2006 roguelike pimpment simulation vizzle game

Dwarf Fortress (officially called Slaves ta Armok: Dogg of Blood Chapta Pt II: Dwarf Fortress) be a construction n' pimpment simulation n' roguelike indie vizzle game pimped by Bizzle 12 Games. Freeware n' up in pimpment since 2002, its first alpha version was busted out up in 2006 n' it received attention fo' bein a two-member project survivin solely on donations. Da primary game mode is set up in a procedurally generated fantasy ghetto up in which tha playa indirectly controls a crew of dwarves, n' attempts ta construct a successful n' wealthy fortress. Critics praised its complex n' emergent gameplay but had mixed erections ta its difficulty. Da game hyped up Minecraft and was selected among other games ta be featured up in tha Museum of Modern Art ta show tha history of vizzle gamin up in 2012.

Da game has text-based graphics n' is open-ended wit no main objectives. Before playing, tha playa has ta set up in motion a process which generates ghettos wit continents, oceans n' histories documentin civilizations. Da main game mode, Dwarf Fortress, consistz of selectin a suitable joint from tha generated ghetto, establishin a successful colony or fortress, combatin threats like goblin invasions, generatin wealth n' takin care of tha dwarves. Each dwarf is modeled down ta its individual personality, has likes or dislikes n' possesses specific trainable game up in various labors. Da second main game mode, Adventurer mode, be a turn-based, open-ended roguelike mode where tha playa starts off as a adventurer up in tha ghetto n' is free ta explore, complete quests, or visit oldschool abandoned fortresses. Da combat system be anatomically detailed wit combat logs describin events like organs gettin pierced, fat gettin bruised n' limbs gettin severed.

Prior ta Dwarf Fortress, Tarn Adams was hustlin on a project called Slaves ta Armok: Dogg of Blood which was a role-playin game. By 2004, Adams decided ta shift from tha original gangsta Armok ta Dwarf Fortress afta tha forma became hard as fuck ta maintain. I aint talkin' bout chicken n' gravy biatch fo' realz. Adams calls it his wild lil' freakadelic gamez work n' holla'd up in 2011 dat version 1.0 aint gonna be locked n loaded fo' at least another 20 years, n' even afta dat da thug would continue ta work on dat shit. Da game has a cult following n' a actizzle online hood fo' realz. As there is no way ta win, every last muthafuckin fortress, no matta how tha fuck successful, is probably fucked wit somehow. This prompts tha straight-up legit hood motto: "Losin is Fun!"

Gameplay [ edit ]

Overview n' game modes [ edit ]

Da game uses text symbols fo' graphics (unless modified). For example, a thugged-out dwarf be a cold-ass lil colored, bearded smiley -like characta n' various other lettas represent muthafuckas yo. Here, dwarves n' livestock can be peeped round they wagon of supplies just afta embark.

Dwarf Fortress has three primary game modes which take place up in ghettos pimped by tha playa, where most of tha elements is randomly generated.[1]

Dwarf Fortress mode, a construction n' pimpment simulation of a cold-ass lil colony of dwarves. [2] [3] There is no objectives, wit tha playa bein free ta decizzle how tha fuck ta go bout managin tha colony n' makin dem interact wit tha environment, thus makin it a open-ended n' sandbox-style game. Right back up in yo muthafuckin ass. Since there is no way ta win, it only endz when tha entire colony is defeated by tha various possible threats, or tha playa decides ta abandon tha fortress. Da visuals is text-based rockin code page 437 charactas up in various flavas as graphics. [4] Thus, it is full of letters, numbers n' symbols; fo' example, a thugged-out dwarf is represented by tha symbol U+263A ☺ , a cold-ass lil pussaaaaay be a thugged-out dark grey "c", a thugged-out dawg be a funky-ass brown "d", n' a giant spider be a light grey "S". [5]

There is no objectives, wit tha playa bein free ta decizzle how tha fuck ta go bout managin tha colony n' makin dem interact wit tha environment, thus makin it a open-ended n' sandbox-style game. Right back up in yo muthafuckin ass. Since there is no way ta win, it only endz when tha entire colony is defeated by tha various possible threats, or tha playa decides ta abandon tha fortress. Da visuals is text-based rockin code page 437 charactas up in various flavas as graphics. Thus, it is full of letters, numbers n' symbols; fo' example, a thugged-out dwarf is represented by tha symbol , a cold-ass lil pussaaaaay be a thugged-out dark grey "c", a thugged-out dawg be a funky-ass brown "d", n' a giant spider be a light grey "S". Adventurer mode, a turn-based, open-ended roguelike where tha playa starts off as a adventurer. [3] [6]

In Legendz mode, playas can view maps, historiez of each civilization n' any figure whoz ass has lived or took a dirt nap up in tha generated ghetto. Right back up in yo muthafuckin ass. Y'all KNOW dat shit, muthafucka! Any noticeable achievement made by tha playa up in any of tha two game modes is recorded up in tha Legends.[7] A testin arena is present, where playas can simulate battlez between selected units up in various conditions.[7][8]

Ghetto generation [ edit ]

A ghetto bein generated n' tha muthafuckin years bein counted. Y'all KNOW dat shit, muthafucka! This type'a shiznit happens all tha time. Each game is played up in such generated ghettos.

