<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: The Dwarf Fortress Graphical Itch</title>
	<atom:link href="http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/</link>
	<description></description>
	<lastBuildDate>Sun, 08 Nov 2009 09:45:15 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.5</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Chuck U. Farley</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-194053</link>
		<dc:creator>Chuck U. Farley</dc:creator>
		<pubDate>Sun, 24 May 2009 04:21:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-194053</guid>
		<description>Toady doesn&#039;t need to open-source the code. He needs to support &quot;hooks&quot; such that graphics and sound specialists can illustrate dwarf fortress.

the &quot;tileset&quot; is a good start, but since characters are reused for multiple objects, it&#039;s not enough. the &quot;graphics tileset&quot; is a step up, but it&#039;s only for creatures.

what&#039;s needed is:

1. a global registry of all graphically distinct phenomena, such that a &quot;tileset&quot; can be made with not just 256 characters, but one character for each phenomenon - even those that share the same character.

2. a global registry of &quot;events&quot; (e.g. &quot;carpentry workshop construction complete&quot;) which in the standard distribution do nothing, but which graphics and sound experts can use to illustrate the game with sounds, animations etc.</description>
		<content:encoded><![CDATA[<p>Toady doesn&#8217;t need to open-source the code. He needs to support &#8220;hooks&#8221; such that graphics and sound specialists can illustrate dwarf fortress.</p>
<p>the &#8220;tileset&#8221; is a good start, but since characters are reused for multiple objects, it&#8217;s not enough. the &#8220;graphics tileset&#8221; is a step up, but it&#8217;s only for creatures.</p>
<p>what&#8217;s needed is:</p>
<p>1. a global registry of all graphically distinct phenomena, such that a &#8220;tileset&#8221; can be made with not just 256 characters, but one character for each phenomenon &#8211; even those that share the same character.</p>
<p>2. a global registry of &#8220;events&#8221; (e.g. &#8220;carpentry workshop construction complete&#8221;) which in the standard distribution do nothing, but which graphics and sound experts can use to illustrate the game with sounds, animations etc.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MisterG</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-147357</link>
		<dc:creator>MisterG</dc:creator>
		<pubDate>Wed, 18 Feb 2009 05:30:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-147357</guid>
		<description>The game is fine with Mayday&#039;s graphic packs.  If you can&#039;t get into the game because of its graphics, then I really don&#039;t know what to say.

Go play something that&#039;s choking on the bloom that the developers force in it, leave Dwarf Fortress to people who actually like games.</description>
		<content:encoded><![CDATA[<p>The game is fine with Mayday&#8217;s graphic packs.  If you can&#8217;t get into the game because of its graphics, then I really don&#8217;t know what to say.</p>
<p>Go play something that&#8217;s choking on the bloom that the developers force in it, leave Dwarf Fortress to people who actually like games.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: chris</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-67632</link>
		<dc:creator>chris</dc:creator>
		<pubDate>Sat, 12 Jul 2008 01:59:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-67632</guid>
		<description>Im new to this but i think a small textbox explaing options in the game , that appears during the game would help heaps</description>
		<content:encoded><![CDATA[<p>Im new to this but i think a small textbox explaing options in the game , that appears during the game would help heaps</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ry</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-31217</link>
		<dc:creator>ry</dc:creator>
		<pubDate>Sat, 15 Mar 2008 10:45:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-31217</guid>
		<description>given that the guy who wrote DF released older games source once they were finished, he&#039;ll hopefully open DF when he&#039;s happy with it and we can enjoy the fruits of his labours is in a slightly more user friendly way.</description>
		<content:encoded><![CDATA[<p>given that the guy who wrote DF released older games source once they were finished, he&#8217;ll hopefully open DF when he&#8217;s happy with it and we can enjoy the fruits of his labours is in a slightly more user friendly way.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mike Mayday</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-17710</link>
		<dc:creator>Mike Mayday</dc:creator>
		<pubDate>Fri, 18 Jan 2008 21:02:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-17710</guid>
		<description>Well, if you had the display on the whole screen (as opposed to just a portion in the middle), it would have more than DF has now.
I think that DF displayed on the full screen (1280x1024 instead of 1280x400) would look TOO busy. Though maybe not.</description>
		<content:encoded><![CDATA[<p>Well, if you had the display on the whole screen (as opposed to just a portion in the middle), it would have more than DF has now.<br />
I think that DF displayed on the full screen (1280&#215;1024 instead of 1280&#215;400) would look TOO busy. Though maybe not.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Vaevictus</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-17681</link>
		<dc:creator>Vaevictus</dc:creator>
		<pubDate>Fri, 18 Jan 2008 18:41:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-17681</guid>
		<description>I hope everyone realizes that that image is 20x20 ... and DF is 80x25... literally 5x more information on the screen as is, than with the isometric view.  This is why many of the roguelikes remain ascii or similar graphics, because any other graphics mode would almost mandate less detail and complexity.  These graphics look great and all, but would make DF *LESS* usable.  You&#039;d spend 5 times as much time scrolling around.</description>
		<content:encoded><![CDATA[<p>I hope everyone realizes that that image is 20&#215;20 &#8230; and DF is 80&#215;25&#8230; literally 5x more information on the screen as is, than with the isometric view.  This is why many of the roguelikes remain ascii or similar graphics, because any other graphics mode would almost mandate less detail and complexity.  These graphics look great and all, but would make DF *LESS* usable.  You&#8217;d spend 5 times as much time scrolling around.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Turgid Bolk</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-17674</link>
		<dc:creator>Turgid Bolk</dc:creator>
		<pubDate>Fri, 18 Jan 2008 18:14:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-17674</guid>
		<description>&quot;Sam says:

