Libraries are basically the only thing I care about in Dwarf fortress and I always make a library. But I never make books - only scrolls, because Codexes (bound books) delete all the meta data of the written work. So your scholars writings become 1 page of nothing.
LTC SHOW - So in fortress mode you can designate rooms for things. Dining halls, bedrooms, bars etc. One of those room types is library. Dwarves assigned to libraries can make copies of written works or make their own written works. What the dwarves write about involves their skills, memories and mood. Guest of the library read books, bring in their own books, write new ones, debate topics with each other and some times steal your books. (you can design your library in a clever way to fix this). I set up my libraries to attract scholars from across the continent to bring their valuable books and brains and “accidentally” leave their books behind.
@@spoonikle Thanks for the reply nice story but "I never make books - only scrolls, because Codexes (bound books) delete all the meta data of the written work. So your scholars writings become 1 page of nothing." this is the part that I wasn't understanding. Like Kanbie K says what gets deleted I'd like to understand the issue.
Les Chaps, oh I meant because you said he’s only possibly your favorite. I was wondering who was close enough to make it only possibly and not definitely
0:00 Introduction 0:33 Start of the interview 2:01 Balancing of the achievement of long term goals and making the game fun now 4:15 Steam version, UI design direction 8:12 Getting into programming 12:00 Dealing with site hosting 12:47 Kobold language origins _. . . Scamps joins the interview_ 15:38 Favourite creatures & possibility of introducing "silos" 17:16 Good and evil biomes, modifying the creature templates 19:30 Plans for religions and guilds (magic and economy) 22:50 Oregon Trail, embarking and wagons 24:28 Knowledge system 26:27 Tilesets 27:14 Hierarchy of armies _. . . more input from Scamps_ 30:40 Steam modding and aquatic embark possibility _. . . maybe I will get attention if I touch the cables?_ 32:21 Magic release scheduling, the map rewrite 33:43 More about Steam modding support, sharing worlds 36:11 On throwing towels, working on DF and side projects 37:46 Old code relics, item hierarchy 39:46 Sending caravans out, fleshing out trade _. . . meow!_ 42:18 The mystery of the beardless dwarves 44:18 Evil biome overtaking the embark site 45:00 Open source code & related issues 46:18 Generation of races 48:03 Favourite unintended quirk 49:19 Legends mode plans 52:21 Tutorials, pregenerated worlds 57:48 Steam achievements 59:34 Language 1:01:46 Adventure mode 1:03:43 Psychology, stress and writing letters to loved ones 1:07:40 Food 1:08:24 Code coupling & compiling _. . . meow!_ 1:10:07 Doing it all again & why would it be Python, wrapping it up _. . . you keep the left side, human_ 1:13:16 Closing
@@BlindiRL Np, giving it a thorough listen and getting to think the answers over was nice and overall pretty painless. That and I finally got to appreciate just how -great- weird is the formatting of comments on youtube.
Here is the uncut twitch vod for anyone who wants it. Thank you once again to Tarn for making the appearance. And anyone else for watching now. I hope I can do this again in the future. www.twitch.tv/blindirl/v/648377395?sr=a&t=4204s
Thank you! You saved me from some pluging and unpluging stuff, running other apps with sound, checking my hearing aids, and some more stuff. Thought there was something wrong with my equipment.
Just imagine how long world generation would take. But in principle, you could do the performance-intensive parts in C, with Python on top. Not sure why anyone would want to do that though.
Embarkation Trail - telling the story of a dwarven fortress-founding party during its journey from the homeland to the frontier where they'll establish their outpost. Sounds badass.
17:20 That was my question from the announcement video on TH-cam. Thanks for asking him the question! Random color animals would be a neat feature for good biomes.
hey, the reason some dwarves lack beards is because they grew up in human civs instead of dwarven ones, moldath also generally looked distinct from the other dwarves in phenotype so this explains it
Cats died too much because when they licked their paws in a tavern they were consuming enough alcohol to die. But the systems of booze getting thrown on the floor, cats getting booze on their paws, cats cleaning their paws and drinking some of the booze as a side-effect, measuring the cats’ blood alcohol level, and the cats *having eyelids that work and respond to things getting splashed in them* were all good. This is more content than I can keep track of.
