If Toady want's to do a shitty job while people are constantly telling him ways he can improve it, he has no place to complain when we take matters into our own hands.
@Scott: I thought DF was quite simple on the individual unit level and all the crazy stuff happens when you get lots of units interacting.
I've just started programming. And, alas, I've spent the year learning Java and not Python (I know it's not a huge leap, but I can't do anything that someone else here couldn't do better). I would love to contribute any way that I could, though. I suppose sign me up as a Dorf intern - I'll do data entry on rocks and other grunt work.
Also, do you seriously think we can ever actually get close to the original in terms of features?
Yes, at least the important ones. I don't think there's any reason to have damage models for fingernails or mapping of each animals intestinal track.
Alright, all shit talking aside, we need to start working on game design. What are we going to keep and what's going out the door? What are we bringing to the table that's new?
(Should we start a wave(BLASPHEMY) to collect the game design information?)
Oh mans. I really want to be involved in this, but right now is definitely not the best time. You know, working for a startup and all. Maybe down the road, I will actually learn myself some Python and do code.
I do a lot of writing (especially coming up with weird and wonderful creatures that eat or tear things apart and getting away from normal fantasy sci fi troupes and creatures) and I do art. I don't know python at all but I could learn it if I had a reason. I'm more interested in helping with the setting and sprites though if that's cool.
WTF. Are you guys seriously talking about what fucking setting we should use when we aren't even at the "Creature1 on Plane1" stage? We don't have anything yet. First thing is displaying the 3D grid with terrain and creatures and then pathfinding in there. Creatures should be able to fucking fly or climb up cliffs before we start bothering with making an actual setting and naming races because none of that really matters till the end. Hell, let the player fucking make their own flavour. Demons digging their way out of hell, birds making fucking love nests, robots strip-mining the planet for rock, I don't fucking care. Crunch now, flavour later.
I'm just looking over the python wiki. This doesn't look like it will be too difficult. I mostly know C# stuff, but some object oriented concepts are fairly universal. Has anyone written anything yet? Do we know who's going to be working on what parts or have any base code to work off of? Or are we just on the hope and dreams part of this still?
WTF. Are you guys seriously talking about what fucking setting we should use when we aren't even at the "Creature1 on Plane1" stage? We don't have anything yet. First thing is displaying the 3D grid with terrain and creatures and then pathfinding in there. Creatures should be able to fucking fly or climb up cliffs before we start bothering with making an actual setting and naming races because none of that really matters till the end. Hell, let the player fucking make their own flavour. Demons digging their way out of hell, birds making fucking love nests, robots strip-mining the planet for rock, I don't fucking care.Crunch now, flavour later.
I thought I would be able to do this tomorrow because I was planning to take a personal day to go to the DMV. Apparently there is an express DMV, so I'm actually going to go to work, but spend the morning at the express DMV.
I would do it tomorrow (Wednesday) night, but I have a podcast to record. By the way, we missed Monday because of Rym's job something something.
I would do it Thursday, but I have to play some SSFIV and also hopefully L4D the passing, and also sleeping.
Friday. Friday after work, I will do nothing but lay the groundwork for this.
Friday. Friday after work, I will do nothing but lay the groundwork for this.
That's fine. I'm going to spend a bunch of time over the next couple of weeks polishing my coding skills. Python has been super easy to pick up so far, but I have a lot of work to do.
I built the minimum possible thing right now. There's a node class and a grid class. The grid class sub-classes the graph class from python-graph. The game.py file will create 4800 nodes in the graph. Each node is randomly filled with an uppercase letter. Then pygame draws the letters to the screen. It's an 800x600 screen, 80x60 nodes, 10x10 pixels each. Easy math that can be changed easily later.
Since it's using pygame, everything is all SDL awesomeness, and should be OpenGl/GPU-accelerated without any extra work.
To run it, you need to have python, python-graph, and pygame all fully installed and rocking. Then just do python game.pyLater I will update the README file to have better instructions. Also, I plan to make a blog post on Sunday that should help people better setup their python development environments. If anyone knows a way to freely and easily do a screencast of my terminal, that would make things pretty awesome.
This is just the tiniest tiniest beginnings. I have too much else going on to focus on it a whole lot, but I plan to work on it a little at a time here and there. If we don't forget it, I'm sure it can grow.
Comments
@Scott: I thought DF was quite simple on the individual unit level and all the crazy stuff happens when you get lots of units interacting.
Alright, all shit talking aside, we need to start working on game design. What are we going to keep and what's going out the door? What are we bringing to the table that's new?
(Should we start a wave(BLASPHEMY) to collect the game design information?)
I thought I would be able to do this tomorrow because I was planning to take a personal day to go to the DMV. Apparently there is an express DMV, so I'm actually going to go to work, but spend the morning at the express DMV.
I would do it tomorrow (Wednesday) night, but I have a podcast to record. By the way, we missed Monday because of Rym's job something something.
I would do it Thursday, but I have to play some SSFIV and also hopefully L4D the passing, and also sleeping.
Friday. Friday after work, I will do nothing but lay the groundwork for this.
I built the minimum possible thing right now. There's a node class and a grid class. The grid class sub-classes the graph class from python-graph. The game.py file will create 4800 nodes in the graph. Each node is randomly filled with an uppercase letter. Then pygame draws the letters to the screen. It's an 800x600 screen, 80x60 nodes, 10x10 pixels each. Easy math that can be changed easily later.
Since it's using pygame, everything is all SDL awesomeness, and should be OpenGl/GPU-accelerated without any extra work.
To run it, you need to have python, python-graph, and pygame all fully installed and rocking. Then just do
python game.py
Later I will update the README file to have better instructions. Also, I plan to make a blog post on Sunday that should help people better setup their python development environments. If anyone knows a way to freely and easily do a screencast of my terminal, that would make things pretty awesome.This is just the tiniest tiniest beginnings. I have too much else going on to focus on it a whole lot, but I plan to work on it a little at a time here and there. If we don't forget it, I'm sure it can grow.