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Noclip Blog: We're Making a Dwarf Fortress Documentary

🕑 Added 2022-11-28 19:21:33 +0000 UTC

Comments

Duckerby

So hype. Especially with the success the Steam release had.

Captain Invictus

YEYEYEYEYEYEYEYEYE

Alexandre Moreira

Dude yes! So cool!

Christophe Fettouhi

you could stream on twitch playing it from the location after its launched ad you filmed things. that could be really fun to celebrate with them and enjoying the game

Connor McNamara

I guess one thing I'd be most curious about is how the devs feel about the presence of Dwarf Fortress vs its actual playerbase, and how competitors like Rimworld might be affecting development. I'm sure I'm not alone in thinking Dwarf Fortress is really cool, but also thinking it's not something I'll ever play because of the complexity and high learning curve, where something like Rimworld is clearly trying to pull off a similar experience while being more accessible, and even that can be a steep hill to climb. Is that something that affects their decision making? Does it bother them that the player base isn't as large as the mythos, so to speak, or is the reputation of the game satisfaction enough?

Max Goldstein

You touched on it in the post but: how do you make people want to buy something that is already free? How do you retrofit modern graphics onto this game in a way that works mechanically and aesthetically but adds enough to justify the purchase price?

Max Goldstein

As a fellow programmer I would also be interested in this but I doubt it has broad appeal. So maybe NoClip can get the devs to talk about this for 20 minutes and release that footage as a separate video on the second channel?

Surells

Just bear in mind everything you learned from the Fallout 76 episode. The game is clearly great and you like the creators, but try and keep some distance. And I say that with all respect - you guys are making brilliant work and I trust your judgement. I'm sure you don't need my advice.

Annie VanderMeer

Absolutely love this! I first got into learning about Dwarf Fortress via the YouTube channel Kruggsmash - his weaving together his drawings with the emergent narrative happening in the game (and some great behind-the-scenes looks at systems) has fascinated me for years, and finding out the development of the project is equally fascinating is deeply exciting to me. As for questions... I know that in development there are always the things that start out as bugs and end up as features, and that there are more than a few systems in Dwarf Fortress that have been... let's say QUIRKY at launch. I'd love to know what ones they decided to keep vs. why they'd throw them out (like the exploit for farming mermaid bones!) I'd also like to know a bit more about Adventure Mode - it seems to be intended to bring a bit more D&D or adventuring party style play to DF. How was that inspired, hows it going, etc? And do they see themselves happy with keeping DF going for the foreseeable future, or is there another game (spinoff or no) they dream of making? Finally, as with many games with long lifespans, I know modding has played a part in the longevity of DF - what are their takes on it, especially with potential conflict with the introduction of graphics? (Yay, I wrote a novel here, my apologies) /sheepish

rizen

Were there any notable rewrites of the underlying code of the game as technology marched on over the past 2 decades? Things they could take advantage of they could have never thought possible in the early 2000's?

Damon Perron-Laurin

Bronzemurder (Not to be confused with Boatmurdered) is another classic story from the community (with a fully drawn comic) and one of my favorite!

Snoopy20111

SO ready for this. I'd love to ask: how do the brothers keep a sense of direction after actual decades of development? Related, how on earth does one debug a game like Dwarf Fortress, where reaching the exact scenario an issue occurred could take hours? This isn't really a "famous" story but my favorite memory of my first time playing Adventure Mode: the first house I came upon on the road, I entered, and had a nice, casual conversation with a male human being consumed by a giant crocodile. His buddy kept me company when they ate me next.

Evan Bailey

Dwarf Fortress has a codebase that is nearly 20 years old. Wow! As a programmer I've always been interested in the challenges that Zach and Tarn had in maintaining such a long-lived project as just a two-person team, even as they continued to add features. What approaches did they take to keep the code maintainable over time? Are there parts of it that are so calcified that they just can't touch it without the game exploding?

Lee Brownhill

Looking forward to it guys

Dez Revis

What advice would the brothers give on working on a game with complex systems like this?

Brian Marsh

Holy crap, this is amazing news! I'd love to learn more about how they came to the decision to focus on engine vs graphics early on - was ASCII just easier to deal with/enable them to focus on mechanics?

wightfyre

Not up on current DF community stories, but Boatmurdered is a classic


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