A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Dwarf Fortress Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Use the ☼Dwarf Fortress Questions Thread☼ Plus we got more FUN stories and I can’t think of any reason that is a bad thing.Įdit: included military as one of things they should touch on, even if just briefly.Want to start playing? Read this sidebar! TL DR: I think the basics are fine! There is a whole community of players who would love to help, discuss, and nurture new players and we really can’t ignore the power of such things. delve secure lodgings - and let them figure out the rest through trial and error and interaction with this wonderful community. I feel the tutorial is enough for what it needs to do: make sure the player is able to give Urist food, alcohol, shelter, and probably military basics - i.e. setting up the economies and activities you can support to trade (or pillage) for the resources to set up those you can’t to begin with.Ī huge part of the game is about dealing with the hand you are dealt and making do with what you have available - the embodiment of “necessity is the mother of all invention” and promoting problem solving, creativity, and ingenuity - and I think too much of the joy of DF would be lost if you give players the answer to too many things from the get-go. There’s also more than one way to skin a cat: sure, you can show how to do ore extraction and whatnot but then where would be the FUN of finding alternative solutions? By showing in the tutorial one possible method to acquire resources and set up industry, it may lock players into gameplay patterns that they don’t have to do when other very viable and rewarding alternatives may exist - e.g. meaning you still have to play in a world you generated and can’t just stay in the “tutorial zone”. limit population to 50, scripted events for learning reasons, etc. There are potential workarounds to this like having a mini tutorial world or just a self-contained 3x3 embark map made just for the tutorial but can’t be played past a certain point and doesn’t actually exist - e.g. It would be pretty indelicate to simply “inject” a zone into the generated world that has all of those resources available. I rationalized that omission like this: world gen parameters can be tweaked so heavily that it might be an non-trivial challenge to ensure that a tutorial site always have access to metal ores and wood and fuel or whatever you need for even just the major industry and gameplay loops. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) Want to start playing? Read this sidebar!
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