Tarn talked shortly about the idea of advisors, I assume that would be an administratiors job(s). I wonder what skills would make a good advisor? More importantly how an elf advisor would feel about my treatment of plants lol. A lot of great questions were answered, thanks man.
I'm actually currently working on a DF inspired adventure game in Python, aka very mechanics based, fully base on procedural generation etc. Have worked on it for about half a year, let's see how it goes.
Tarn I don't know if you are listening but steam workshop allows large file sizes and people could do world saves to the workshop. If he isn't listening and someone that chats with him is here looking at comments let him know that this should be possible.
Thank you for getting this setup. It was a great treat. I look forward to further discussion again, maybe you can even be allowed an early copy of the steam release to talk over.
A game made with a man with true passion from a man who likes developing you can see the game is made with someone who cares about this game along with the love put in this game with everything that has been added to it.
I hope to hear more interviews with Tarn. That was great. It's nice to get a glimpse into the creator's idea of the game...Thanks BLindIRL....Im not sure if you have a discord or something---you should---but I have a couple questions/concerns....aquifers and werebeasts....even in places that arent supposed to have them end up having them in the last few games I made...the light aquifer thing is great, but seems I cannot escape them..I guess I need to learn how to manage them....gotta build the walls fast, I guess?...that and the constant waves of theives and werebeasts....so many questions....love the game though and you have helped open it up to me...best wishes
I think the Kobold langauge he describes is like using the word Squanch or Smurf, except it's a semi-random sound. It's a placeholder for something that only retains its meaning within the present context. It renders speaking about the past or future pretty much impossible.
My only question is will we eventually able to run a fort/town as the elves/humans/goblins/kobolds? I feel like creating a war where you made both sides could be fun.
@@BlindiRL HA. good one. but seriously. in just a few years a game like that will probably be possible. how fuckn nuts would that be. just zooming in on a landmass, into a fortress, and seeing all the characters shifting around going about their business. the biggest problem in making that game might just be creating 3d models for every little thing. >.
I am actually so sad no questions on optimization or multi-core utilization were asked. Love DF, but it'd be so nice if most forts didn't end in FPS death
Multi core has been addressed by tarn before, essentially he said it’d be a massive Thing and might require him to rewrite most of the game. Iirc he did say he’d look into offloading certain tasks to other cores but he thinks most stuff would have to stay single core
@@jamesstewart3856 people who talk like multicore will magically solve FPS issues have no idea what they're talking about. multiple cores could help with pathfinding, but the system required to actually get any benefits would be so much more complex. Tarn isn't a phd computer scientist or anything, and multithreaded systems are much more complex to build, even harder to get right, and produce the most difficult bugs possible. People who are like "make it multicore!" are completely overlooking the substantial increase in complexity. Even if he could manage to offload pathfinding to a separate thread it's not going to suddenly make all FPS issues disappear. It could end up helping a bit, or more likely extending the time before FPS death occurs, but it's not a magic bullet. And don't ignore the drastic increase in complexity.
Who was talking about what game? I remember Oxygen Not Included being mentioned very briefly. Pretty good game if um... well this seems silly to say on a DF video but... if you have the patience to learn all the different resource cycles.
How to get started in programming: - Try Javascript or Python to get an initial basic understanding - Then commit to deep diving Rust or Haskell for real projects - Thank me later
Rimworld's smooth movement is just a visual trick, all creatures move on a grid, the game just glides the sprite to the new location instead of just popping it into the next grid square.
is that question at the end about rebuilding the game in python an inside joke or something? python is one of the slowest languages in existence and with how many people complain about fps death python is like the worst language you could pick. only something like Ruby would be worse.
