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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.