tag:blogger.com,1999:blog-7720114227451545666.post3260536965209640954..comments2023-06-12T03:26:53.884-07:00Comments on DwarvesH Development: 52 – This is for the n00bsDwarvesH Developmenthttp://www.blogger.com/profile/15924524153610772335noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-7720114227451545666.post-8395293727473662032011-08-08T22:53:58.546-07:002011-08-08T22:53:58.546-07:00Fyi, i would money for this $$$Fyi, i would money for this $$$Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7720114227451545666.post-35048471197355392552011-08-08T02:32:45.260-07:002011-08-08T02:32:45.260-07:00Hi simo!
Glad you liked it so much! The editor is...Hi simo!<br /><br />Glad you liked it so much! The editor is all about providing a simple to use tool so that people can edit the game rules and create their own mods. I can't wait for the day I try my first mod created by a fan that changes up things a lot.<br /><br />But I'm afraid that the "internationalization" part only refers to using the editor to translate most/all of the game into a different language.DwarvesH Developmenthttps://www.blogger.com/profile/15924524153610772335noreply@blogger.comtag:blogger.com,1999:blog-7720114227451545666.post-20679199078033867282011-08-08T00:29:47.037-07:002011-08-08T00:29:47.037-07:00wow
i think this is my favorite post yet!
out of...wow<br />i think this is my favorite post yet! <br /><br />out of curiosity, what do you mean with "and maybe in the future provide internationalization" is this about different people changing the options in the editor and then potentially sharing their respective choices?<br /><br />now i'm really excited about playing this :)simohttps://www.blogger.com/profile/06591753407919972758noreply@blogger.comtag:blogger.com,1999:blog-7720114227451545666.post-88789612111592680832011-08-07T05:45:36.859-07:002011-08-07T05:45:36.859-07:00Sorry...
As I can see I wrote it all wrong. I tot...Sorry...<br /><br />As I can see I wrote it all wrong. I totally understand compression of time and i think you managed that very nicely... the game is not looking boring even when "nothing happends right now" simply because is speed-upped.<br />The wavyness i mentioned was to point to "why noone digs while waiting for idle dwarf to come" but i re-watchedd the vids and its probably because diggin takes lot more time and it only looks like the dwarves are waiting.<br /><br />Sorry again, I will try to not write pointless posts again, peace...<br /><br />KidlyAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-7720114227451545666.post-26311805301008146992011-08-07T05:18:55.285-07:002011-08-07T05:18:55.285-07:00To Kidly:
This subject comes up every time someone...To Kidly:<br />This subject comes up every time someone new discovers the project. Sorry, I won't be explaining it here in detail yet again. Please search though the blog if you need more explanations, but in two words: nobody is waiting. The game uses time compression to speed up long tasks. The game moves at a speed so the shortest task can be seen on screen. In case of moving, this is always the shortest tasks because it only takes a second or so to walk a cell. Every time someone walks while the rest are working will cause the in game time to flow slower. This was the only solution I found that did not cause some ridiculous side effect, like taking a step being 13 minutes in game time and still being able to accomplish a lot in a few minutes of real time gameplay.<br /><br />Check out the rate at which the in game clock in the corner advances.<br /><br />The whole system is not that easy to wrap one's head around because human beings are used to linear time. But in this game the speed of time passage changes, often multiple times a second.<br /><br />If you need a comparison, image the game is turn based and one turn is as long as a dwarf needs to take a step. The game automatically decides how many turns to do when you press "end turn" if it can determine that in those automatic turns there is little of importance happening because everyone is working.<br /><br />Also, the whole thing is "wavy". If you would do some graphical mathematical representations of time compression, it would look like a compound sinus effect. In my case the graph would not be smooth, but jaggy, but still maintain the dynamics of the sinus.<br /><br />PS: The random name generator I am using is very random. I did not have time to write a proper one.DwarvesH Developmenthttps://www.blogger.com/profile/15924524153610772335noreply@blogger.comtag:blogger.com,1999:blog-7720114227451545666.post-24632840930771212412011-08-07T04:21:09.352-07:002011-08-07T04:21:09.352-07:00Hi...
...Sorry for bothering...
I just watched a...Hi...<br /><br />...Sorry for bothering...<br /><br />I just watched almost all your videos (including stress tests) and there is obviously no problem in running few hundreds of dwarves working simultaneously, Nice work. But as you said: This is not Lemmings... and I agree fully. I would rather see few trained specialists than 50 cloned imps.<br /><br />I also like the names of dwarves (have you considered some sort of syllable-based name generator? I used it in one of my games and it worked pretty sweet). ((No, I´m not game creator, I am 3D graphic designer but sometimes I like to watch my things in motion))<br /><br />You mentioned turn-based mode. I can easily imagine turn-based gameplay in the game like this, it would help you really sort things out. But first you should consider the depth you want to accomplish in the game (nobody wants to wait 345 turns before all the Lemmings reach exit) but i would pesonaly prefer turn-based system for very detailed (complex) game.<br /><br />One thing i noticed in vids (maybe I am wrong) is that all the dwarves (i think it was in "building dining room" video) are waiting for one more dwarf (idle?) to come and THEN they all start to dig together. Also Diggers do consume more energy than idle ones, but the difference is so little it is almost not noticable (imagine lying on the grass and watching someone digging out 2 cubic metres of dirt).<br />actually the whole engine looks pretty "wavy" right now, but I guess that will change in a time... (by that I mean that nothing is happening until you mark walls to dig and suddenly all dwarves start to dig, then nothing, until you set wood-collecting spot and all the dwarves go to collect wood...)<br />Are you planning something like specializations for you Dwarves (also auto-tasks like farming, food-collecting) so that you don´t have to point them everything out?<br /><br />Please, none of above is ment in a bad way, I greatly appriciate what are you doing here...<br /><br />Kidly (sorry for still being anonymous)<br /><br />P.S.: that playable demo was a joke :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7720114227451545666.post-34152314231863066682011-08-07T03:18:34.538-07:002011-08-07T03:18:34.538-07:00What do you mean by example lower levels?What do you mean by example lower levels?DwarvesH Developmenthttps://www.blogger.com/profile/15924524153610772335noreply@blogger.comtag:blogger.com,1999:blog-7720114227451545666.post-51566161153137994952011-08-06T18:21:18.201-07:002011-08-06T18:21:18.201-07:00Nice help system, this kind of hint helps getting ...Nice help system, this kind of hint helps getting used to the game mechanics, because you know exactly what to do to execute the task. Just one curiosity, will it be possible to remove these "example" lower levels?Anonymousnoreply@blogger.com