It's an inside joke asked by a member of the chat who's a programmer himself. He also asked if they were hiring. Got to have some humour in the interview.
@@BlindiRL Oh you can make decent games with bad engines, but gamemaker is a questionable place to start. At least, any kind of project remotely similar to dwarf fortress is ill suited to that engine. I suppose if it's just a small project and you aren't worried about developing it too far into the future, it's fine. But for any serious project someone intends to invest time & effort into, I think it's a big mistake. This is just my opinion, but most "made for beginner" software tools hinder more than help. You'll spend a lot of time learning the idiosyncrasies of a specific platform, which doesn't actually do anything for your skillset in the long run. Unity is a much better option, there's a wide gradient of use cases from amateur to professional and you'll find no shortage of commentary & support. ps: Hotline Miami owes all of its success to a unique creative vision, the game engine is its least impressive aspect. I'm not aware of any game maker games that stand out on a technical/mechanical level.
"Books still exist.. i think.." © Tarn Adams 2020
Libraries are basically the only thing I care about in Dwarf fortress and I always make a library. But I never make books - only scrolls, because Codexes (bound books) delete all the meta data of the written work. So your scholars writings become 1 page of nothing.
@@spoonikle Mind explaining that to me spoonikle I'm not quite understanding you.
LTC SHOW - So in fortress mode you can designate rooms for things. Dining halls, bedrooms, bars etc.
One of those room types is library.
Dwarves assigned to libraries can make copies of written works or make their own written works. What the dwarves write about involves their skills, memories and mood. Guest of the library read books, bring in their own books, write new ones, debate topics with each other and some times steal your books. (you can design your library in a clever way to fix this).
I set up my libraries to attract scholars from across the continent to bring their valuable books and brains and “accidentally” leave their books behind.
@@spoonikle What metadata gets deleted?
@@spoonikle Thanks for the reply nice story but "I never make books - only scrolls, because Codexes (bound books) delete all the meta data of the written work. So your scholars writings become 1 page of nothing." this is the part that I wasn't understanding. Like Kanbie K says what gets deleted I'd like to understand the issue.
Possibly my favorite developer.
Wow, who’s close?
TrevorBOB As the crow flies, Tarn and his brother are probably about 4 or 5 miles from me! 😂
Les Chaps, oh I meant because you said he’s only possibly your favorite. I was wondering who was close enough to make it only possibly and not definitely
0:00 Introduction
0:33 Start of the interview
2:01 Balancing of the achievement of long term goals and making the game fun now
4:15 Steam version, UI design direction
8:12 Getting into programming
12:00 Dealing with site hosting
12:47 Kobold language origins _. . . Scamps joins the interview_
15:38 Favourite creatures & possibility of introducing "silos"
17:16 Good and evil biomes, modifying the creature templates
19:30 Plans for religions and guilds (magic and economy)
22:50 Oregon Trail, embarking and wagons
24:28 Knowledge system
26:27 Tilesets
27:14 Hierarchy of armies _. . . more input from Scamps_
30:40 Steam modding and aquatic embark possibility _. . . maybe I will get attention if I touch the cables?_
32:21 Magic release scheduling, the map rewrite
33:43 More about Steam modding support, sharing worlds
36:11 On throwing towels, working on DF and side projects
37:46 Old code relics, item hierarchy
39:46 Sending caravans out, fleshing out trade _. . . meow!_
42:18 The mystery of the beardless dwarves
44:18 Evil biome overtaking the embark site
45:00 Open source code & related issues
46:18 Generation of races
48:03 Favourite unintended quirk
49:19 Legends mode plans
52:21 Tutorials, pregenerated worlds
57:48 Steam achievements
59:34 Language
1:01:46 Adventure mode
1:03:43 Psychology, stress and writing letters to loved ones
1:07:40 Food
1:08:24 Code coupling & compiling _. . . meow!_
1:10:07 Doing it all again & why would it be Python, wrapping it up _. . . you keep the left side, human_
1:13:16 Closing
You are a god. I was going to do this after lunch.
