Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 6

Author Topic: Dwarf Fortress Talk #14: Feedback  (Read 43929 times)

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Dwarf Fortress Talk #14: Feedback
« on: May 31, 2011, 06:06:41 am »

The fourteenth one has been posted.

Any comments about the format, content, quality, etc. of the call are welcome.

Ask questions via email (see this thread)!

There was a two week delay getting everybody together, so I didn't give mallocks the advance copy I try to give him to get a transcript prepared.  Please be patient!

edit:

The transcripts by mallocks have been posted, available at the DF Talk page or here: Transcript
« Last Edit: June 27, 2011, 06:20:04 pm by Toady One »
Logged
The Toad, a Natural Resource:  Preserve yours today!

bluephoenix

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #1 on: May 31, 2011, 06:09:40 am »

Love these talks, gonna listen to it now  :)
Logged

Organum

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #2 on: May 31, 2011, 06:34:53 am »

Oh boy, something to fill my morning boredom time!
Logged
If dwarves decided to live in trees like hippies, they'd still do it better than the elves.

Meta

  • Bay Watcher
  • Aka Maunoir. French Dwarf
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #3 on: May 31, 2011, 07:12:45 am »

Yeah, a new DF Talk! :D

And I wish to thank Mallocks in advance for the future script.
Logged
Generalized Godwin’s Law: "Every discussion within an online community converges to a zero-information signal characterized by empty assertions concerning the foundational dichotomy of that community."

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #4 on: May 31, 2011, 08:28:32 am »

Some random notes from me listening to this:

Spoiler (click to show/hide)
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #5 on: May 31, 2011, 08:49:01 am »

Zombies can build? Darn all use I have with them is throwing them in pits and throwing them at enemy, revive everything dead that was previously slaughtered as one, and watching them fight each other.
A vampire that sparkles but look like Nosferatu and has Cthulhu face?
« Last Edit: May 31, 2011, 09:00:02 am by Rumrusher »
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

MasterMorality

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #6 on: May 31, 2011, 11:00:47 am »

The idea of a necromancer coming to my forts is terrifying: I have FIELDS of corpses outside my forts.

Also, constructs sound so awesome.
« Last Edit: May 31, 2011, 11:46:40 am by MasterMorality »
Logged

de5me7

  • Bay Watcher
  • urban spaceman
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #7 on: May 31, 2011, 11:17:47 am »

18 years to version 1! I'll be in my 40s by then.

good podcast, and good work toady. Personally im willing to wait a few more weeks until the next version if it gets the night creatures rounded off

edit: technically i suppose dwarf fortress could now be over, since you can legitimately have warefox fortress.
« Last Edit: May 31, 2011, 11:52:53 am by de5me7 »
Logged
I haven't been able to get any vomit this release. Not any I can pick up, at any rate.
Swans, too. Swans are complete bastards.

thvaz

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #8 on: May 31, 2011, 11:58:34 am »

18 years to version 1! I'll be in my 40s by then.

I'll be 48. Now I'm depressed.
Logged

Ryusui

  • Escaped Lunatic
  • Sever your leg, please. It's the greatest day.
    • View Profile
    • Watercrown Productions
Re: Dwarf Fortress Talk #14: Feedback
« Reply #9 on: May 31, 2011, 12:00:23 pm »

18 years to version 1! I'll be in my 40s by then.

good podcast, and good work toady. Personally im willing to wait a few more weeks until the next version if it gets the night creatures rounded off

edit: technically i suppose dwarf fortress could now be over, since you can legitimately have warefox fortress.

Dwarf Fortress isn't over until we can be Billy in Adventure Mode.

Quote
Who’s the greatest warrior ever?
A hero of renown?
Who slayed an evil ocean?
Who cast the Lich King down?
Billy!
And that time the evil Fire Count
Captured a damsel fair.
Who saved her with such brav'ry
That she offered him her hair?
Billy!
Also… he fought a bear!
BILLLLLLLLLLLLLLLLLLLLYYYYYYYYYYYYYYYYYYYYYYY!

We've got Lich Kings, bears and evil oceans (what else would you call carp?)...now all we need are Fire Counts and damsels to rescue. :3

(Also, strictly speaking, we need magic gauntlets that shoot laser beams as well, but for the time being I'll be happy with what's mentioned in the song. XD)
« Last Edit: May 31, 2011, 12:02:50 pm by Ryusui »
Logged
In the event of a firestorm, the salad bar will remain open.

Dral

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #10 on: May 31, 2011, 12:04:41 pm »

When you get to vampire stuff, you may find http://en.wikipedia.org/wiki/Comparison_of_vampire_traits useful when picking optional traits.
Logged

tfaal

  • Bay Watcher
  • 'Ello, 'ello!
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #11 on: May 31, 2011, 12:21:30 pm »

Loving the new night creatures. Dark purple and light cyan especially, as they seem to cover the most general categories. Can't say I'm excited for the green or blue Ñ's though, since they sound a little contrived. Creature from the black lagoon type things might be fun, but they don't sound too distinct from trolls. Handling ghost pirates as a special case seems weird as well. We'll have to see what features everything gets though; it could all be loads of fun, and I'm looking forward to the release quite a bit.
Logged
I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

freeformschooler

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #12 on: May 31, 2011, 12:32:14 pm »

Oh boy. Instead of merely getting further variations on the generalized Evil McAwful night creatures, we get a rainbow of flavors that themselves represent not individual night creatures but whole categories.

Also I have discovered that the real reason I enjoy listening rather than reading to these is Rainseeker's voice is comforting. :P
« Last Edit: May 31, 2011, 12:36:05 pm by freeformschooler »
Logged

Rip0k

  • Bay Watcher
  • R.I.P.
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #13 on: May 31, 2011, 12:37:17 pm »

yey! Gonna listen to it tomorrow at work :D
Logged
Rip0k cancels chillin, struck down by water pipe shot!

Fieari

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #14: Feedback
« Reply #14 on: May 31, 2011, 01:38:17 pm »

Two Ideas/Suggestions based off the talk:

Couldn't there be a variable effect to undead, that the older the corpse, the more powerful certain stats are?  Like speed for instance?  Perhaps the magic could even harden the bones as it gets older too...

For curing curses, it would be awesome if you had to change your role to do it.  This would obviously require different roles to be fleshed out, but we're getting there.  For instance... if you have the grave-robber role, perhaps to cure the curse you would have to start slaying night creatures.  If you were slaying night creatures, perhaps you would have to fall in love.  If you were cursed while falling in love, perhaps you'd have to become a wealthy merchant.  That sort of thing.
Logged
Pages: [1] 2 3 ... 6