Da first step up in Dwarf Fortress is generatin a playable ghetto; only one game can be played per ghetto at a time.[7] Da playa can adjust certain parametas governin size, savagery, mineral occurrences n' tha length of history. Da map shows symbols representin roads, hills, towns n' ghettoz of tha various civilizations, n' it chizzlez as tha generation progresses.[7]

Da process involves procedurally generated basic elements like elevation, rainfall, mineral distribution, drainage n' temperature.[1] For example, a high-rainfall n' low-drainage area would cook up a swamp fo' realz. Areas is thus categorized tha fuck into biomes, which have two variables: savagery n' alignment.[10] They have they own specific type of plant n' animal populations. Da next phase is erosion�"which tha drainage simulates. Rivers is pimped by tracin they paths from tha mountains (which git eroded) ta its end which is probably a ocean; some form tha fuck into lakes.[11] Da salinitizzle field defines oceans, mangroves or alluvial plains. Names is generated fo' tha biomes n' rivers.[10] Da names depend on tha areaz good/evil variable (the alignment) n' though up in Gangsta, they is originally up in one of tha four in-game languagez of dwarves, elves, humans n' goblins; these is tha four main races up in any generated ghetto. Right back up in yo muthafuckin ass.[11]

Afta all dem minutes tha ghetto is populated n' its history pimps fo' tha amount of in-game muthafuckin years selected up in tha history parameter n' shit. Civilizations, races n' religions spread n' wars occur,[12] wit tha "population" n' "deaths" countas increasing.[7] Da ticker stops all up in tha designated "years" value, at which point tha ghetto can be saved fo' use up in any game mode. Right back up in yo muthafuckin ass. Should tha playa chizzle ta retire a gangbangin' fortress, or should they be defeated, dis ghetto will persist n' will become available fo' further games.

Dwarf Fortress mode [ edit ]

Basics [ edit ]

A Dwarf Fortress ghetto map

When Dwarf Fortress mode is selected, tha playa is given tha option ta chizzle tha embark location up in tha ghetto. Right back up in yo muthafuckin ass. Y'all KNOW dat shit, muthafucka! Da playa can consider tha environment, elevations, biome, soil types n' mineral concentrations[13][14] which can pose dope challenges ta tha pimpment or game of tha fortress. Customizin tha colonyz supplies, domestic muthafuckas n' game is available yo, but each dwarfz menstrual n' physical attributes is randomly generated.[15] Da game raps bout up in detail each dwarfz physical appearance, like afro n' facial features.[15] Da menstrual abilities, individual preferences n' desires is also randomly generated. Y'all KNOW dat shit, muthafucka! This type'a shiznit happens all tha time. Each dwarfz relationshizzlez wit others n' tha deitizzles they worshizzle can be viewed.[13]

Da playa embarks wit tha expedizzle crew (seven dwarves, they livestock n' supplies), n' aint gots direct control over dem wild-ass muthafuckas. In order ta construct n' operate tha fortress, tha playa has ta designate specific tasks ta be performed n' tha dwarves will go bout dat shit.[14] They can be assigned any labors yo, but they work still dependz on they relatizzle skill wit it, which can increase as they big-ass up holla'd task.[16] Some task categories is stone-working, woodworking, metalworking, farming, n' crafting; there be further combat-related game.[13] They is categorized further, like fuckin is leatherworking, butchery, clothesmaking, gem cutting, glassmaking, n' pottery. Activitizzles take place up in workshops which need ta be constructed; fo' example, stills fo' brewin alcohol.[12][18] Da metal industry has a straight-up blingin role cuz it produces weapons n' armor fo' tha military,[18] trap components fo' defense, n' high-value furniture n' decorations.[19]

Functionizzle mechanics [ edit ]

Da playa initially can peep a top-down view of tha surface-level of tha fortress site; each layer of a z-axis level can be viewed when tha playa chizzlez it fo' realz. An entire underground level would be peeped as its entire section of terrain while a mountain all up in tha surface level would have only its section visible wit tha remainin surface landscape. Thus, fo' digging, tha playa can designate, fo' every last muthafuckin z-level startin from tha surface, staircases ta be carved, and, all up in tha final designated level, end tha staircase by havin it dug tha fuck into a room.

Da geology up in Dwarf Fortress is fairly accurate. Rocks like olivine n' gabbro can be dug up. Da topmost layer probably consistz of sand, clay or plain soil�"this can be used fo' underground farming.[13] Deeper levels is ghon be layerz of rock; minerals step tha fuck up in layers or clustas round tha right depth. Gems like tourmalines step tha fuck up in rare clusters.[12] Wata is simulated like fallin sand, every last muthafuckin space can contain up ta seven levelz of it fo' realz. A tile havin one level of wata is tha lowest, while a tile wit seven is full.[10] There be a system fo' simulatin temperature n' heat. Fires can spread n' burn dwarves n' furniture.[21] There is four basic seasons up in a in-game year: spring, summer, autumn n' winter.[19]

Mineral ores can be mined just like aiiight stone n' tha raw ore can be smelted ta produce they correspondin metal bars. Different ores or metal bars can be alloyed together fo' higher qualitizzle shit. For steel thang, flux stones is used ta make pig iron bars n' smelt it wit regular iron n' coal (or charcoal). Right back up in yo muthafuckin ass. Specific metal shit can be melted back ta they respectizzle bars. Without steel, tha alloy bronze or regular iron is tha next dopest suitable metals ta use. Bronze requires two ores or barz of tin n' copper. Da metal adamantine, found deep below, is mad light but straight-up strong, makin it pimpin fo' sharp weapons n' armor. Shiiit, dis aint no joke. Raw adamantine can be extracted tha fuck into strandz n' can further be either woven up in cloth or smelted tha fuck into wafers.

Fortress pimpment n' growth [ edit ]

Underground farmin has customized crops like "plump helmet" mushrooms, which can be brewed ta make mushroom dat schmoooooove alcatronic shit.[13] As tha fortress prospers, migrants come up in larger numbers from tha mountainhome (the colonyz home civilization) n' will need further accommodation. I aint talkin' bout chicken n' gravy biatch. Tradin caravans, which can be from tha various neighborin civilizations includin tha home civilization, visit tha fortress on a yearly basis n' is useful fo' gettin supplies not available up in tha playaz fortress area.[16][18] Da role of bookkeeper, manager n' broker can be assigned ta any dwarf durin early game.[14] Da bookkeeper maintains recordz of every last muthafuckin item present up in tha fort, tha manager auto-assigns thangs n' tha broker deals wit tradin caravans. Da thang of crafts from any material is useful fo' trading.[12][16][19] Da caravans come from civilizationz of elves n' humans but dependin on tha embark region n' history, they may be absent or sometimes even hostile.

Dwarves need ta be provided wit chicken n' drank (mostly up in tha form of alcohol) fo' realz. A dwarf will git wack thoughts fo' drankin plain wata n' even fo' drankin tha same type of alcohol, makin it necessary ta grow different crops fo' producin different drinks.[18] Things like not havin a separate bedroom can upset a thugged-out dwarf. They may make playaz n' sometimes marry; dem hoes give birth.[19][21] Dwarves can git upset by sustainin fuck-ups, havin skanky threadz, losin they pets, playaz or relatives; interactin wit or seein they corpses can aggravate all dis bullshit fo' realz. A frustrated dwarf may break furniture or battle others. Continuous stress will cause dem ta throw tantrums n' eventually go insane, whether goin berserk n' comin' at they comrades up in a homicidal rage, becomin suicidally pissed off n' jumpin off a cold-ass lil cliff, or simply goin "stark ravin mad" n' stumblin round randomly until they untimely dirtnap.[15] Their qualitizzle of game can be improved by givin dem luxurious underground bedrooms n' a well-decorated dinin room, medicinal care, n' providin dem wit a variety of dranks n' well-cooked meals fo' realz. A chain erection where a single dwarfz unhappinizz causes tha entire fortresss population ta start throwin tantrums can begin when one dwarf throws a tantrum, attacks n' kills another one wit nuff playas, which drastically affects tha happinizz of nuff more.[12][18]

As tha fortress expandz n' pimps, freshly smoked up noble positions become available. While regular dwarves is ghon be aiiight wit simple rooms provided ta them, dwarves appointed or erected ta noble positions will need mo' luxurious accommodation. I aint talkin' bout chicken n' gravy biatch. Noblez will even make demandz n' mandates, gettin wack thoughts if they aint fulfilled. A justice system is present ta punish criminals, fo' example, dwarves whoz ass injure or bust a cap up in another dwarf or fuck wit furniture. Occasionally, a vampire dwarf, wit a gangbangin' fake background history, may arrive wit a migrant wave n' start cappin' n' feedin on tha other playa hatas without bein noticed.[27]

Inspired dwarves will occasionally git tha fuck into a "Strange Vibe". They will take over a workshop n' go searchin fo' tha required shiznit ta begin construction of a artifact. If they cannot find tha shit, tha dwarf will wait all up in tha workshop, demandin it until it be available. Afta all dem in-game weeks, tha work thangs up in dis biatch up in a legendary artifact, a item so masterfully crafted dat it is probably worth mo' than a funky-ass beginnin fortress' total wealth put together.[18] These artifacts is ghon be added ta tha ghettoz records[27] n' its exact description can be viewed. Y'all KNOW dat shit, muthafucka! Through dis entire period of bein up in a strange vibe, a thugged-out dwarf aint gonna eat, drank or chill n' will eventually go crazy if prolonged cuz of any reason.[19]

Threats, defense n' dwellin deeper [ edit ]

Da first in-game year will probably consist of kobold gangbangas n' goblin snatchers tryin ta infiltrate tha fortress. Thieves try ta loot valuables, while snatchers try ta kidnap dwarven lil pimps ta raise dem as future soldiers. Goblin n' kobold civilizations near tha fortress will always be straight-up shitty n' a source of frequent attacks. Wildlife is probably harmless,[19] but dependin on tha fortress' location, mo' fierce elephants, bears, unicorns, giant spidaz n' wolves may be a threat. Wealthier n' mo' populated fortresses will git ambushes n' sieges from neighborin goblin (or other enemy) civilizations fo' realz. A thrivin fortress will attract certain "megabeasts" like hydras, titans or dragons,[5][21] n' randomly generated creatures called "Forgotten Beasts". These unique creatures have randomized physical qualitizzles n' abilities, thus givin dem tha potential ta be straight-up bangin naaahhmean, biatch? Undead battle mainly up in evil biomes or if tha playa embarks wit a Necromancer Tower bein near tha site. Undead is harder ta kill, n' often reanimate once they is defeated, wit they body parts bein separate units ta fight.

Military squadz can be assigned ta barracks ta train n' be equipped wit a uniform (armor n' a weapon).[18][19] Squadz can be directly commanded ta battle enemies. Put ya muthafuckin choppers up if ya feel dis! Crossbows can be made fo' ranged attacks n' a range wit targets can be constructed fo' hustlin. I aint talkin' bout chicken n' gravy biatch. Walls can be carved tha fuck into fortifications n' be used by ranged-units durin attacks.[21] Trainin areas can be made ta train war muthafuckas like dawgs. Players can use traps n' engineerin up in addizzle ta hustlin a army.[27] Traps can be made by constructin mechanisms n' rockin metal or wood ta construct big-ass weapons like spikes, axe blades or cages. Mo' complex lever-operated n' heat plate-triggerin trap components is available.[19]

Combat lyrics bein displayed durin Adventurer mode. Each message raps bout weapons strikin specific partz of tha combatants' bodies wit organs gettin pierced or limbs gettin severed.