@@BlindiRL Np, giving it a thorough listen and getting to think the answers over was nice and overall pretty painless.
That and I finally got to appreciate just how -great- weird is the formatting of comments on youtube.
Thank you, this will surely help all of us
Thank you for these
@@BlindiRL Can you put it in the description so youtube auto-generates the chapters?
I'm so happy he answered my question
I did not get to everyone and I feel bad D:
@@BlindiRL Hey, that you got to ask as many questions as you did is pretty cool!
Here is the uncut twitch vod for anyone who wants it. Thank you once again to Tarn for making the appearance. And anyone else for watching now. I hope I can do this again in the future. www.twitch.tv/blindirl/v/648377395?sr=a&t=4204s
For future reference, the audio glitch is most likely caused by Discord's mic sensitivity default settings.
Thank you! You saved me from some pluging and unpluging stuff, running other apps with sound, checking my hearing aids, and some more stuff.
Thought there was something wrong with my equipment.
It was nearly unbearable
the more I learn about this game, the more I think it will spawn a true AI on accident.
I can't wait.
It's convinced me that we're in a simulation.
@@KrikZ32 Imagine if we are just DF like game for some Extra universe alien and we are just one unit in his save
@@TheAmethyz this was not what I needed to hear at 2 AM in the morning but thank you for the enlightening thought regardless...
It's gonna happen when a proper economy is implemented, I strongly believe.
48:10 Tarn's brain has become an audible disk drive; loading up an appropriate response 😂
someone who took one python class: ReWrItE dF iN pYtHoN
no. just no.
I know nothing of actually writing ir and even i know that would run dogshit slow
Just imagine how long world generation would take. But in principle, you could do the performance-intensive parts in C, with Python on top. Not sure why anyone would want to do that though.
Although i like python, it would be a disaster.
@@alexeyvlasenko6622 To prove why Cython exists?
@@LHCB6 As far as I know even cython isn't a substitute for just writing in another language from the start.
The Adams brothers are a legend. I can hardly believe how rich their game is, a true masterpiece, an important work of gaming art. Keep on, guys!
All I can think of is a Dwarf Fortress Oregon trail. I didn’t know I needed that addition to the game.
Embarkation Trail - telling the story of a dwarven fortress-founding party during its journey from the homeland to the frontier where they'll establish their outpost.
Sounds badass.
Traveling to Oregon while leaving a trail of diseased organs.
There is something about this man's work ethic and attitude that is to be admired
Tarn was so focused on his work all these years that he doesnt know if books and boxes are still used or not.
17:20 That was my question from the announcement video on TH-cam.
Thanks for asking him the question!
Random color animals would be a neat feature for good biomes.
hey, the reason some dwarves lack beards is because they grew up in human civs instead of dwarven ones, moldath also generally looked distinct from the other dwarves in phenotype so this explains it
the fact that they haven't even started work on the ui for the steam version just goes to show how much content is really in this game.
AAAAAAAAAAAND They are actually hate ui.
the fact that they don't know what is possible in their own game just goes to show how much content and individual systems are in the game.
Cats died too much because when they licked their paws in a tavern they were consuming enough alcohol to die. But the systems of booze getting thrown on the floor, cats getting booze on their paws, cats cleaning their paws and drinking some of the booze as a side-effect, measuring the cats’ blood alcohol level, and the cats *having eyelids that work and respond to things getting splashed in them* were all good. This is more content than I can keep track of.
Tarn talked shortly about the idea of advisors, I assume that would be an administratiors job(s). I wonder what skills would make a good advisor? More importantly how an elf advisor would feel about my treatment of plants lol. A lot of great questions were answered, thanks man.
Thank you, both of you, for this video
I'm actually currently working on a DF inspired adventure game in Python, aka very mechanics based, fully base on procedural generation etc. Have worked on it for about half a year, let's see how it goes.
good luck friend, it's no small challenge
@@AndrewBrownK Thanks! I'll probably need it!
boomer
This a great chance to hear from the man himself. Hope his brother's ankle heals up and I wish the best health for Tarn too!
Tarn I don't know if you are listening but steam workshop allows large file sizes and people could do world saves to the workshop. If he isn't listening and someone that chats with him is here looking at comments let him know that this should be possible.
We'll pass it on.
Thank you for getting this setup. It was a great treat. I look forward to further discussion again, maybe you can even be allowed an early copy of the steam release to talk over.
This interview is amazing.Thank U!
Glad I could help!
Thanks for reposting the link for this interview in your Discord. Tarn is an amazing and singular person. Cheers BR
A game made with a man with true passion from a man who likes developing you can see the game is made with someone who cares about this game along with the love put in this game with everything that has been added to it.
I hope to hear more interviews with Tarn. That was great. It's nice to get a glimpse into the creator's idea of the game...Thanks BLindIRL....Im not sure if you have a discord or something---you should---but I have a couple questions/concerns....aquifers and werebeasts....even in places that arent supposed to have them end up having them in the last few games I made...the light aquifer thing is great, but seems I cannot escape them..I guess I need to learn how to manage them....gotta build the walls fast, I guess?...that and the constant waves of theives and werebeasts....so many questions....love the game though and you have helped open it up to me...best wishes
you know there are many other interviews with Tarn on TH-cam, and even a bunch of conference talks.
Now it makes sense why I havent got my crayon reward yet! Best believe I'm framing it!
I had the same revelation myself!
I am tempted to request mine ...
Tarn Adams is def my favorite dev
I see you liked the other one enough to keep at it! Glad you like these :)
Wow, you're really good at interviewing and Tarn is an amazing guest. Great pace and flow. Thanks for this!
There is a second one as well! Featuring less audio issues!
@@BlindiRL Yeah, just watched it! Excellent work :) Very enjoyable, you guys talk so effortlessly and with good flow
A three story building in Silverdale!
9:48 this was genuinely insightful
It might be a few months old but it's still genuinely got stuff that's quite interesting
I'm watching this later in the evening and the sub at 25:22 scared the crap out of me.
I am so sorry
Thanks dood
i wonder if they will drop the game before they are finished changing the UI the way they picture it
They haven't sold out yet! It will be done when it is done (I hope)
This man .... he is a legend !
Ask Tarn when he actually plays and what his fortress looks like.
I think the Kobold langauge he describes is like using the word Squanch or Smurf, except it's a semi-random sound. It's a placeholder for something that only retains its meaning within the present context. It renders speaking about the past or future pretty much impossible.
My only question is will we eventually able to run a fort/town as the elves/humans/goblins/kobolds? I feel like creating a war where you made both sides could be fun.
yes
amazing!
I wish the combat had some system that summarizes the events. Sometimes you don't even notice something has happened.
imagine a game as vast and complex as Dwarf Fortress but with a minecraft-like engine
You mean real life?
@@BlindiRL HA. good one.
but seriously. in just a few years a game like that will probably be possible. how fuckn nuts would that be. just zooming in on a landmass, into a fortress, and seeing all the characters shifting around going about their business. the biggest problem in making that game might just be creating 3d models for every little thing. >.
scamps sounds like such a cool cat. I'm normally a dog person but I want a cat that's a mischievous rascal
Well alright!!!
I am interested in making a game just like dwarf fortress, what should I know before I start? I would be very motivated to fallow in his footsteps.
DF has already given us the answer to world peace: everyone has a physical job, booze is abundant, and we genocide the goblins.
And elephants.
I am actually so sad no questions on optimization or multi-core utilization were asked. Love DF, but it'd be so nice if most forts didn't end in FPS death
Multicore to the max
This question needs to be asked
The flying race condition strikes the executable in the stability, and the severed part sails off in an arc.
Multi core has been addressed by tarn before, essentially he said it’d be a massive Thing and might require him to rewrite most of the game. Iirc he did say he’d look into offloading certain tasks to other cores but he thinks most stuff would have to stay single core
@@jamesstewart3856 people who talk like multicore will magically solve FPS issues have no idea what they're talking about. multiple cores could help with pathfinding, but the system required to actually get any benefits would be so much more complex. Tarn isn't a phd computer scientist or anything, and multithreaded systems are much more complex to build, even harder to get right, and produce the most difficult bugs possible. People who are like "make it multicore!" are completely overlooking the substantial increase in complexity. Even if he could manage to offload pathfinding to a separate thread it's not going to suddenly make all FPS issues disappear. It could end up helping a bit, or more likely extending the time before FPS death occurs, but it's not a magic bullet. And don't ignore the drastic increase in complexity.
Anyone know what that space game is he talked about??? Links?
Who was talking about what game? I remember Oxygen Not Included being mentioned very briefly. Pretty good game if um... well this seems silly to say on a DF video but... if you have the patience to learn all the different resource cycles.
that was awesome
Tarn is the Omnissaiah
13:20 lol
12:52 cat detected
Tarn is looking extra dwarfy these days
How to get started in programming:
- Try Javascript or Python to get an initial basic understanding
- Then commit to deep diving Rust or Haskell for real projects
- Thank me later
Is that him now in the thumbnail? His kinda looking like a dwarf himself. A hard working dearf.
It's a photo from pax west 2019. Most recent one I could find. Granted that video released days after I made this so he's less dearfy these days.
Is that a picture of Tarn on the thumbnail? lol I know this sounds absolutely bizzare, but Mr. Adams looks like Asmongold.
I really wish for DF to get fluid movement of entities between cells like it was done in Rimworld.
I wouldn't get your hopes up unfortunately
Rimworld's smooth movement is just a visual trick, all creatures move on a grid, the game just glides the sprite to the new location instead of just popping it into the next grid square.
You can tell a lot about a mans humanity by the way they interrupt an interview to talk to their cat needing attention.
Instead of a tutorial, they should clean up the menu system.
1:10:20 Python? Are you kidding me? Do you want the game to slow down to a crawl even more?
13:19
LOL re: Python.
The part about Kobalds made me crack up so bad I had to mute myself :D
is that question at the end about rebuilding the game in python an inside joke or something? python is one of the slowest languages in existence and with how many people complain about fps death python is like the worst language you could pick. only something like Ruby would be worse.
It's an inside joke asked by a member of the chat who's a programmer himself. He also asked if they were hiring. Got to have some humour in the interview.
Excuse me but what the actual fuck is a pet domesticated gremlin.
~43:00 Does female dwarfs have beards?
You sound so young
So will the steam version be downgraded from the original?
Actualy its a fully graphical update.
@@Crow.Author thanks for the reply. XD
Don't use gamemaker, use anything other than gamemaker. Unity, etc. Gamemaker has the worst optimization I've ever seen.
Some great games have been made with game maker, see hotline miami.
@@BlindiRL Oh you can make decent games with bad engines, but gamemaker is a questionable place to start. At least, any kind of project remotely similar to dwarf fortress is ill suited to that engine. I suppose if it's just a small project and you aren't worried about developing it too far into the future, it's fine.
But for any serious project someone intends to invest time & effort into, I think it's a big mistake. This is just my opinion, but most "made for beginner" software tools hinder more than help. You'll spend a lot of time learning the idiosyncrasies of a specific platform, which doesn't actually do anything for your skillset in the long run.
Unity is a much better option, there's a wide gradient of use cases from amateur to professional and you'll find no shortage of commentary & support.
ps: Hotline Miami owes all of its success to a unique creative vision, the game engine is its least impressive aspect. I'm not aware of any game maker games that stand out on a technical/mechanical level.