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Dwarf fortress ascii modding
Dwarf fortress ascii modding










  1. #DWARF FORTRESS ASCII MODDING HOW TO#
  2. #DWARF FORTRESS ASCII MODDING MOD#
  3. #DWARF FORTRESS ASCII MODDING CODE#

#DWARF FORTRESS ASCII MODDING HOW TO#

The players gave me ideas and suggestions on how to make it better and soon before I knew it I decided to roll with it and began working on some more. Where I replaced some Dwarf sprites with Suikas and maybe a few animals, but when I launched the game on the RPG board it became a rather big hit so I knew I nailed something good. Orginally, when I started work on this mod, it was intended to be a "just for fun" kinda mod. From there you can choose to either read the history of the land, play as a team of dwarves that are embarking to a new location to build a fort, or to play an adventurer to go on whatever adventure you like. The game itself allows you to randomly generate a world and let it's history develop. This eventually got me into doing graphic mods.īut eventually I wanted to do something like he did so while going through my list of games I came across Dwarf Fortress.įor those that don't know Dwarf Fortress is a unique sanbox game that was made by Tarn Adams (AKA Toady One) which could be labeled as a "fantasy simulator".

dwarf fortress ascii modding

Orginally it all began when I watched someone do a person named Ramus use to play Dungeon Crawl games on the RPG board with some things altered by change some graphics to make it seem more Touhou like in apperance. I'll beginning by giving you all a little history behind it:

#DWARF FORTRESS ASCII MODDING MOD#

Steam Workshop integration is also planned for the first release as well.It's been a while since I last was active here, but after talking to the gang on the IRC board, I decided that now is probably a good time to introduce this board to my mod creation that I had been working on for the last 2 years.

#DWARF FORTRESS ASCII MODDING CODE#

The first Steam/itch release will also be accompanied by a release of the free version (available from the Bay 12 site or through Steam) all versions will have quite a bit of new modding capability due to the code updates. I can't estimate how long that will take yet as you can see from the trailer, we already have some of the new tile support in-game, but there's still a lot of work to do. The artists will be working while I finish villains, as they have been to this point, and I'll probably also be coding up some graphical features for them to aid their work, but the main code work begins after the villains release is stabilized. We didn't want the villain features to interfere with the Steam/itch release (since new DF releases with lots of systems can be rough at first!) but we also wanted to get the villain release up first so that people wouldn't be confused about all the villain dev logs I've been doing. Not yet! The main issue is that I'm in the middle of adding villains! There'll be a Dwarf Fortress release on Bay 12 before the graphical version, and it'll have all of the stuff I've been talking about on the dev log with villains and player parties of adventurers and monasteries and mercenary companies and everything else. to have specific information, but we've been having these discussions. It's still too early in the process of hashing out interface designs etc. We're hopeful that we can do accessibility work beyond the addition of graphics and ease of installation that'll come with the Steam/itch version. We've been talking about this, yeah, and by necessity, just due to the 32x32 tiles, some elements of the UI are going to change and we'll take advantage of that to make things a little easier on people. But in putting the game in front of a wider audience, are you now thinking about bigger changes? Controls, UI, that sort of thing? It sounds like underneath the new graphics and sound, Dwarf Fortress is essentially unchanged. Since both of the artists have been around DF for so long, many of the needs of the project are understood without requiring our input. Sometimes there are long conversations preceding the first pass on a set of tiles, especially when some code/tech decisions have to be made, and sometimes a pig or loom appears suddenly in a thread and we're like, wow, cool! Though we have the final decision on every tile, and we have input and preferences, sure, we're often delighted with the art they come up with.

dwarf fortress ascii modding

We interact with them frequently, almost daily. Did you have any input or requests or desires for the new graphics style, or did you leave that up to Kitfox and the artists to decide?












Dwarf fortress ascii modding