Da combat system up in Dwarf Fortress is anatomically detailed. Y'all KNOW dat shit, muthafucka! Combat is displayed by viewin tha log which raps bout each weapon strikin a specific part of tha characterz body. Internal organs can git punctured, combatants can fall ta tha ground, vomit, n' lose body parts.[32] Each dwarf has individually detailed limbs, each wit damageable bone, fat, nerves, muscle n' skin. I aint talkin' bout chicken n' gravy biatch. Fat can be bruised without breakin bones n' vice versa. Injuries sometimes can be permanent. There be a medicinal system where a hospitizzle can be set up, where crutches fo' disabled dwarves, traction benches, plastas n' cloth fo' casts n' bandages, thread fo' suturing, soap fo' preventin infection, n' splints can be provided ta help wit tha healin process.[33]

Diggin deeper is probably done fo' findin magma, which, as a gangbangin' gin n juice source, removes tha playaz dependence on coal or wood.[34] Another reason ta dig deeper is fo' searchin fo' specific raw shit, ores or gems.[12] Magma pools or tha even bigger, ghetto-spanning, magma sea is found while diggin tha fuck into warm rock. Near tha magma sea, raw adamantine strata can be found. Y'all KNOW dat shit, muthafucka! They is shaped like columns, which pass down all up in tha entire magma sea. These columns is hollow n' can be broken, revealin a entire shaft leadin deeper tha fuck into tha underworld or hell. Underworld creatures is countless n' nearly always brang a gangbangin' fortress ta ruin.[33]

Adventurer mode [ edit ]

Adventurer is tha secondary game mode up in Dwarf Fortress. Unlike Fortress mode, Adventurer mode has tha playa control a single character n' shit. In Adventurer mode, characta creation works similar ta other role-playin games, wit tha playa choosin tha name, gender, race n' personalitizzle of tha character n' shit. Players also select from a cold-ass lil chizzle of various game n' attributes, like fuckin strength n' agility. Like up in Fortress mode, these game further improve normally all up in exercised use unlike regular experience. They play up in tha same generated ghettos, n' these ghettos continue ta pimp n' advizzle while time passes as up in Fortress mode.[27] Da characta starts off up in a hood of they choosing, dependin on tha characterz chosen civilization, n' can interact wit tha various non-player characters (NPCs). NPCs can drop a rhyme bout tha surroundin areas or offer ta follow n' help tha playa n' shit. Quests is given via a "rumor" system, where rumors can spread among tha NPCs, or playas can decizzle ta serve a leader n' attain mo' traditionizzle quests from dem via a "Agreement". Charactas can also write poems, books n' noize compositions, based on procedurally generated forms n' styles. Da playa can chizzle ta form a joint n' build rockin shiznit they collect. Players can use tha quick travel mode ta quickly travel between geographical regions.[7]

Like regular charactas up in Fortress mode, charactas have thirst, hunger n' exhaustion levels. To survive, they must eat, drank n' chill. They need ta take shelta at night when evil creatures like bogeymen come out. In addizzle ta tha regular combat mechanism, up in dis mode, tha playa can also chizzle which body parts ta strike.[35] A playa can visit they retired or fucked up fortresses made up in Fortress mode. Instead of quitting, tha characta can be retired, n' dependin on tha playaz achievements, they game events is ghon be documented up in tha Legendz mode among tha oldschool figures.[27][36]

Legendz mode [ edit ]

Legendz is tha third way of interactin wit a generated ghetto, a listin of tha eventz of oldschool figures, sites like fuckin towns or fortresses, regions n' civilizations. Legendz also includes a "historical map" tool up in which playas can examine conflicts n' other activitizzles between civilizations.[21] These generally take tha form of sentences describin tha actionz of tha characters, as well as notable completed events, n' you can put dat on yo' toast. Right back up in yo muthafuckin ass. Some oldschool entries also include notable kills, megabeasts, n' allies n' enemies within tha game ghetto. Right back up in yo muthafuckin ass. Y'all KNOW dat shit, muthafucka! Da characta referenced up in these details generally have they own oldschool entries alongside.

At any time, tha playa can create a XML dump up in which playas can examine history outside of tha game. Right back up in yo muthafuckin ass. Similarly, playas can export detailed maps dat show ghetto details like fuckin biome boundaries, rainfall n' drainage.

History [ edit ]

Early pimpment (2002�"2006) [ edit ]

Tarn Adams up in 2013; dat schmoooove muthafucka has been designin game since high school His olda brother, Zach, whoz ass helped his ass wit his wild lil' freakadelic game projects n' Dwarf Fortress

One of Tarn n' Zach Adams' early works was a text based adventure game called dragslay, freestyled up in tha BASIC language n' hyped up by Dungeons n' Dragons. This was tha brothers' first fantasy project. In high school, Tarn Adams taught his dirty ass tha C programmin language n' pimped it further n' shit. dragslay would lata have a blingin influence on Dwarf Fortress fo' realz. Adams explained his crazy-ass muthafuckin interest up in fantasy games, dat dat schmoooove muthafucka had grown up "surrounded by dat sort of thang...along wit generic sci-fi, generic fantasy is part of our heritage."[10] Years later, before enterin graduate school up in mathematics, Adams fuckin started hustlin on a project his schmoooove ass called Slaves ta Armok: Dogg of Blood. Dat shiznit was named afta a thugged-out deitizzle up in dragslay, originally named fo' a variable "arm_ok"�"which counted tha limbs tha playa still had attached. Y'all KNOW dat shit, muthafucka! This freshly smoked up project was a two-dimensionizzle (would lata have 3D graphics) isometric fantasy role-playin game up in which tha playa encountered n' fought goblins.[10]

