Dwarf Fortress Gameplay, Part 1

(This post is the deconstruction of the actual gameplay that occurred in part 1 of the story “Ransackediron Restored”)

Author’s caveat: I am by no means a great Dwarf Fortress player. I make bad choices all the time, and I forget things most of the time. I actually think this is good for my story purposes, but I just wanted to get that part out of the way for all the pros that might read this and say “what the heck are you doing??” My goal is to have a successful fortress with smart decision making, but that may not happen – and that’s ok! Also, there will be design choices based more on aesthetics than efficiency.

After creating the randomly-generated world Anursil, “The Wondrous Plane,” I began the game in Legends Mode first, as I’ve never really explored all that this mode has to offer. I exported all the data so that I could use the amazing utility Legends Viewer which offers the ability to view the world’s extensive 550 year history in a more friendly, point and click interface.

Poking around this immense (500MB) tome, I came across a cool name – the Forgotten Beast “Siga Gravefatal, the Shadow-shaft of Caves” – and I saw that it was still alive. A few clicks later I saw that this beast destroyed and took over the fortress Vudthardatan just 28 years after the world “began,” and it just so happens to be the first fortress the civilization “The Ferocious Galleys” ever made. Amazingly, the game’s history had no one ever attempting to do anything there again, even after 500 “years.” My story was born: a dwarven team tries to take back their very first fortress. (Perhaps a little too similar to the Hobbit, yes, but that was going to happen anyway – we’re talking about a group of dwarves here.)

Once entering the game in Fortress Mode, I realized right away that the game was not going to let me embark on the site of the old fortress. The best I could do was take a spot right next to it. Any hope for an interesting story will be that Siga comes out and attacks me at some point, which should be fun.

Darn

Darn

Of course, it’s a cold, and somewhat barren place, which means my dwarves may not survive the winter. Luckilly there’s a tiny bit of a temperate biome nearby, so my site might have a few trees, a few plants, and maybe even part of that brook, if it isn’t frozen over. The elevation looks varied, which is always more interesting than flat.

embark_stats

Brrr

I was surprised that the game gave me 6 females and 1 male; great story fodder. I looked at the randomly created dwarves and tried to give the skills I needed to the dwarves best suited for them (my miner should be someone who doesn’t tire easily, etc). I gave the male all the traits I thought would have made him the expedition leader, because he’s the “hero” of my story. I’m kind of glad I made a mistake, because the story is more interesting that he isn’t the leader. Turns out that the “Judge of Intent” trait I gave the hunter made her the Leader. Interesting.

Another mistake I made was hitting the ‘e’ key accidentally (Embark!); thus the game started before I was able to make sure I had all the right supplies for the situation (hence, why in the story Stakud and Lokum fought over the anvil). Also, because of that ‘e’ stroke, I didn’t get to see what the random name of my Group or my Fortress was. Getting the Fortress name is easy (it’s right there in the next screen), but my Group name apparently only shows up when I engrave walls. So we’ll see if Stakud truly is inspired to engrave something cool. I’ll just fill in the Group Name to my story later when I find it.

When the actual game loaded up, there was my team on the cliffs, snow and silt everywhere, and a handful of trees. The brook looks to be only be a few frozen ponds. These will probably be murky pools once the thaw comes, but that remains to be seen. If so, my cistern plan will need to involve a pump, to “cleanse” the water. I look at what’s in the wagon, and I think I made as good a selection as any. There’s platinum in plain view, but I’m afraid to mine it yet, lest it increase my wealth value too quickly and bring a goblin ambush. I see right away where I want to start the digging.

Let’s strike the earth!

embark2

A plan forms…

Gameplay breakdown continues here.

Ransackediron Restored, Part 1: A Dwarf Fortress Story

← Read the introduction

15th day of Malachite, 550 years since the Record began,

Stakud “Closebolt” Urolalath, Mason and Bookkeeper for the Expedition Group Anuzlolor, “The Fair Letter”

After weeks of travel, we’ve finally arrived at the site of our future – and final – home. For our first night we’ve chosen a small cove in the Hill of Mobbing, overlooking a frozen brook strangely called Leechfragments the Perfect Rampage. Although it is early spring, you would never know it in this place. It is COLD, and snow covers nearly everything we see. I fear that “thaw” is a word rarely spoken in these lands, and I seriously doubt this brook will be rampaging any time soon. We must all work quickly to gather whatever edible plants and animals survive here, or we will surely starve. The two draft animals served us well pulling the wagon, but they will likely be slaughtered within days, for there is nowhere for them to graze; I’ve never eaten camel before. (WHY did we bring a camel??)

