Dwarf Fortress Steam Edition – Release Date Trailer [video]
youtube.com
youtube.com
- The smallest monthly amount the article mentions is $3,000 / month
- The highest monthly amount the article mentions is $8,181 / month (Dec 2104)
- The current number seems to indicate $6,999 / month
- $7,000 * 12 = $84 / year
- Split between two people, that's $42,000 / year each
- General rule of thumb is that the cost for an employee doubles their salary (to account for expenses such as health care, supplies, taxes, etc). So assume they're actually making less than that. We'll make it $30,000 since the overhead for a contractor is less than that for an employee.
$30,000 per year is not a lot of money to live on.
When he releases a new version, people pay attention and donate. When he takes time to introduce fun features that drive excitement, people don't donate because he doesn't release.
He occasionally adds a gentle ask for donations at the end of his progress blogposts, and it seems more like a guy who hates having to ask and would prefer to ignore money - which also seems like his entire personality.
My point is responding to "For anyone nitpicking the animations, UI or graphics choice... Please go and read about the reasons which drove the Adams brothers to finally cash in on their 20 year long passion project." They have been cashing in for a decade, it is a profession game put out by a decently paid experienced team, if I want to have a problem with the graphics or gui at whatever price they are charging, I will do so.
Including patron, it looks like they averaged over 11k per month last year.
If you're talking about the team they have doing the front end work for them, sure. But if you're talking about the two DF developers, certainly not. They've been making money on the game for years, sure... but a relatively low amount of money on the game, certainly not something I'd label as "cashing in". Rather, I think they believe the Steam move is "cashing in" because they hope it will bring them a lot more money; an amount I would help is better aligned with their work.
Edit: here
https://www.vice.com/en/article/8xypb5/the-dwarf-fortress-cr...
https://www.nytimes.com/2011/07/24/magazine/the-brilliance-o...
"Zach brought over a drinking glass from the house in case I got thirsty, because Tarn owns only a couple of dishes. In the fridge were three sodas and a jug of water and nothing else. Tarn said I was welcome to anything, although the jug technically belonged to Scamps — the tap water has something in it that makes the cat refuse to drink it. Tarn consumed “maybe one glass” of water in the last three months, hydrating with soft drinks instead. “Water’s not doing it for me these days,” he said. “I know it’s bad, but the sugar goes right into programming the game. If I don’t drink soda now, I get a headache and can’t do any work.”
Tarn has had to deal with fans haranguing him about his health for a while. It's been a pretty common meme in DF culture to wonder what's going to happen to the codebase when Tarn passes it, with heavy implication that it'll never get to v1.0.
" . . . in the only moment I heard him speak with anything like bitterness, Tarn called Minecraft a “depressing distillation of our own stuff.” He paused, adding more magnanimously that the game “has its own things going for it.” The problem, he concluded, “isn’t with Minecraft so much as it’s with society.”
And the UI actually looks reasonable now! I was concerned that Tarn might not have any talent at UX, but all the rearranged menus appear to be extremely thoughtful and optimized for convenience while still retaining the bevy of keybinds that power users crave. They've incorporated some ideas from third-party tools to make managing dwarves easier as well.
Overall I'm not sure if DF is still the indisputable champion of weirdly-obsessively-thorough game simulations as of 2022, what with Rimworld and the like nipping at its heels, but I'll be getting this for sure.
EDIT: Here's an hour-long live demo with Tarn and Zach from two months ago (I believe they've polished the UI even more since then): https://www.youtube.com/watch?v=uE-FCtGdwMI
I wrote to some friends earlier:
> The World is about to end. Dwarf Fortress GUI version to release December 6…
And a friend replied:
> I'm scared to pick that game up - afraid it will become a black hole in my life. Never played it but it always looked very interesting
I am scared now. :)
EDIT: from https://youtu.be/uE-FCtGdwMI?t=2425 :
"We have a new system where you can group your saves by timeline. It's mainly for the title screen but it also lets you share them with people in different ways. [...] So you can have your own little Boatmurdered experience."
> It looks more like an amateur overlay someone could have cranked out in a month than a years-long project
We both know that's not remotely true. They're not even done drawing all the graphics yet and that's not exactly because of laziness. And on the technical side this is a game built over 20 years without animated graphics in mind.
For one character, probably not, but if you have 200 dwarfs and a large goblin raid is flooding your gates with about as many units you now have another coupling between the logic and UI that must be tracked bringing your fortress closer to FPS death at earlier stages.
DF has over ten intelligent species, countless animals and other creatures that include oddities like weresloths. Should all of those be drawn in different orientations? There is a lot of variety you could add graphically based on, say, a dwarves' current activity, mental state and so on but you have to draw the line somewhere if the game is supposed to actually release. They did make some other improvements like a less cryptic graphical representation of terrain.
From what I've seen a lot of the development work for the Steam release was about reducing the technical debt that accumulated over the years and now just had to be paid in order to integrate new features and improvements.
Should all of those be drawn in different orientations?
Literally all you need is a single mirroring. Left and right. That's enough so your characters don't spend half their time moonwalking. It looks ridiculous.
Does it bother you that they aren't facing up/north? Why not?
I can't say I've ever heard anyone complain about 'sliding' or 'moonwalking' before. Mostly because they're just disappearing from one coordinate and appearing in the neighbouring one.
Anyway, that's just your opinion. I greatly prefer this to Jupiter Hell and I don't even understand how you can compare the two. Jupiter Hell looks like a generic top-down isometric 3D game.
Fwiw, I did try using various graphical tilesets over the years but went back to the old-school glyphs (or rather the unicode setup that lets you run the game in a normal terminal).
[1] https://dwarffortresswiki.org/index.php/DF2014:Graphics_set_...
I really hope that for the dev's, they make an excellent job!
Hmm, ok this is getting my attention.
More than anything I've really enjoyed really people's stories from the game.
TL/DR: 30 $, Legend mode for sure, Arena and Classic mode maybe or a few weeks after. More updates (graphics, Mac & Linux support) a bit later. Adventure mode will follow.
[0]: https://store.steampowered.com/app/975370/Dwarf_Fortress/
There has to be a good solution to the problem of productivity when all of one's needs are met.