Adams took some time off Armok ta work on lil' small-ass side-projects, n' another one which would inspire Dwarf Fortress was Mutant Miner. Dat shiznit was turn-based loosely inspired by a game called Miner VGA. Mutant Miner involved tha playa diggin underneath buildings, searchin fo' ores n' fightin monsters, n' carryin radioactizzle "goo" back ta tha surface fo' application up in growin extra limbs n' bustin other abilitizzles fo' realz. Adams was dissatisfied wit only havin a single miner, n' tha game fuckin started ta lag cuz dat shiznit was turn-based. Y'all KNOW dat shit, muthafucka! Adams holla'd:[10]

[I]nstead of rewritin tha game, I thought, well maybe it should be dwarves instead. Y'all KNOW dat shit, muthafucka! And it should be real-time ta combat tha [lag] problem. Now, you'd be diggin up minerals up in a mountain, combatin threats inside, n' makin lil workshops. Then I thought, well, how tha fuck should tha high score list work, biatch? We straight-up gots nuff props fo'to keep recordz of plays. Not just high score lists yo, but expansive logs. Right back up in yo muthafuckin ass. So we'll often try ta be thinkin of ways ta fuck wit tha idea. This time, tha scam was ta let yo' adventurer come tha fuck into tha fortress afta you lose n' find tha goblets you've made, n' journals it generates.

First release (2006) [ edit ]

Adams fuckin started hustlin on Dwarf Fortress up in October 2002, estimatin dat tha project would take two months yo, but suspended pimpment soon after, up in order ta finish his thugged-out lil' previous work, Armok yo. Dude explained dat it fuckin started like tha 1982 arcade game Dig Dug.[37] Da Adams brothers started tha Bizzle 12 Game company, launchin its joint n' releasin they game online. Put ya muthafuckin choppers up if ya feelin dis shiznit! Armok became harder ta maintain cuz of his ass focusin on addin features ta Dwarf Fortress instead, up in addizzle ta its inferior code n' 3D graphics. By 2004, Adams announced on his joint dat da thug would be switchin his crazy-ass main project ta Dwarf Fortress afta da perved-out muthafucka struggled ta continue hustlin on it fo' realz. Adams explained dat it would be a simulation game wit dwarves but kept Adventurer mode as a surprise feature, which was revealed durin its release.[10] At dat time, his wild lil' hustla base consisted of all dem dozen playas n' mo' came up in when he made dis announcement yo. Dude put up a PayPal button afta a request from a gangbangin' fan; similarly, a subscriber system was added later n' shit. In tha next five months, they made round $300, which brought up in only enough ta cover tha sitez $20 hostin cost.[38] Dude dubbed tha game Slaves ta Armok, Dogg of Blood Pt II: Dwarf Fortress; Adams explained dat dat shiznit was a sequel cuz it continued ta work on much of Armok's code but holla'd its cumbersome name was mostly "for kicks."[10]

Adams decided ta focus on tha gamez pimpment full-time durin his wild lil' first year of his crazy-ass math post-doctorate at Texas A&M up in 2006.[39] Da universitizzle offered his ass $50,000 if da thug would stay another year fo' realz. Adams agreed n' commented on this, "I raised up tha mornin afta I gave notice, like, I can straight-up make dis work."[37] Later, Adams expected da thug would use his $15,000 savings fo' a year n' then gotta git a thang up in order ta support his dirty ass cuz tha game had not been busted out yet. Development continued till 8 August 2006, when tha straight-up original gangsta alpha version (version 0.21.93.19a) was busted out.[40] Donations reached $800�"1,000 up in tha followin months, dis average increased gradually until they was financially stable.[39] Dude then decided ta solely rely on donations.[36]

Development (2007�"present) [ edit ]

Accordin ta Adams, Dwarf Fortress is freestyled up in a "unsanctioned messy combination" of C n' C++ rockin a gangbangin' free edizzle of Microsizzlez Visual Studio as tha IDE.[41] Adams did not use tha 3D graphics which Armok had since its pimpment was hampered cuz of it yo. Dude cited tha ease up in pimpment of features like fluid simulation, copyright thangs wit tha art n' mo' unhindered possibilitizzles as further reasons fo' not rockin dat shit.[34] Bein used ta tha text-based graphics up in roguelikes, da ruffneck did not want graphical tilesets.[34] Da story-generation originated first from Armok, although present ta some extent up in dragslay. Tarn n' Zach would write different chaptaz of events they wanna see, mix it together n' try ta implement dat shit. Most of dis rap freestylin is managed by Zach, whoz ass has a role up in tha gamez pimpment.[39] Dude graduated up in ancient history n' books like Da Twelve Caesars n' tha writingz of Assyrian mackdaddys hyped up tha game.[34]

Hack, Starflight n' tha Ultima series was Adams' main influences.[42] Da roguelike Hack (1985) cuz of its randomly generated levels, deceased characta persistence[42] n' detailed mechanics.[37] Adams cited Ultima series as tha inspiration fo' his wild lil' freakadelic generated ghettos.[10] Da body part n' wound system was inspired by 1990 role-playin game Cyberpunk 2020 yo. Dude prefers modelin on individual elements, rather than entire systems, fo' betta simulations wit tha outcomes bein under his control.[34] Dude holla'd midpoint displacement generates tha elevation of tha ghetto n' its initial basic elements use fractals, which give it a overall natural look.[11] Dude further explained dat he made a algorithm ta simulate rain shadows which occur up in areas all up in tha side of mountain deserts.[11] For tha distinct personalitizzlez of each unit, tha pimpin' muthafucka took it from NEO PI-R test of which he admitted knowin lil about.[43] Da feature of carps smokin dwarves was unexpected when tha game was busted out. Y'all KNOW dat shit, muthafucka! Dude had freestyled dem havin tha same size n' carps was designed ta be carnivorous.[33] A part of tha game he felt tough was implementin a A* search algorithm fo' pathfindin up in any in-game characta which, dependin on they numbers n' complexitizzle of tha path, can cause a heavy load on a cold-ass lil computer.[10] Adams composed tha gamez flamenco-inspired music.[44]

A z-axis was introduced up in tha 2008 release cuz he felt tha limitations wit a single plane increasing;[10] tha feature of makin various constructions like walls was also added at dis time.[21] In tha earlier version, playas could dig only tha fuck into a mountainside n' not underground cuz of havin only one "z-level", thus dat shiznit was considered "2D". This was hella easier ta maintain cuz of tha limited playable area fo' realz. Adams commented dat dis major chizzle was further hard as fuck ta implement cuz of thankin bout details like fluid mechanics n' cave-ins.[34] Vampiric n' lycanthropic infections wit necromancers n' undead was added up in 2012.[45][46][47]

On his bangin reliizzle on PizzlePal donations, Adams say he is content since he feels dat playas straight-up gots nuff props fo'his work or they would not pay.[48] Adams holla'd dat donations remain stable except durin a freshly smoked up version update, where there be a sudden increase.[39] Their expenses bein low, dat schmoooove muthafucka has maintained dat he be aiiight as long as tha game is self-sustainin n' aint gonna charge fo' dat shit. In 2011, Adams refused a thang offer from a unspecified major game pimper n' a $300,000 deal ta license tha name Dwarf Fortress from another company fo' realz. Adams felt dat dis amount would not equate ta long-term donations n' dat he prefers hustlin on his own�"not bein part of tha gamin industry.[37] Adams holla'd, "Barely up in tha black one month, a lil up in tha red another month. ... It aint nuthin but a risk I be willin ta take, n' straight-up I couldn't have it any other way."[38] Dude has dropped no scrilla on advertisin n' was aiiight when bloggers, reviewers like forma game journalist Kieron Gillen from PC Gamer n' Game fo' Windows, freestyled bout his wild lil' freakadelic game.[38] In 2015, Bizzle 12 Game set up a Patreon account ta help fund dat shit.[49]

Enhanced release [ edit ]

In March 2019, tha Adams announced they is ghon be releasin a paid-for enhanced version of Dwarf Fortress, featurin a graphical tileset n' other similar improvements, fo' Windows computas all up in Steam n' itch.io, published by Kitfox Games fo' realz. Adams stated dis aint gonna affect tha ongoin free version of Dwarf Fortress yo, but cuz of crew thangs all up in tha time n' tha wanin income from Patreon, they wanted ta find another way ta monetize tha game. Da Steam version will include support fo' Steam Workshop which allows playas ta provide modifications ta tha game.[50]

Az of February 2020, tha sickest fuckin update[51] was version 0.47.03, wit it completin 17 muthafuckin years up in pimpment despite bein a alpha version.[52] Adams n' his brutha gotz a to-do list of features tha game should have before version 1.0 n' tha version number is tha cementage progress of its completion.[42] Dude say dat schmoooove muthafucka has been able ta maintain focus by shiftin his thugged-out attention ta different aspectz of tha game, given its big-ass coverage. While regular game pimpment aim ta slick they work fo' release, his schmoooove ass considaz dat a thugged-out drawback since his schmoooove ass continues explorin n' peepin' while addin freshly smoked up features.[36] Wired n' Rock, Paper, Shotgun called a shitload of its bug fixes unintentionizzle n' funky, wit PC Gamer sayin it make a entertainin RSS feed ta subscribe to.[8][21][53] Adams has two straight-up bugs. One is on some gangbangin' farma dwarf plantin his own bed, n' tha other involves a thugged-out dwarven executioner, wit fucked up arms, thus unable ta use his hammer, deliverin punishments by bitin his suckas n' tearin off they limbs, keepin one up in his crazy-ass grill fo' years.[54]

Adams considaz Dwarf Fortress his wild lil' freakadelic gamez work, n' has stated up in 2011 dat da ruffneck do not expect version 1.0 ta be busted out fo' at least another twenty years, n' even afta that, da thug would still continue ta update dat shit.[37] Adams calls his wild lil' freakadelic game a open-ended "story generator".[37] Da gamez code base is proprietary, n' Adams has stated dat schmoooove muthafucka has no plans ta release it tha fuck into tha open-source domain, citin tha risk of dem goin tha fuck into financial shit.[43] Dude explained da thug would consider releasin its source if his schmoooove ass could not maintain it no mo', seein different game pimpers takin it up.[36] Dude say dat da ruffneck do not mind any modifications as long as he aint put tha fuck into risk.[43]

