> Still the most complex game on the planet.
Dwarf Fortress.
> Still the most complex game on the planet.
Dwarf Fortress.
As a sidenote, to anyone who doesn't know the story of how Dwarf Fortress is being made, you should check it out. It's one guy, working full time on it, and managing to support himself and his brother through monthly donations. It's released completely free of charge, so this is just solely from people donating. That alone would be a pretty cool story, but when you look at the immense, mindboggling, ridiculously ambitious scale of the the planned finished game, it's incredible. He's basically trying to build a completely "generic fantasy world simulator", with procedurally generated world, history, etc. The amount of detail he goes into in this is amazing, and he has so much more planned. If you ever need to be inspired that one person can make a living doing what they love, or that you can actually implement features that are ambitious beyond most AAA developers' wildest dreams, look to Toady One.
As a bonus, it's a pretty fun game!
It's a pity that DF isn't open source either, as then its interface problems would have long since been fixed. But, as it is, its lead (and only) developer doesn't seem to care enough to fix it himself.
> By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally fa r slower than even STANDARD, which may be the slowest OpenGL mode.
It is indeed. However:
> Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.
The sequel, Headshoots[2], is also funny but not quite the same calibre as Boatmurdered. FYI, the name of your fortress is randomly generated.
[1] http://lparchive.org/Dwarf-Fortress-Boatmurdered/Introductio...
Until someone writes out rules for Azad, I think Dwarf Fortress will remain king of the complexity hill.
It's just too bad he can't come up with a UI that would appeal to any but the most dedicated players.
There's a player trying to get a sample of saguaro wood so they can measure some of its material properties empirically and add those to the game. And that's just one small part of some very large, recent threads researching real-world stuff to improve the game's model.
Someone actually went through about a couple of hundred random types of stone and wood to find out more information on them and input proper data for them, rather than using the defaults for wood and stone.
That thread is somewhere on the Suggestions forum.
Still, a very nice one, that is!