![]() ![]() Now we have all these world generation stories of stolen artifacts and heroes reclaiming them that we didn't have before, which is great. ![]() There's religious relics, like the humans, if their high priest of one of their religions dies, they can take a piece of clothing or even a skull or something and put it in a reliquary or whatever and maybe give it a name and venerate it in this temple or whatever. They were a different sort of culture, which made no sense, there should be items all through world generation. But the dwarves in world generation didn't make those things. They're not that interesting, but they're there, they have names, and historically it tracks them for future games and so forth. #DWARF FORTRESS ROOMS INSTALL#It's been very odd that the last 11 years or whatever, dwarves in your fortress have been able to make 'named objects,' they'd make a named sword if you're lucky or a named floodgate or bucket if you're not, and you can install it in your fortress, do some things with it. But the artifacts, the way we did that feature, in terms of Adventure vs Fortress mode, first we do the framework and world generation changes. I don't want to give my estimate, because it's always wrong, and if it comes out of my mouth it'll be nine times as long. We figured we'd take this chunk out, instead of having some three year release delay, that we'll do something that'll take about a year, get that ironed out, and then jump into the generation of the myth systems. For the last four or five years, when we add a new sweeping feature-like last year I did that talk about myth generation-so in preparation for that we're trying to hammer down all the details of how artifact type items work, because those are so essential to so many magic systems. ![]()
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