The women grumble under their breath, but I hear them. They wish they hadn’t come. I realize the situation is bleak, and but for a moment I too wonder what we’re doing here. Then, atop this precipice where I write, I peer to the west, and I can see it: the ruins of the ancient stronghold, hollowed out of a southern point of The Violent Walls mountain range. The fulfillment of my destiny is almost within my grasp! Vudthardatan, called “Ransackediron” in the Humans’ crude tongue, lies before me, the first fortress ever constructed by my glorious civilization Nidostdegel, “The Ferocious Galley.” It was a small band of dwarves calling themselves The Tired Arrow who struck the earth here, and on that day our realm started and the Record began. For the next twenty eight years my ancestors flourished in the city, until it was laid waste in the Rampage of Siga Gravefatal, the Shadow-shaft of Caves. That great beast, forgotten for over 500 years, has slumbered there ever since, burrowed deep in the bowels of the fortress, and none have dared approach its crumbled walls.

Until now.

Siga has appeared in my dreams more times than I can count, and each time I slew him with an axe cast in the heat of the same magma sea that once fired the ancient forges of Vudthardatan. But these are not just dreams, they are visions, sent to me from Rimtar god of Fortresses, for I am destined to reclaim our very first home! Alas, only a scant few believe in me, so I don’t have the force with which to launch an assault yet. Thus my small band of loyal followers and I will create an outpost here, and grow stronger, perhaps drawing more support once others realize we are called to greatness. Maybe even Siga himself will see our might from his lair deep below, and emerge on his own to try to thwart our plans before they can come to fruition. I say let him! I will meet him on the battlefield and take off his head just as I have dozens of times before! This truly is the Age of Heroes, and I intend to carve my name in its Memorial Wall of Legends!

Back home they laughed at me – all of them. Not a single male would join my cause. So be it. I brought with me six strong she-dwarves, and together we will vanquish the foe and restore glory to Vudthardatan.

Stodir, our eldest and strongest, is ready to strike the earth for the cause, but she believes she saw platinum in the mountains here. I’ve told her to wait its extraction, lest we draw the attention of marauding kobolds and goblins. There will be plenty of time to flaunt our wealth once we have settled in. In the meantime, I have sketched out a plan for her to mine out a small area of the hill for a temporary dwelling until the summer. Then we begin work on a water cistern deep below the ground where we can keep it from freezing – and so that we do not die of thirst.

We brought with us dogs that we could train as basic guards, but the crafter Adil has offered to take measures to automate our protection from intruders with elaborate traps she has personally designed. I hope she finds the proper stones for which to carve the mechanisms she needs to accomplish this.

Edem is a skilled woodsmith, but I fear she will be bored from the lack of trees here. Perhaps we will find some cavern-dwelling fungiwood for her to fell. As a last resort, there is always the elves who could trade their lumber with us, but let us pray it doesn’t come to that…

Ushat our Farmer has brought seeds to start cave plants for our underground farm, but I hope we can find more surface crops to harvest during a thaw. I would rather brew plump helmet mushrooms into a fine drink than eat them.

Olin, ever faithful friend, will cook and brew our crops for us until they run out. May that day never come, for her Dwarven Wine is like no other. Hopefully we can find game about these mountains to sustain us with meat and fill our bellies with Olin’s wonderful stews.

Which brings me to Lokum, our hunter, who usurped me and became Expedition Leader on the day we embarked. As adequate as she may be, I do doubt her abilities to guide us any further now that we are here. Already I’ve chastised her for bringing the anvil instead of more food. (I hadn’t noticed it in the wagon all this time.) We argued in front of everyone: she saying the anvil will be needed for the future smith, I saying meat first, she countering with her hunting skills… it went on for a long time. In the end, I accused her of ignoring my wishes from the supply list; she could only feebly claim they all thought I was dead on the day we left, which is why they packed and left without me. Ridiculous, of course, for everyone knows I am a deep sleeper. I believe they wish to create a name for she-dwarfkind by taking my destiny away from me and basking in it themselves. I will be watching them all, but Lokum the closest.

So of the seven of us, that leaves myself, Stakud, who will carve the stone for the glory of this place. The women have allowed me to name it Cilobaval, “Roofloves,” in honor of my long departed wife. I feel as if she is with me already. Tonight I will engrave images into our first mined wall to spur the hopes of us all. May Rimtar inspire me as I work the rock.

And Siga, take heed: your days are now numbered.

Atop the Hill of Mobbing

Atop the Hill of Mobbing

The story continues in part 2.

For a breakdown of the actual gameplay, read on here.

If you enjoyed this, perhaps you might enjoy my original novel, By the Light of the Moons, available for download on Amazon Kindle.

