12/24/2023 0 Comments Dwarf fortress tileset helpThus, the amount of blood (and other contaminants) on the map can increase without limit. It may multiply itself into multiple blood pools! (See ). Here is where the known bug that occurs when a blood pool is displaced by water in this way by, for example, rain, comes into play. They can't be in the same tile as a 'regular' liquid though, which means that instead of mixing with say, water, the blood pools will move somewhere else. Pools, smears, and splatters can stack (to unlimited amounts), they never upgrade to a full tile of blood. Splatters can upgrade to smears by being repeatedly tracked. Blood can be present on a tile in these forms, from the smallest to largest amount Ī blood pool can create splatters when creatures track through it. Steam Workshop integration is also planned for the first release as well.There's a known problem/bug in the game where blood tends to multiply itself. 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. 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?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |