Info

Dev Game Club

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.
RSS Feed
Dev Game Club
2024
April
March
February
January


2023
December
November
October
September
August
July
June
May
April
March
February
January


2022
December
November
October
September
August
July
June
May
April
March
February
January


2021
December
November
October
September
August
July
June
May
April
March
February
January


2020
December
November
October
September
August
July
June
May
April
March
February
January


2019
December
November
October
September
August
July
June
May
April
March
February
January


2018
December
November
October
September
August
July
June
May
April
March
February
January


2017
December
November
October
September
August
July
June
May
April
March
February
January


2016
December
November
October
September
August
July
June
May
April
March


Categories

All Episodes
Archives
Categories
Now displaying: Page 1
Mar 15, 2023

Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We talk about working on a thing for a long time, the refinements of the latest version, and a host of other small issues. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Several hours of the latest version of the game

Issues covered: rendering different glyphs, working on a thing for twenty years, the historical record, preservation, iteration, a game of saying yes, being able to leverage systems to other purposes, adding to the interface, modernizing their UI, experimentation and direction, setting goals, greater clarity, when a dwarf can't do a thing, doing more planning due to exposure to the systems, intuiting where things should go in relation to one another, the presentation of UI, the depth of the emotional state of the dwarves, world generation and fantasy elements, amount of space determining how dwarves will act, hotkeying to views, elevation levels of the world, planning ahead, the responsiveness of the dwarves, increased tick rate and the way it impacts play, communicating state of what the dwarf is up to, how the game might do on Steam, the appeal of life simulation games, emergent stories, a child playing with the trash, adding dialog for trade, giving goals or quests without a quest system, making a thing out of the trade panel, the tradeoff of fidelity and simulation, the benefits of Moore's Law, games we have a hard time playing now, liking problematic things, the sign that a thing is a problem from another's perspective, simple mechanics that work, increasing the fun.

Games, people, and influences mentioned or discussed: Monkey Island, Grim Fandango, Halo, World of Warcraft, APEX Legends, Fortnite, SimCity, Lynx, Lexis-Nexis, DOS, Linux/Unix, Emacs, Indiana Jones and the Temple of Doom, Minecraft, Populous, Civilization, RimWorld, The Sims, Will Wright, DOOM (1993), Cities: Skylines, Fallout, Farmville, Skyrim, Flight of the Conchords, Colin Tougas, GTA III, Pokemon Red/Blue, Hideo Kojima, Metal Gear Solid, Dragon's Lair, Tron, Death Stranding, Jarkko Sivula, Rogue, Dark Souls, RPG Maker, Unity, Godot, Uncharted, Mainichi, Mattie Brice, Microsoft Powerpoint, Sierra On-Line, Kirk Hamilton, Aaron Evers, Mark Garcia. 

Next time:
The Steam Version

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

0 Comments
Adding comments is not available at this time.