Dwarf Fortress: A Story-Maker

(This is just an introduction – if you want to jump right into the story, it starts in Part 1!)

“The Weretortoise Thabi Bithardolil has come! A large tortoise twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow chartreuse. Its black scales are jagged and overlapping. Now you will know why you fear the night.”
-An actual quote from one of my Dwarf Fortress sessions

Thabi the Weretortoise sounded a lot scarier than it was. He was also slow.

Thabi the Weretortoise sounded a lot scarier than it was. He was also slow.

 

“His leisure activities are more complicated than most people’s jobs.”
– My wife Bethany, when describing me.

My wife’s quote above is a completely accurate statement about me; I love complicated hobbies, and Dwarf Fortress is an immensely complicated computer game that I love to play. Lately I’ve been binging on it, and I’ve been neglecting my writing. So, I decided to have some fun and flex the old writing muscles by putting the two together. Today begins a blog series where I will play the computer game Dwarf Fortress and create an epic story from what occurs during the game. Everything you read will be actual events that occur in the game, from the perspective of the dwarves, followed by a more geeky explanation of what transpired during that game session. I know I’m not the first person to do this, but I still hope you enjoy it.

If you follow the indie computer game market, chances are you’ve heard of Dwarf Fortress; this post is just an introduction to the game itself, so if you’re already familiar with the game, you can skip ahead to Part 1. For the uninitiated, sit back and get ready to have your mind blown as I introduce the basic concepts of the game today.

Dwarf Fortress is one of the most complex video games ever created (so agrees the author of the strategy guide you can buy from O’Reilly press). It’s programmed by one man, Tarn Adams, and he has been working on it for 12 years; it has been in players’ hands for the last 8. This past July, Dwarf Fortress released version .40, which means that the developer considers this game to be about 40% complete. The game is classified as being in the alpha stage of development, which supposed to be a stage so riddled with bugs and application crashes that most people are never allowed to see it. A beta version, which is an almost-final version looking for that last coat of polish, is likely a decade or two away. The game is free to download and play, in it’s (incomplete) entirety, and yet Adams does the unthinkable: he works on this game as his full time job. How does he feed himself and otherwise make a living? Through the generous donations of his loyal, somewhat fanatical, fanbase. He is living the dream a majority of indie game developers will never experience.

If that’s not impressive, take a look at what people are shelling out their money for:

Who needs graphics when you can have THIS?

Who needs graphics when you can have THIS?

Not very pretty looking, is it? And yet he makes $50,000 a year coding this game. FOR THAT? Is he a genius or a snake oil salesman?

The former, I assure you.

“But what are we looking at?” you ask. Those are called ASCII text characters, reminiscent of 1980’s style computer games before graphics really existed and were otherwise “required” for games. That’s just a static image above, of course; in the actual game, a lot of those letters and symbols move around because they represent things: people, creatures, leaves; some stay put because they are stones, walls, doors, etc. Here’s an annotated version of that previous screenshot.

r = rabbit. Easy, right?

r = rabbit. Easy, right?

I’ll admit, this view is confusing even for me to look at. It reminds me of the Matrix (others think so too), and although I’ve tried to be a purist with the original graphics, I just can’t do it. Instead, I use fan-created graphics that replace the original, so that it is easier to play. How’s this one?

The difference is like night and ... later that night.

The difference is like night and … later that night.

Still confusing? Yeah, it is, but that’s a big hurdle we just got over.

So graphics aside, what is this game about, anyway? Well, it’s really whatever you want it to be, but the general gist is to take seven dwarves (ha!) that have just arrived at a site and make a home for them. The dwarves should, ideally, come prepared with some basic tools and food, and they each have their own skills, so it’s just a matter of getting them to do what they need to do to survive. The tricky part is that you don’t really control the dwarves themselves, you control the tasks you want completed. This means you designate areas to be worked, such as mining out a hole, planting crops, or chopping some trees; or you might tell the dwarves you want a carpenter’s workshop built in a certain location, and later, tell that workshop to start making some wooden barrels to store supplies in. Ultimately, they will do all this stuff when they good and well feel like it. As your dwelling grows, you’ll get some migrants who’ll want to join you, your dwarves will pair off and make dwarf babies, and some will die due to old age or, more likely, tragic reasons. There’s never a dull moment.

