

What isn't well thought out at all are both the 'design' of the software and interface. It has unmatched emergent gameplay and behavior due to the physics and complexity of each dwarf.

Tarn has a physics background and in this regard the game is well thought out. There are many amazing and laudable aspects to DF. (The ASCII is actually rendered in OPENGL for performance which is a joke in and of itself because 99% of the system resources are spent poorly simulating stagnant blocks of air rock and dirt with nothing happening to them). Let alone the fact that AN ASCII GAME CAN BRING AN 8 CORE DESKTOP TO A CRAWL.
#STONEHEARTH MULTIPLAYER BETA CODE HOW TO#
Even when you do understand how to play the game it's a kludge. The UI in Dwarf Fortress is completely indefensible. The only thing I can think of comparable might be high-fidelity but consumer grade flight simulators like X-Plane, or those put out by Russian developer DCS (e.g. The depth of this "game" is breathtaking. It's also recommended to pick up a freshman textbook on geology to understand the game's many types of rocks, which is apparently pretty realistic following Tarn's personal interest in geology/mineralogy. All of it is conveyed by descriptive text. Piercing damage will effortlessly penetrate all layers and has a high chance to damage.Ī dwarf is graphically represented by a smiley face, so you can't see any of this happen. Slashing damage will cut through tissue, muscle and fat, might even separate body parts, blunt damage will pass through protective clothing and only bruise upper layers, but shatter bones and joints mercilessly. > How does that play out in the actual game? Depending on what kind of injury a creature suffers it tracks the damage to individual body part and the results of it. Every part of this construct has several states it can be it, reaching from healthy over bruised, torn, mangled, nonfunctional, broken and missing. This starts at the single parts of a body, then adds layers of tissue, muscle and fat to each part, connects all parts by joints and finally stuffs a share of vital and nonvital organs into the whole thing. Instead of simple health points or separate body parts DF simulates each individual by the sum of it's parts. > DF's damage system is just as complex and oftentimes difficult to keep track of as the rest of the game.

Great explanation of DF's bodily combat damage modeling.
