![]() 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. Article taken from 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? You can follow it on Steam here and itch.io here. They also said that "modders will also be able to utilize the new graphical capabilities" which should be interesting. People who decide to stick with the Classic release, will still get new features as the free version isn't going to suddenly go away so it will still be available and updated from the official website as always. While they've been supported by the Patreon campaign for some time now, they're hoping the new release will give them some needed stability. Why is it going to Steam and itch.io after all this time? Healthcare and the cost of it. has also been an ongoing issue, naturally, but at least what we've got now in the free one should be portable.īased on that reply, we've offered a hand at testing Linux versions if they need it. Whether or not it works with all Linux flavors etc. This is the only reason we haven't promised a Day One Linux version (OSX for similar reasons.) I'm confident we can figure something out, even if it takes a bit of extra time. The free version has a Linux release, and the Steam version is planned to use very similar code, so this is on the table - my current issue is that I'm using a virtual machine that is a bit slapdash and I need to invest in a better option in order to be able to test/work with the graphics properly.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |