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I’m not sure if I’d use something like Unity or Unreal now if I had the choice since I don’t know how to use either of them. We went with those because it was easier to port them to OSX and Linux, though I still wasn’t able to do that myself of course. I use OpenGL and SDL to handle the engine matters. I’ve been using Microsoft Visual Studio since MSVC 6, though now I’m on some version of Visual Studio Community. Q : What programming languages and other technologies do you use? Basically, what’s your stack? Has that changed over the 15-20 years you’ve been doing this?Ī: DF is some combination of C and C++, not in some kind of standard obeying way, but sort of a mess that’s accreted over time. Our conversation below has been edited for clarity. If you want more, we also spoke with Tarn on the podcast. I reached out to Tarn Adams to see how he’s managed a single, growing codebase over 15+ years, the perils of pathing, and debugging dead cats. Up until now, he’s relied on donations to keep him going, but he’s currently working on a version with pixel graphics and a revamped UI that will be available for purchase on Steam.
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He writes all the code himself, although his brother helps out with design and creates stories based on the game.
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For the first four years it was a part time project, but since 2006 it’s been full time. The entire game is product of one developer, Tarn Adams, aka Toady One, who has been working on Dwarf Fortress since 2002. And it all takes place in an ASCII interface that looks imposing to newbies, but feels like the text crawl in The Matrix: craftsdwarf, river, legendary megabeast. Individual dwarves have emotional states, favorite gems, and grudges. The simulation runs deep, with new games creating multiple civilizations with histories, mythologies, and artifacts. It’s a free game where you play either an adventurer or a fortress full of dwarves in a randomly generated fantasy world.
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For now, the brave among you can still download classic Dwarf Fortress on Bay 12's website.Dwarf Fortress is one of those oddball passion projects that’s broken into Internet consciousness. It's a proper epic.ĭwarf Fortress's launch date on Steam is still listed as "time is subjective" so, yeah, we don't know when you'll actually be able to play it with the spiffy new visuals. If you're into stories about dwarf colonies by someone who knows a lot more about 'em than I do, Nate's been on a lengthy Dwarf Fortress journey in his The Basement of Curiosity series. I know community folks have made lovely tilesets to alleviate that pain but I've just never taken the plunge. I have very, very bad eyesight and an astigmatism and sit at a monitor every single day so I just cannot deal with the visual attack. I may sound like a broken record-I said the same thing when Bay 12 gave a preview of the new Dwarf Fortress tilesets-but the black on green on gold symbols of traditional Dwarf Fortress are a big nope from me. But we've arrived at a point where it accomplishes the goal of making the world map more easily understood and thought it would be fun to share."īelow is the same map in Dwarf Fortress's original style-augh my eyes! "There's still quite a bit to do with river mouths and wetlands and oceans and mountains and trees and so on, of course. It's cropped here, but you can see the full map in Bay 12's blog post. "The image is larger and square since we've moved from 8x12 ASCII glyphs to 16x16 tiles," Bay 12 say of the new version above. The work-in-progress map is still pretty cluttered as Dwarf Fortress maps tend to be, but dang is it easier to look at. In a new little update, they're giving us a look at what the generated world maps will look like with these non-ASCII pixels-though, yes, you'll still be able to use the symbols if you prefer. "Now with graphics!" Bay 12 proclaim on the store page.

As part of its eventual launch on Steam, daunting simulation Dwarf Fortress has been planning a big visual overhaul.
