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No. 99065
Увидел один текст, на тему Тоади. Смысл сводится к тому, что Тоади режим крепости нахрен не впирался, его цель - идеальная рпг, то есть адвенчур мод. Но неожиданно, побочный продукт стал популярный и пришлось режиму крепости уделять больше внимания. Однако, как и прежде, все фичи направлены на адвенуср мод и генерацию мира, а в крепость всякая новизна добавляется как следствие.
Цитата:
The feeling I have is that the fortress mode is nothing more but a baggage that Toady has been dragging behind him. He is obviously interested in world simulation and adventurer mode - his dream is making a RPG with a very rich procedural world you can interact with in myriads of ways and that reacts back. You will notice he always talks about world generation and adventurer mode. Even before Dwarf Fortress he was working on Armok I, which was supposed to be just this RPG. Dwarf Fortress was supposed to be nothing more but a side distraction.
But then Dwarf Fortress got very popular so he switched development to it and has been reworking it from the ground up to meet his dream, because he realised it's a much better foundation to work with. Armok I had 3D graphics, for example, which were bogging Toady down. Dwarf Fortress, renamed to Armok II, has the advantage of much simpler graphics... and of course thousands of fans.
But if you take a critical look at what Toady has been doing, you'll notice he doesn't care about fortress mode that much. He puts his effort to world generation and adventurer mode, and all the "dwarf mode improvements" are actually things that got added because of his simulation goals first, then were ported to fortress mode second. This is the case of healthcare, for example, which gets quoted as a fortress mode improvement but it was motivated by Toady's wish to have a better body/tissues/injuries simulation because it's just a prerequisite for his dream RPG. Once he had the simulation done, he needed to rework healthcare and this is why we have hospitals in dwarf mode now. The new military system is another example - Toady needed to rework the old military because it didn't fit his RPG needs. He needed a more flexible squad/uniform/task system for armies (part of the fabled army arc) so he just redesigned it and put some fortress mode additions as an afterthought.
The only serious fortress-only improvements I can think of are the new caverns and forgotten beasts and even these are pretty half-assed. They were added only after several years of game development as a reaction to "eternal suggestion voting" where it became apparent that people really care mostly just about fortress mode. IIRC, the winning suggestion was "underground improvements" so Toady promised to work on it. He only put it in DF2010 to appease the crowds, though, because he spend most of the two-year development cycle working on material rewrite, the new body system and other aspects of simulation that don't really add much. He needed something to show for it, and that's why we have caverns and forgotten beasts much. They're not very thrilling though. The caverns are actually pretty boring - the possibilities of what he could have done are endless but he simply made three layers of caves that are the same all the time. No uniqueness or unpredictability at all. Forgotten beasts are again very cool but are woefully unbalanced. I understand that development takes time and would understand if Toady further fleshed these out in future updates. But he basically just put them in, then stopped caring and went back to his world simulation/RPG stuff.
I'm sorry to sound like an disheartened lover but this is the way it is. I've been following Dwarf Fortress since 2007 and I haven't seen any dedication to the fortress mode yet. It's a dead baggage that gets updated to keep people and donations in, while Toady focuses on his dream RPG. Which is fine in a way, I like RPGs. It's just that I like fortress mode more and I'm pretty sure most people who play DF play it because of the fortress mode.
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