ on Thursday March 26, 2020 @05:56PM (#22698392)
https://github.com/Baughn/Dwarf-Fortress--libgraphics-

This was not written by the game's author, ToadyOne, but someone else. ToadyOne complains that he cannot understand the code anymore. For this reason, he will not open the source code again until he is dead.

https://www.pcgamesn.com/dwarf-fortress/dwarf-fortress-sourc...

Re:Dwarf Fortress: An actual look at graphical improvements by Talanes on Thursday March 26, 2020 @07:39PM (#22699138)
Your article only talks about the arrangement for donating the source code to MoMa after he dies, nothing about him not understanding or opening it.
Re:Dwarf Fortress: An actual look at graphical improvements by whatsmyusername on Friday March 27, 2020 @03:02PM (#22705771)
I can get the same thing with Rimworld. The dude devs the thing for free and he can do what he wants. But I'm not going to pick troll husbandry or dwarven venereal disease over a usable user interface when it comes to what I spend time gaming on.
Re:Dwarf Fortress: An actual look at graphical improvements by outworlder on Thursday March 26, 2020 @03:11PM (#22696818)
> I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.

Why do you think they had time to develop those features in the first place?

I'm itching to know how they are going to come up with graphical representations for all the randomly generated forgotten beasts. A character is abstract, but when you have a drawing, it conveys more meaning. I wouldn't be happy with a dragon picture or similar, while the forgotten beast was a corrosive gaseous entity.

The presentation may be a bit busy at times (if you embark on a forest, for instance), but it is otherwise fine.

Re:Dwarf Fortress: An actual look at graphical improvements by dmos62 on Thursday March 26, 2020 @02:01PM (#22696158)
To me this is like saying you don't like books because they're black and white. With ASCII I've some textual description of what an object looks like (say, dwarf), but most of it is filled in by my imagination, and it does a much better job than any artist, and it's more dynamic, adapting to my mood and what I'm experiecing. Talk about high-tech. A tileset puts a great constraint on that. If there's a choice between ASCII and tiles, I'll always choose ASCII.

Dwarf Fortress UI ergonomics is another story.

Re:Dwarf Fortress: An actual look at graphical improvements by csours on Thursday March 26, 2020 @02:13PM (#22696248)
In a book, I don't have to make the words do anything. Also, I've spent my whole life learning English vocabulary.

I could spend some more time learning the DF glyphs, but a picture is worth a thousand words.

I killed the Balrog in uMoria* back in the day, so I'm not a stranger to ASCII graphics. The difference between rogue-likes and DF is the extremely huge variability in the glyphs.

Edit: To continue the comparison to books, Dwarf Fortress is like an interactive textbook, Roguelikes compare to genre fiction.

*I'm a dirty save-scummer, but I still put in a bunch of time.

Re:Dwarf Fortress: An actual look at graphical improvements by II2II on Thursday March 26, 2020 @03:27PM (#22696986)
I also found the presentation distracting and the mechanics interesting, and I am quite accustomed to games that are text only. Simultaneously decoding glyphs and figuring out mechanics felt like more effort than it was worth.

While I cannot speak for the developer, I can understand why they would go that route. Unless you have an interest in computer graphics, implementing them can be dreadfully dull. Unless you have an eye for design, creating the various graphical elements can lead to some interesting results.

Re:Dwarf Fortress: An actual look at graphical improvements by VonGuard on Thursday March 26, 2020 @01:45PM (#22696009)
Because gameplay matters 10X as much as graphics.
Re:Dwarf Fortress: An actual look at graphical improvements by jers on Thursday March 26, 2020 @02:04PM (#22696188)
I would normally agree, But hard to understand visuals (not intuitive) might discourage new players from trying the game. Those that do try the game will have a large cognitive load just to understand what is going on, and therefore will be unable to focus as much on the gameplay (that df is know for). So potential players and new players would be most affected.
Re:Dwarf Fortress: An actual look at graphical improvements by OscarTheGrinch on Thursday March 26, 2020 @01:56PM (#22696105)
Can confirm this assertion. I spent years building pretty games, but often our games are trounced by a rival with by with crappier graphics and better gameplay.
Re:Dwarf Fortress: An actual look at graphical improvements by fishmaster on Thursday March 26, 2020 @03:11PM (#22696814)
Gameplay only starts to matter once UI and graphics are appropriate.
Re:Dwarf Fortress: An actual look at graphical improvements by Barrin92 on Thursday March 26, 2020 @02:57PM (#22696667)
> I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.

I think this is a general feature of software that is very 'techy' for a lack of a better term. Dwarf Fortress is a pretty niche, hardcore game and people who build this sort of stuff don't always have the best sense of what a UX design ought to look like that appeals to the general user. A lot of Linux desktop software is like that too.

Re:Dwarf Fortress: An actual look at graphical improvements by LoSboccacc on Thursday March 26, 2020 @02:57PM (#22696670)
graphical tileset have been around since way back tho https://dwarffortresswiki.org/index.php/DF2014:Graphics_set_...

and the ux is not going to change radically.

Re:Dwarf Fortress: An actual look at graphical improvements by im3w1l on Friday March 27, 2020 @04:05AM (#22701124)
> I just don't understand why anyone would spend so much time developing so many intricate features when the presentation is so poor.

Seems fairly obvious to me. The creator is playing to his strengths.

Re:Dwarf Fortress: An actual look at graphical improvements by Tomis02 on Friday March 27, 2020 @01:28AM (#22700624)
Some people play games for the gameplay, and the ASCII graphics allow them to project their imagination and obtain any fantasy world they want. The rest of the people play Call of Duty and FIFA, and would be hard-pressed to ever leave their comfort zone.
Re:Dwarf Fortress: An actual look at graphical improvements by vintermann on Friday March 27, 2020 @02:14AM (#22700751)
Yeah, I don't think you'd see series like Kruggsmash's lovingly hand-illustrated series if the graphics were better.
Re:Dwarf Fortress: An actual look at graphical improvements by Narishma on Friday March 27, 2020 @05:48AM (#22701491)
In my experience, it's the people playing ASCII games that are more likely to be stuck in their comfort zone.
Re:Dwarf Fortress: An actual look at graphical improvements by gnulinux on Thursday March 26, 2020 @01:30PM (#22695856)
Completely agree. ASCII graphics were completely fine, if not desirable. I loved playing DF but I also hated it at the same time because of the inconsistent UI. wasd vs. ijkl vs +- vs arrows vs ... almost nothing made sense to me until reading the manual. Granted, the game is fun enough that I always read the manual, but a good UI is intuitive UI. I hope this new effort fixes more than just graphics. I can't care less about ASCII vs pixel graphics, but UX needed to be improved imho.
Re:Dwarf Fortress: An actual look at graphical improvements by rstupek on Thursday March 26, 2020 @01:36PM (#22695930)
I agree that the graphics (with mods) were acceptable but the inconsistent UI made it more difficult than it needed to be. Some of the AI could use some tweaks as well. It definitely is a fun game (dropping lava on an orc/troll army and watching them run was awesome)
Re:Dwarf Fortress: An actual look at graphical improvements by gnulinux on Thursday March 26, 2020 @02:31PM (#22696429)
Never really advanced that much in the game to fight orcs. I just set up some good looking magma smelters, smelted whole bunch of jewels and sold them to caravan and elves and stuff. This was many years ago, I remember having a lot of fun, but also how excruciatingly tedious everything was. I remember setting dwarf tasks (allow/disallow) required a lot of micromanaging and DwarfTherapist didn't work well in linux. Regardless, amazing game, I hope devs solve the UX issue. I'd probably buy the game the day it's released.
Re:Dwarf Fortress: An actual look at graphical improvements by rstupek on Thursday March 26, 2020 @02:38PM (#22696495)
Perhaps you put your fortress down in a place with no enemies... most games I would have to immediately setup a system to keep enemies out or they'd massacre everyone pretty quickly! Once I had a dragon come and lay waste to everything, burning down all of the trees outside and setting fire to all the hapless dwarves.
Re:Dwarf Fortress: An actual look at graphical improvements by gnulinux on Thursday March 26, 2020 @02:42PM (#22696532)
No, I would normally disable invasion. When I enabled invasion, I'd just lock my dwarfs in my fortress and not leave the fortress for a season and eventually goblins abandon the invasion. I just never figured out how to prepare an army and attack, so figured, I'd much rather focus on things like farming, smelting, jewelry etc.
Re:Dwarf Fortress: An actual look at graphical improvements by tarboreus on Thursday March 26, 2020 @03:17PM (#22696877)
You can just put down stone traps and it will kill 85% of invasions. The rest you can create a drawbridge or something and pull it up if you see an enemy you can't deal with. Closing yourself off also means you can't trade, generally, so it's good to leave your fortress semi-open.
Re:Dwarf Fortress: An actual look at graphical improvements by rstupek on Thursday March 26, 2020 @03:45PM (#22697178)
The problem with traps that kill, when I've used them, is the cleanup aftermath where your dwarves will go crazy from having to cleanup the remains and reset the traps!
Re:Dwarf Fortress: An actual look at graphical improvements by kd0amg on Thursday March 26, 2020 @03:55PM (#22697269)
If you use cage traps instead, you can set up a target range to train your crossbowdwarfs.
Re:Dwarf Fortress: An actual look at graphical improvements by TylerE on Thursday March 26, 2020 @01:21PM (#22695784)
The complete refusal to integrate any sort of meaningful mouse support is mind boggling.
Re:Dwarf Fortress: An actual look at graphical improvements by danso on Thursday March 26, 2020 @01:45PM (#22696008)
Yeah that's the issue for me. I don't mind interpreting ASCII characters, but the UI/menu navigation feels intimidating. Rimworld will (I assume) never be the type of indepth simulation that DF is, but it spoiled me with its point-and-click GUI
Re:Dwarf Fortress: An actual look at graphical improvements by rstupek on Thursday March 26, 2020 @01:59PM (#22696127)
I don't know if a point and click GUI precludes the depth of DF. If anything some things should be much easier to do with point and click. Factorio combines keyboard with point and click navigation and it has some depth to it.
Re:Dwarf Fortress: An actual look at graphical improvements by danso on Thursday March 26, 2020 @03:22PM (#22696942)
I agree! I hope that's something the developers (eventually) builds out, as (hopefully) the Steam release brings in much deserved and new revenue.

Tangentially, I remember the MoMA devoting a large chunk of a wall in its video game exhibit to the Dwarf Fortress ASCII display. The graphical tiles look great but the sheer density of ASCII definitely had retro appeal.

https://www.moma.org/collection/works/164920

https://www.flickr.com/photos/zokuga/6090624165/

Re:Dwarf Fortress: An actual look at graphical improvements by munk-a on Thursday March 26, 2020 @02:18PM (#22696299)
I think good mouse support wouldn't remove the ability to navigate menus using keystrokes - but for tasks like drawing out farms, the dig squares for a residential block or dragging and dropping workshops into the right place... that's where I think it'll shine.

I don't dislike the keyboard approach used right now but DF hack and it's digging templates has clearly demonstrated that folks feel the lack of good dig designation sorely.

Re:Dwarf Fortress: An actual look at graphical improvements by Lockyy on Thursday March 26, 2020 @01:38PM (#22695947)
The graphical version will have mouse support.
Re:Dwarf Fortress: An actual look at graphical improvements by Supermancho on Thursday March 26, 2020 @01:38PM (#22695946)
It's a lot like languages that refuse to change syntax (Erlang vs Elixir, both still not that great on syntax) because it's a luddite adherence to cultural experience or thinking.

It shows a disregard for users and a self-imposed barrier to adoption. DF is horrid for usability. Just because I can screenshot notepad, print it out, and send mail on a turtle, does suffice to say I support an e-mail feature. Military squad mechanics are as byzantine as you can get.