Adams raps bout version 1.0 havin a Adventurer mode dat would be a regular role-playin game, wit changin plots n' orderin subordinates ta big-ass up various tasks.[36] Fortress mode would gotz a cold-ass lil closer relationshizzle wit tha outside generated ghetto all up in war, trade n' diplomacy.[36] Da ghetto bein bigger, he envisions tha game ta have nuff mo' features like magic, a tutorial, n' a funky-ass betta intercourse.[36] Accordin ta him, a tutorial be a funky-ass burden cuz of tha additionizzle need of uppimpin dat shit[36] n' intercourse improvement aint a major prioritizzle till then�"citin a shitload of existin fan-made applications fo' pimpin-out tha gamez intercourse.[42] Dude holla'd of version 1.0, "sittin down wit a gangbangin' fresh DF ghetto would be like chillin down ta read a middlin fantasy lyricist you aint read before yo, but wit all tha extras dat bein a vizzle game provides, includin tha mobilitizzle ta write yo' own sequels."[54] Modern in-game technologies n' 3D graphics was hustla requests Adams holla'd da thug would never implement, yet showin ambivalence bout tha latta if tha task was easy as fuck enough.[43][54]

Reception [ edit ]

Da game received attention mainly cuz of its emergent gameplay, text-based graphics, complexity, skanky intercourse n' difficulty. Many reviewers busted lyrics bout tha game as unusually hard as fuck ta learn.[14][15][37][43] It has been compared ta other simulation game like SimCity n' Da Sims, Dungeon Keeper, n' roguelike game like NetHack.[12][37][53] Da game has not had much influence on tha mainstream gamin industry cuz of its non-commercial nature.[37] But fuck dat shiznit yo, tha word on tha street is dat reviewers praised Adams' independence n' attention ta detail.[2][7] Gamasutra holla'd, "There done been few indie gamin success stories as big-ass as Dwarf Fortress."[10] Wired magazine, followin one of its thugged-out shit, busted lyrics bout it as a "obtuse, wildly ambitious work-in-progress [that] mashes tha brutal dungeon crawlin of roguelikes wit tha detail-oriented creativitizzle of hood-buildin sims."[53]

Dwarf Fortress was praised fo' its depth n' complexity. Jonah Weiner from Da New York Times stated, "Many simulation game offer playas a ounce ta tha bounce of buildin blocks yo, but few dangle a funky-ass bag as deep, or blocks as lil' small-ass n' intricately interlocking, as Dwarf Fortress."[37] PC Gamer's Steve Hogarty commented, "Dwarf Fortress's reluctizzle ta expend even a joule of juice up in prettyin itself thangs up in dis biatch up in astonishin hidden complexity."[12] Regardin tha open-ended nature n' emergent gameplay, Rock, Paper, Shotgunz Graham Smizzle found dat wit its procedurally generated ghetto n' charactas simulated "down ta da most thugged-out minute detail", tha gamez thangs up in dis biatch is "often hilarious, occasionally tragic, n' always surprising."[7] Mike Rose from Gamasutra holla'd, "...to a outsider lookin up in on dis game all kindsa muthafuckin muthafuckin years tha fuck into pimpment, wit such a wide scope of features n' potential play styles, itz fair ta say dat gettin tha fuck into Dwarf Fortress is like one of da most thugged-out dauntin tasks tha vizzle game industry as a whole can provide."[36]

Da lack of graphics, skanky intercourse n' controls was peeped as tha reasons fo' tha gamez difficulty. But fuck dat shiznit yo, tha word on tha street is dat tha reviewers also noted most of it havin a role up in gameplay n' tha argument dat tha text-based graphics forces playas ta use they own imagination, makin it mo' engaging.[37][55] Weiner wrote, "[the game] may not look real yo, but once you hooked, it feels vast, enveloping, kickin it fo' realz. A micro-managerz dream, tha game gleefully blurs tha distinction between painstakin labor n' creatizzle thrill."[37] Quintin Smizzle from Rock, Paper, Shotgun holla'd, "Da intercourse has a tough thang ta do, bless it yo, but gettin it ta do what tha fuck you want is like teachin a funky-ass beetle ta cook."[13] Ars Technicaz Casey Johnston highlighted tha hang-up up in struttin basic actions n' felt dat tinkerin or fuckin wit ended up bein unproductive; dat thugged-out biiiatch compared it ta "tryin ta build a skyscraper by bangin two rocks together".[14] Biatch pointed up tha lack of in-game tutorial n' holla'd how tha fuck playas can learn by theyselves up in other games, which is also open-ended or have intuitizzle mechanics yo, but up in Dwarf Fortress, there is no autonomizzle "even afta hours" of gameplay.[14]

Da editorz of Computa Game Magazine presented Dwarf Fortress wit they 2006 "Best Jacked Game" award.[56]

Community [ edit ]

Dwarf Fortress has attracted a thugged-out dope cult following.[1][57][58] Da gamez difficulty, wit most fortresses eventually succumbin ta various formz of defeat, hustled ta its unstraight-up legit slogan "Losin is fun!"[37][47] Adams has holla'd dat tha slogan was originally a throw-away joke from tha game manual, n' is meant ta create comfort wit tha concept of permadeath.[10] Tarn n' Zach Adams answer thangs from playas on tha gamez straight-up legit podcast, "Dwarf Fortress Talk".[53] Donors receive personalized crayon drawings or short stories from Tarn Adams, n' they names is displayed on a "Champions' List" online. Put ya muthafuckin choppers up if ya feelin dis shiznit! In addizzle ta chedda donations, Adams holla'd dat schmoooove muthafucka has received nuff in-kind donations. For example, volunteers handle tha bug trackin system.[36]