I have to say, what I don’t understand is the naked hostility to people who want things Open Sourced…

Toady’s problem, and the reason why he gets so many requests for open sourcing of DF, has nothing to do with people being “lazy” or “wanting the easy route”, and everything to do with the established culture of roguelike games development.&quot;

Dwarf Fortress is not much of a &quot;roguelike,&quot; though. One small part of it is. Adventure Mode. But it&#039;s a whole fantasy world simulator. In any case, I suppose you&#039;re right. But the game is very modifiable as it stands, and gets even more moddable as development continues. You can&#039;t change the code, but you can customize your experience quite a bit already.</description>
		<content:encoded><![CDATA[<p>&#8220;Sam says:</p>
<p>I have to say, what I don’t understand is the naked hostility to people who want things Open Sourced…</p>
<p>Toady’s problem, and the reason why he gets so many requests for open sourcing of DF, has nothing to do with people being “lazy” or “wanting the easy route”, and everything to do with the established culture of roguelike games development.&#8221;</p>
<p>Dwarf Fortress is not much of a &#8220;roguelike,&#8221; though. One small part of it is. Adventure Mode. But it&#8217;s a whole fantasy world simulator. In any case, I suppose you&#8217;re right. But the game is very modifiable as it stands, and gets even more moddable as development continues. You can&#8217;t change the code, but you can customize your experience quite a bit already.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Andrew Doull</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-17548</link>
		<dc:creator>Andrew Doull</dc:creator>
		<pubDate>Fri, 18 Jan 2008 03:07:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-17548</guid>
		<description>Got to second GRANDMA OF DEATH&#039;S NIECE on the Tarn Adam&#039;s interview being well worth a listen to. Given the nature of RPS, I&#039;m surprised that the interview link isn&#039;t up on the front page in massive blinking highlights.

He&#039;s already stolen a big part of the thunder on a piece on failure in games that I was planning on writing.</description>
		<content:encoded><![CDATA[<p>Got to second GRANDMA OF DEATH&#8217;S NIECE on the Tarn Adam&#8217;s interview being well worth a listen to. Given the nature of RPS, I&#8217;m surprised that the interview link isn&#8217;t up on the front page in massive blinking highlights.</p>
<p>He&#8217;s already stolen a big part of the thunder on a piece on failure in games that I was planning on writing.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kricher</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-17547</link>
		<dc:creator>kricher</dc:creator>
		<pubDate>Fri, 18 Jan 2008 02:53:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-17547</guid>
		<description>It&#039;s not really &#039;graphic-less&#039;, there&#039;s just no transition from square to square.  Your guy is in this square, when you hit the up button he is in the up square. The graphics do not translate smoothly, but it&#039;s not like squares are huge. It&#039;s exactly the same environment as every final fantasy game up until 10. The only difference is that your legs don&#039;t wiggle when you translate a square.

I kid, I&#039;d love an isometric view. FFTactics is probably the standard I&#039;d want any sprite graphics to follow up on in that vein.