Re:Dwarf Fortress: An actual look at graphical improvements by xsmasher on Thursday March 26, 2020 @01:56PM (#22696108)
The 3D package "Blender" bit the bullet and revamped their entire UI over the course of many years/releases to (1) bring it in line with other applications (ctrl-c, ctrl-v should work everywhere) and (2) make more options visible in the UI, so that they were discoverable. It's been wildly successful.

I hope Dwarf Fortress will have a similar refit over time.

Re:Dwarf Fortress: An actual look at graphical improvements by macintux on Thursday March 26, 2020 @02:15PM (#22696276)
Erlang has a very concise syntax that takes about a half hour to teach. “Not that great” is a very subjective observation.
Re:Dwarf Fortress: An actual look at graphical improvements by cjhveal on Thursday March 26, 2020 @02:20PM (#22696321)
I personally agree. A lot of those disagreeing with you find the ASCII graphics to be a barrier to initial entry, which is true, but it is a barrier that you can overcome quickly and feel quite comfortable with. On the other hand, having spent many hours with the game, the UX issues you mention are what block me from building fluid muscle memory and being able to really get into the game.
Re:Dwarf Fortress: An actual look at graphical improvements by outworlder on Thursday March 26, 2020 @03:13PM (#22696845)
Graphics is not the main issue here.

There are other issues that are much more important. Like the jobs interface. I don't want to have to run Dwarf Therapist alongside it, when games like Rimworld and ONI manage just fine.

Re:Dwarf Fortress: An actual look at graphical improvements by Octopodes on Thursday March 26, 2020 @04:16PM (#22697478)
I've been playing for some time using dfhack's "autolabor" feature, and it streamlines things immensely.

Granted, it ends up essentially just turning on every profession for every dwarf, but it's still possible to restrict workshops to certain dwarves. For example, you might have a carpentry workshop set to produce endless amounts of wooden shields, but only allow skilled carpenters access to it.

Re:Dwarf Fortress: An actual look at graphical improvements by blaser-waffle on Friday March 27, 2020 @09:17AM (#22702579)
Yeah Rimworld does pretty well. I wish it had Z-levels, so I could, like, master the technology of "the basement", but in terms of user interface it's pretty good. There are some mods that improve on vanilla's interface, but the default UX is still solid.
Re:Dwarf Fortress: An actual look at graphical improvements by fishmaster on Thursday March 26, 2020 @03:12PM (#22696834)
Nope, I tried it several times and I just can't stand ASCII graphics. I'd rather play Dota or anything else instead.
Re:Dwarf Fortress: An actual look at graphical improvements by cjhveal on Thursday March 26, 2020 @03:52PM (#22697236)
Fair enough-- for me a lot of the joy of the game is in using it as a collaborative story teller and filling in the gaps it gives me. Having underspecified graphics gives me more freedom with my mind's eye, but I can understand that not everyone approaches it the same way and wouldn't get the same out of it even with a lot of effort.
Re:Dwarf Fortress: An actual look at graphical improvements by dpc_pw on Thursday March 26, 2020 @05:31PM (#22698200)
Came here to say the same thing. I know that ASCII is repuslive to a lot of people, but personally the UX inconsistency is kill the game for me. Every single thing in the game seem designed with a completely different UX idea, to the point it's almost impossible to build muscle memory.
Re:Dwarf Fortress: An actual look at graphical improvements by whatsmyusername on Thursday March 26, 2020 @01:57PM (#22696114)
Presentation still matters. It's why I have 1100+ hours in Rimworld and about 8 seconds in Dwarf Fortress.
Re:Dwarf Fortress: An actual look at graphical improvements by grawprog on Thursday March 26, 2020 @08:38PM (#22699460)
My only problem with the default ASCII is the tile size. The 8x16 is just not that great for a game with as much information on the screen as dwarf fortress. My favourite are 16x16 mostly ASCII symbols. I think it's the guybrush tiles from the dwarf fortress wiki.

I've never liked any of the full graphical tilesets. I find it a lot harder to keep track of everything on the screen, even when I figure out what the different tiles are supposed to be. The black background with clear discernible symbols of the ASCII and mostly ASCII tiles make it a lot easier to get information from a screen at a quick glance while you're scrolling around the map.

That being said, I do like firing up stonesense and taking a look at the fortress from that perspective just because it's awesome and I still hope for the day some enterprising miracle worker creates a real time 3d renderer for dwarf fortress.

Re:Dwarf Fortress: An actual look at graphical improvements by tialaramex on Thursday March 26, 2020 @06:44PM (#22698745)
I'm torn here. I really agree with you about UI consistency as a priority but the restriction to typically a few dozen symbols in such software is ultimately too much and I think just adding graphics is the practical way forward.

The graphics serve the game, that's critical. If there was a choice between a fantastically complicated ASCII-only Dwarf Fortress and a graphical version with half the features, that's a clear win for ASCII DF. But here the only downside to graphics is that they're very slightly more effort on some systems and the pay off is that the game is better in practice even if only slightly.

In these present circumstances Board Game Arena https://boardgamearena.com/ is getting lots of extra attention because those of us used to playing board games socially can't go to someone's house to get infected with this virus and incidentally play board games. So we have to find another way (to do the latter obviously).

Sites like Tabletopia virtualize the physical environment of a board game. A game that comes with forty wooden pieces now has forty 3D objects. Can you stack this cow on a house? Tabletopia doesn't know what rules are, so sure, just grab the cow 3D object and balance it on the house. This is amusing for a few minutes, then you realise it's every disadvantage of playing a "real" board game, but without any advantages. Who got most settlements in this game of Clans of Caledonia? Well, let's painstakingly count the 3D pieces, then argue about it. Over at BGA there's no problem, the machine is implementing the actual game (not just providing a generic 3D simulation) and so it shows exactly how many settlements you have at all times.

The trade offs are different than for being there in person, but since we cannot be there in person it's an easy win right now for Board Game Arena in the opinion of myself (and apparently thousands of other people since they're having to do emergency scaling to handle several times more players at once in their lobbies).

Re:Dwarf Fortress: An actual look at graphical improvements by robohamburger on Thursday March 26, 2020 @01:46PM (#22696018)
I like how the ascii graphics look better but the fact that they are not square drives me crazy.

I used tilesets when I was learning the game which I would recommend since it can be a lot to take in all at once.

Re:Dwarf Fortress: An actual look at graphical improvements by bmn__ on Thursday March 26, 2020 @04:16PM (#22697473)
Re:Dwarf Fortress: An actual look at graphical improvements by wmil on Thursday March 26, 2020 @03:37PM (#22697093)
Well there's that moment of panic where you aren't sure if it's a group of goblins or goats.
Re:Dwarf Fortress: An actual look at graphical improvements by yew on Thursday March 26, 2020 @05:09PM (#22698020)
I always find this topic interesting, because it shows such a diversity of... aesthetic instinct? If you ask a dozen people why they don't like something that's known for being divisive, you can easily get a dozen different, incompatible answers.

People talk about the subjectivity of beauty, but I've never felt like the sheer polarity of opinion gets enough emphasis...

(For the record: Dwarf Fortress's controls never bothered me, and I've never been able to play without a tileset. The same for NetHack and other ASCII games.)

Re:Dwarf Fortress: An actual look at graphical improvements by QuesnayJr on Thursday March 26, 2020 @02:04PM (#22696180)
I don't mind ASCII graphics in general -- I used to play a lot of Rogue, Angband, and Nethack -- but DF is just so dense that I found it bewildering.
Re:Dwarf Fortress: An actual look at graphical improvements by danaris on Thursday March 26, 2020 @03:16PM (#22696868)
Personally, I grew up playing Angband and Nethack with ASCII graphics.

I still play DF (and DCSS, for that matter) with graphics. It's just so much easier to parse, doesn't require me to spend months "getting used to" the ASCII display (in addition to the rest of DF's arduous learning curve), and it's prettier to boot.

Re:Dwarf Fortress: An actual look at graphical improvements by pnathan on Thursday March 26, 2020 @07:06PM (#22698907)
Big same.

Having a consistent menu system would be frickin' fabuluous. Art does very little here.