No news on CRPG development… I’ve a month to go now before my contract expires, so I’m more focused on job interviews.
I just discovered last week a real gem of a game called Dwarf Fortress. It was written by two brothers over a four-year period and released as an alpha-state game in August 2006. It can be played for free, but it is donation-ware, so if you like it, send them a few bucks.
Dwarf Fortress is a dynamic sandbox-type game with an 80×25 ASCII text display. It uses random procedural generation and creates an entire world using fractal techniques, then lets you pick a spot to found a new dwarven fortress with a starting colony of seven dwarves. (Yeah, I get the joke.) All names are also randomly generated, using a dwarvish-english dictionary to create unique (and sometimes hilarious) names for the Fortresses, regions, and individual dwarves.
For that matter, each dwarf is an individual. Your starting dwarves are a decent bunch with less hang-ups than the forthcoming immigrants that usually arrive once a year. (Be ready, the first wave is usually 10-20.) They have relationships, children, go into fey moods where they want to craft things and the lack of materials or workshops can cause them to brood and go mad, and even throw tantrums or go into berserk rages.
You begin by digging out a home for your dwarves, creating stockpiles for various necessities. The location you pick for your fortress greatly influences the needs and wants of your fortress. The lack of trees would mean, for example, that you must trade for wood with the human and elven traders who occasionally visit.
At a glance, the game looks both simple and insanely complicated. The controls are daunting, to say the least, and the graphics would be, to most modern console gamers, laughable. I didn’t think I’d be into it at first myself, until I read over the Wiki. It gives you a lot of good information on starting out your colony and the different elements of the game.
The game is also doing some serious computations behind the scenes. A z-axis exists; which means you can build rooms in three-dimensions, something that was recently added, I think. There’s also fluidics movement simulation; if you dig a channel you can redirect ponds, lakes, and rivers of water and magma to different places. It may LOOK like you could write this for a vintage platform, but trust me, not even possible! It even can slow down a fairly fast dual-core desktop machine.
A very fun Dwarf Fortress site is the “Boatmurdered” thread, which was collected onto a series of web pages. A group of players each took turns with the same world (shared as zipped up files) running their Fortress “Boatmurdered” to see how it would shape up being run by multiple people. And hilarity ensues, including accidentally flooding the outer areas with an underground river, and fixing it by flooding it with magma to vaporize the water! (Leaving a burnt wasteland outside the fortress for quite awhile.) The game was played with an earlier version of DF, I believe, since there’s a lack of multiple levels.
The most serious flaw with the game is a lack of tutorials and an incredibly confusing UI. The designers have admitted it is not finished. A great deal of playing the game is just learning HOW to do things, and usually through failure rather than success. Unless this can be rectified, I highly doubt the game would ever be commercially viable.
Another problem is the “Adventurer” mode; this is meant to allow you to wander your world and explore the “dungeons” left behind by various dwarven colonies; namely, the ones you created yourself. This part of the game is clearly a “work-in-progress” and the developers have been focusing more on the Fortress aspects, which have proven to be of greater popularity.
Anyway, a very fun game, and quite time-consuming. Consider yourself warned.
Links:
Dwarf Fortress Main Page
Dwarf Fortress Wiki
Boatmurdered Thread Archive