It took me maybe 5 hours playing df before I got really used to the ascii graphics set. Then i modded the graphics and it took me 10 hours to be able to tell wtf was going on. Now it&#039;s all, &#039;redhead, blonde, brunette&#039; to me</description>
		<content:encoded><![CDATA[<p>It&#8217;s not really &#8216;graphic-less&#8217;, there&#8217;s just no transition from square to square.  Your guy is in this square, when you hit the up button he is in the up square. The graphics do not translate smoothly, but it&#8217;s not like squares are huge. It&#8217;s exactly the same environment as every final fantasy game up until 10. The only difference is that your legs don&#8217;t wiggle when you translate a square.</p>
<p>I kid, I&#8217;d love an isometric view. FFTactics is probably the standard I&#8217;d want any sprite graphics to follow up on in that vein.</p>
<p>It took me maybe 5 hours playing df before I got really used to the ascii graphics set. Then i modded the graphics and it took me 10 hours to be able to tell wtf was going on. Now it&#8217;s all, &#8216;redhead, blonde, brunette&#8217; to me</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: GRANDMA OF DEATH'S NIECE</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-17534</link>
		<dc:creator>GRANDMA OF DEATH'S NIECE</dc:creator>
		<pubDate>Thu, 17 Jan 2008 23:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-17534</guid>
		<description>http://www.frontrowcrew.com/?p=491
This interview, done the other day, explains all!</description>
		<content:encoded><![CDATA[<p><a href="http://www.frontrowcrew.com/?p=491" rel="nofollow">http://www.frontrowcrew.com/?p=491</a><br />
This interview, done the other day, explains all!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: GRANDMA OF DEATH'S NIECE</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-17371</link>
		<dc:creator>GRANDMA OF DEATH'S NIECE</dc:creator>
		<pubDate>Thu, 17 Jan 2008 04:51:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-17371</guid>
		<description>@Enne Walker:

FYI, Toady never said he is keeping it closed source because he wants to later sell it. He tends to answer questions quite flatly! I/other people on the forums just belive this to be a viable reason. I mainly think he doesn&#039;t want people ruining his lovely little creation.

Also: I hate haven&#039;t been on those forums for months now, since the main release. I just happen to know a bit about the &quot;Open Source&quot; question because I was trying to spread the Fortress Love (tm) early on in it&#039;s life, and one of my friends at uni got a little grumpy that it didn&#039;t run perfectly on his Linux + WINE combo and so he went on the forums and asked for it to be made open-source, etc. It sparked a bit of a debate. One Toadys swiftly stepped out of!</description>
		<content:encoded><![CDATA[<p>@Enne Walker:</p>
<p>FYI, Toady never said he is keeping it closed source because he wants to later sell it. He tends to answer questions quite flatly! I/other people on the forums just belive this to be a viable reason. I mainly think he doesn&#8217;t want people ruining his lovely little creation.</p>
<p>Also: I hate haven&#8217;t been on those forums for months now, since the main release. I just happen to know a bit about the &#8220;Open Source&#8221; question because I was trying to spread the Fortress Love &#8482; early on in it&#8217;s life, and one of my friends at uni got a little grumpy that it didn&#8217;t run perfectly on his Linux + WINE combo and so he went on the forums and asked for it to be made open-source, etc. It sparked a bit of a debate. One Toadys swiftly stepped out of!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mike Mayday</title>
		<link>http://www.rockpapershotgun.com/2008/01/15/the-dwarf-fortress-graphical-itch/comment-page-1/#comment-17263</link>
		<dc:creator>Mike Mayday</dc:creator>
		<pubDate>Wed, 16 Jan 2008 16:22:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=924#comment-17263</guid>
		<description>&quot;Munin says:

Actually, someone at RPGCodex.com got into contact with the guys from SpriteAttack, asking if making graphics for the game would theoretically be possible and the result was this mock image.&quot;

Yeah, that was me. Anyway, With all the love towards the &quot;DFG&quot; I thought it would be convenient to open a website for it:
&lt;a href=&quot;http://mayday.w.staszic.waw.pl/df.htm&quot; rel=&quot;nofollow&quot;&gt; CLICKY! &lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>&#8220;Munin says:</p>
<p>Actually, someone at RPGCodex.com got into contact with the guys from SpriteAttack, asking if making graphics for the game would theoretically be possible and the result was this mock image.&#8221;</p>
<p>Yeah, that was me. Anyway, With all the love towards the &#8220;DFG&#8221; I thought it would be convenient to open a website for it:<br />
<a href="http://mayday.w.staszic.waw.pl/df.htm" rel="nofollow"> CLICKY! </a></p>
]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Dynamic page generated in 0.182 seconds. -->
<!-- Cached page generated by WP-Super-Cache on 2009-11-08 09:48:01 -->