Players n' thugz of tha hood have often freestyled creatizzle interpretationz of game events, n' you can put dat on yo' toast. They have made diaries, short vizzles, comics n' audio depictin they stories whether it involved success or defeat.[15] Besides testin tha game, pluggin it wit others n' supportin it all up in donations, they make suggestions, help newcomers, share stories, n' shiznit up in tha Bizzle 12 Game forums. Boy it's gettin hot, yes indeed it is. They maintain tha dedicated wiki; there be also fan-organized podcasts n' meet-ups.[43] In 2006, a saga called "Boatmurdered" where hustlas passed round a single fortress n' each played tha game n' saved it before bustin it ta another, was portrayed up in detail from tha start ta its destructizzle end yo, but it ain't no stoppin cause I be still poppin'. This spread round gamin sites n' boosted tha gamez popularity.[6][59][60] There done been tutorials on YallTube wit one bein a 15-part series, n' another 12-part freestyled series called "Da Complete n' Utta Newby Tutorial fo' Dwarf Fortress".[61][62] An illustrated guide ta tha game, called Gettin Started wit Dwarf Fortress: Peep ta play da most thugged-out complex vizzle game eva made was busted out by technologizzle publisher O'Reilly Media up in 2012 freestyled by Peta Tyson. I aint talkin' bout chicken n' gravy biatch. Containin 240 pages, it has a gangbangin' foreword from Adams n' is updated along wit tha gamez pimpment.[63]

On tha gamez hood, Adams holla'd, "They is tha reason I've been able ta make tha step from hobbyist ta full-time pimper n' shit. I be dirty ta be able ta run wit whatever scams our crazy asses have n' try freshly smoked up thangs."[43] On playas bustin his ass forum posts or emails detailin they stories or events dat happened durin tha game, Adams holla'd, "It aint nuthin but straight-up gratifying, cuz itz one of tha thangs we set up ta do is ta git playas ta write these narratives bout they game."[48] Adams has admitted dat some featz of tha hood surprised even his muthafuckin ass.[43] Adams stated dat da most thugged-out impressive thang dat schmoooove muthafucka had eva peeped done wit tha game was when a playa managed ta create a Turing-complete 8-bit computa powered by dwarves.[64]

Third-party utilitizzles n' modz like "Dwarf Therapist" help playas manage togglin labors n' game.[14][18] Da utilitizzle "Stonesense", based on tha "DFHack" library, can render tha game up in a 3D isometric view.[1] Da "DF ta Minecraft" utilitizzle allows playas view they Dwarf Fortress maps by convertin dem tha fuck into Minecraft dungeons.[55] Adams has bigged up tha role of tha hood up in supportin pimpment n' endorsed third-party tools, visualizers n' intercourse code; indeed, dat schmoooove muthafucka has holla'd dat he admires third-party pimpers whoz ass create tools fo' Dwarf Fortress up in spite of tha fact dat tha game is closed-source.[42]

On 11 June 2016, a event called Dwarfmoot was held at Mox Boardin Doggy Den up in Bellevue, Washington ta big-up tha ten-year anniversary of tha gamez release. Dat shiznit was organized by vizzle game pimper Kinnon Stephens. Da Adams brothers n' Slick Rick Garfield, tha creator of Magic: Da Gathering, attended.[65]

Legacy [ edit ]

Da game hyped up Minecraft, which reviewers considered a mo' user-friendly version of Dwarf Fortress.[5][37][66] Adams say he is thankful fo' tha Minecraft pimpers citin his wild lil' freakadelic game cuz dat drew mo' playas. Other game inspired by Dwarf Fortress have largely failed ta replicate its visual steez n' depth.[36] Homages ta Dwarf Fortress step tha fuck up in Ghetto of Bullshit.[37] In July 2014, tha game won a poll conducted by Turtle Beach as tha hoodz most "Beautiful Game"; game was nominated by hustlas postin vizzles, images or text, n' a list was compiled by tha hood which also contained Da Legend of Zelda: Da Wind Waker, Far Cry 3 n' Da Last of Us.[67] Quentin Ma, one of tha pimperz of FTL: Fasta Than Light, commented on its use of text-based graphics, "Part of tha reason Dwarf Fortress can include a funky-ass breadth of mechanics unseen up in other game is cuz complex mechanics is expressed up in da most thugged-out simple of visual forms."[3] Gaslamp Games cited it as one they main influences fo' tha game Clockwork Empires.[68] In 2015, Rock, Paper, Shotgun ranked Dwarf Fortress 7th on its Da 50 Best Jacked Game On PC list.[69] In February 2019, PC Gamer listed Dwarf Fortress as one of tha dopest open ghetto games.[70]

In March 2012, tha Museum of Modern Art up in New York Citizzle exhibited Dwarf Fortress among other game selected ta depict tha history of vizzle gaming.[71] As freshly smoked up thugged-out shiznit is made available, tha Museum of Modern Art instantly downloadz dem n' archives dem up in they server.[72] Curator of tha exhibition, Paola Antonelli, holla'd dat biiiiatch was amazed by tha combination of "beautiful aesthetics" n' "mind-boggling" complexitizzle up in tha game.[37]

Game designer Craig Ellsworth commended Dwarf Fortress fo' havin a uniquely long "stayin power" fo' realz. Accordin ta Ellsworth, it aint gonna be replaced by any other mo' advanced game of its genre: "There is simply no such thang as a gangbangin' flashier Dwarf Fortress, n' there can't be, by definition."[73] Dude predicted dat tha gamez popularitizzle "will reach its apex" at its final release.

Use up in academia [ edit ]

Da game has been tha subject of nuff muthafuckin academic papers investigatin a range of fields. These include studies on artificial intelligence,[74] computa game landscapes[75] n' computa game pedagogy.[76]

See also [ edit ]

References [ edit ]

Bibliography