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Goblincamp


fragglerock
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Isn't that a real blatent rip off...I'll check the site!

edit - to be fair he does say

"Goblin Camp is a roguelike citybuilder, inspired by Anno 1404, Dwarf Fortress and Dungeon Keeper."

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Isn't that a real blatent rip off...I'll check the site!

It's pretty much a fan-made rip-off because Dwarf Fotress stagnated.

There was an 18-month update that was really broken and another 5-months later some of the bugs are getting fixed. Plus the meat of the update was redoing things rather than adding new things, so that's a couple of years of little development, plus Toady's donations are right down.

Personally I blame the userbase. People clamoured for making everything super-hard "blood for the blood god lol", claimed the user interface was "fine", and pretty much caused that state of affairs. There's nothing wrong with challenge, but people play games for lots of different reasons like exploration, creating big castles and stuff, and challenge that's too high makes all of those essentially stop dead. I know I stopped playing when doing what I enjoyed in the game just got so hard it wasn't worth the effort.

I switched to Minecraft to get my creatin' on and I get fearful every time someone calls it a first person Dwarf Fortress and clamours for more difficulty.

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Isn't that a real blatent rip off...I'll check the site!

edit - to be fair he does say

"Goblin Camp is a roguelike citybuilder, inspired by Anno 1404, Dwarf Fortress and Dungeon Keeper."

He's part of the DF community and instead of waiting for DF to sort itself out with a nice interface he's decided to do one himself.

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That's a BETTER UI than this Dwarf Fortress game?

Never seen DF but it must look shit.

Congratulations, Mr Understatement of the year 2010...

I really believe the obfuscation of the DF interface is one of it's charms.. It keeps the LOL brigade away from it. (It's learning curve is like scaling Everest without hands, using only your tongue, blindfolded, whilst being tickled by a giraffes mane) - but the rewards are bloody epic... I'll happily take a look at this Goblincamp though...

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It's not so much the ASCII look, it's that Dwarf Fortress has no mouse controls and relies entirely on keyboard shortcuts to function, with features hidden away in layer after layer of text-only menu.

Including the use of four different schemes for the same thing (increasing the size of a field) with no rhyme or reason, including the arrow keys, the Numpad keys 2468, WASD and IJKM.

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Including the use of four different schemes for the same thing (increasing the size of a field) with no rhyme or reason, including the arrow keys, the Numpad keys 2468, WASD and IJKM.

Indeed, or the completely crazy way it handles lists...(PageUp Down works for this list, BUT NOT FOR THIS ONE!, NEVER FOR THIS ONE! CRASH. V on this screen zooms to target, V on this screen initiates the opening of hell gates... Shame the screens are identical.)

Ahhh toady.. god loves ya...

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  • 1 month later...

So the new version of this came out the other day. Lots of nice changes that make it a little better! Hopefully it wont be too long before it can stand up to DF! :D

Changelog:

  • Added armor, it’ll help keep your orcs alive longer
  • River now looks more natural, no longer a straight line
  • Bog added for bog iron gathering (note: this is very much a work-in-progress, the risks aren’t there yet)
  • Tooltips are much more informative, for example stockpiles now show you their contents
  • Ranged weapons are in
  • Constructions get damaged by projectiles
  • Creatures fly if hit hard enough
  • Better mod support with ingame mod list
  • Animals with the anger attribute now properly anger
  • Items are stockpiled immediately after stockpile allowances are changed
  • Stockpiling items now chooses the closest stockpile
  • Constructions can be renamed
  • Settings and keybindings can be changed through an ingame menu
  • Creatures have learnt how to swim
  • Job assignments now consider distance from the npc to the job

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