"You explore new ideas in the interative development process, so it's not completely stagnant, but I can see how you can wear down a bit more," he notes. A regular game development team might spend months and years refining a title and polishing it up, making it "ready for market," and this is where Adams believes the enthusiasm can be lost. This is why Dwarf Fortress development is so completely different to, say, your average triple-A or mobile game design. "Like, if I got sick of geology, I wouldn't have to look at geology again for 10 years, right?" he laughs. There's another reason why the Adams brothers don't believe they'll ever get bored of Dwarf Fortress development - the sheer scope of the title, and the ridiculous number of avenues that they can potentially go down at any given point.Īdams says that whenever he becomes bored of a specific element of the game, he can simply go off and work on something else completely different instead. It helps, though, to know that we still have other ideas that we can work on, and there are lots of other interesting things to experiment with." "We don't want to build any hype for them because it's not necessarily anything that's ever going to see the light of day. "We don't really talk about them that much, and don't say what they are," he continues. #Best dwarf fortress tileset for beginners tv"There's time when we're watching stupid stuff on TV over at my brother's place where I have my other laptop, and I work on those games, just as kind of a break." In fact, Adams says that he has around seven other big projects that are sort of in the works but not - "they are all sort of large undertakings that I don't have large undertaking time for," he says. #Best dwarf fortress tileset for beginners maclike the Cobalt Quest, the Mac porting project, or whatever." And I kinda know I've made time for myself to make side projects, even though I haven't released anything since Dwarf Fortress that wasn't related to Dwarf Fortress. But having put in the years, I kinda know where I'm at. "I mean, if we didn't have vents for things like that, then I think it'd be a realistic expectation. I regularly talk to developers who tell me "I've really enjoyed working on this game, but I cannot wait to get it behind me and work on something new." How, then, does Adams keep up the enthusiasm for Dwarf Fortress? Isn't his attention starting to meander to other projects? What's so intriguing (and perhaps questionable) about Adams' 30-year-plus plan is how exactly the designer can stay focused and enthused about a project that may potentially take up his entire adult life. "Just kind of lay out a skeleton, flesh it out a bit, but not put the little curly hairs on it like we did in the first version of the game, where we had curly hairs on every part of the body, and measured their exact flash points and everything, and you could teleport someone's nose off and so on - although we're pretty much there in Dwarf Fortress again." The 30-Year Plan I mean, obviously, if we're in our 50s, we'll have all kinds of life decisions we're making, so there's no reason to think that we'll stick with this plan for even another five years or whatever."īut that's the general idea - sticking to the plan without getting too deep in the weeds. And there's a whole lot more to do after that. "We try to stay on the paper as much as possible," says Adams. The duo recognize that they have gotten stuck in plenty of development ruts before, and their solution is to lay everything out in front of them, and decide on what will make the cut. Tarn Adams recently estimated that we can expect 1.0 in around 20 years' time, although he admits it'll probably take even longer than that, "because I always underestimate release times."īut the Adams brothers have a clear goal, regardless of timeframe. #Best dwarf fortress tileset for beginners for freeTarn Adams and his brother Zach have been working on procedurally-generated fantasy game Dwarf Fortress for around 11 years now, although if you include the DragSlay and Slaves to Armok development work that preceded it - and essentially molded the game's early beginnings - it's more like 13 years.Īlthough you can download and play the game for free right now, version 1.0 is still a long time coming. "What we've done is lay out a framework for version 1.0, and you just have a giant piece of paper with everything on it, and there's the stuff that's on the paper, and there's the stuff that's off the paper."
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