Part life simulation, part city simulation, part strategy, part story-telling, part … it’s hard to classify the game, really. But where the game really shines is the amount of detail that goes into just about everything (and I mean everything). Here’s but a sample:

  • Your dwarves live in a randomly created world that will never be the same as the next world created by you or anyone else.
  • The world has hundreds of thousands of details: creatures, plants, mountain ranges, bodies of water, climate, biomes, ruins, roads, and cities and towns
  • Most of those details are named, right down to brooks and streams
  • The world has an actual historical record of events going back hundreds of years that you can read about. Events that take place in your game become part of that history
  • Although the top-down view of the game looks 2-dimensional, it’s really 3-dimensional; in addition to moving the screen left, right, up and down, you also can move it higher or lower, so you can see the dwarves and creatures move up and down hills, fall off cliffs, etc.
  • Creatures are modeled down to the finger and toe. Your dwarves that get in a fight with a crocodile might lose a finger or two, and their overall work productivity will forever suffer from it. (Oh, and clothing is down to the sock.)
  • Dwarves have likes, dislikes, have goals and dreams, can be bothered, annoyed, frightened, and even sent into a table-smashing tantrum.
  • Some games might allow you to “make clothing” and that’s it. Dwarf Fortress lets you makes you take a seed and plant it; once grown, take that crop and thresh it to make thread; take the thread to the loom and spin it into cloth; take the cloth and dye it a color; take the dyed cloth and make a piece of clothing. Like a sock. Do it all again to make the other sock. You can make them more valuable socks if you embroider them. Dwarves like valuable things, even socks, and get happy from it. Happy dwarves are less likely to smash tables. Less likely.

One last thing to always keep in mind – and this bothers a lot of people – is that, in the end, you will lose. It’s pretty much inevitable. Whether you run out of food (or worse, booze – dwarves need alcohol) and starve, or get smashed by a goblin army and their troll sidekicks, or you dig into an aquifer and flood the whole fortress, or you dig too deep and too greedily and find shadow and flame, eventually, you will lose.

So what’s the point?

Because losing is fun.

And that fun makes great stories.

The story begins in Part 1.

How I Wrote a Novel, Part Three

(continued from part one and part two)

So I had just finished writing half a novel in a month (50,000 words!), and after an honest critique I had to face an uncomfortable truth: it wasn’t really a novel.  I had a choice to make.  I could either wallow in self-pity, go back to making it a video game, or start educating myself on just what a novel really is.

After some wallowing, I decided I didn’t want this story to be a game.  I wanted it to be a book.  So the education began.

I’m a fairly adept writer.  I don’t say that to sound arrogant, I know I’m far from a great writer, but I also know that this is a talent I have had for a long time.  If you peruse my site, you’ll see I’ve been writing for over ten years.  Never published, mind you, but that’s only because I’ve never tried yet.  I’m man enough to admit when I don’t know something, though, and I was faced with something I did not know: what makes a novel good enough that people will buy it?

I’ll be creating a list of resources soon so that people can see all the things I’ve read up on over the last year.  For now, I’ll list just three things that had a major impact on shapping my novel’s story.

First, I had to boil the whole thing down to a protagonist who wants something, and give the story a theme.  My first attempt had a protagonist, sure, but he was just thrown into the middle of saving the world because I, the writer, made it happen that way.  Fine for a video game, not really believable for a novel.  So I searched my heart, decided on the “big picture” story I wanted to tell, and I found my theme.  From there, I used that theme to drive the motivations of my main character so that he had a reason for doing the things he did.  Every obstacle in his way equaled a scene of action, and those scenes together formed a plot.

Second, I had to structure that plot.  For this, I found the Ten Scene Tool from The Writer’s Little Helper to be an excellent resource.  The general idea of this tool is to create rising and falling tension, a point of no return, a climax and a resolution, and break them down into ten key scenes.  The novel only has ten scenes?  Of course not, but it has ten really important ones, and they form the skeleton of the story.  Everything else built around them, filled in the gaps so to speak.

Third, I needed some guidance from a master.  To that end, I read Stephen King’s On Writing.  I recommend this book to anyone who wants to write.  Not only is it an encouraging read, he is refreshingly honest about what it takes to write in a way that people like to read today.

As I said, there were a lot of things I looked at, but these three were essential.  Another final piece I found everywhere I searched was, “Finish it.”  I had to resist going back to the first half and begin editing.  I made myself write another 60,000 words before ever looking at the first 50,000 again.  It took me 8 months, but I’m glad I did that way.  Now I could look at my huge document and say, “alright, draft one is done.  I did it.  I really wrote a novel.”  It was a great accomplishment, and those of you who have done it know the feeling.

NOW, I had to piece together two halves of a book and make sure they told a coherent story.  Oh what fun.

…Continued in part four

How I Wrote a Novel, Part Two

(continued from part one)

National Novel Writing Month, affectionately known as NaNoWriMo to its participants, occurs every November, with the goal of writing 50,000 words in 30 days. Quick math: that’s 1,667 words a day, about 5 double spaced pages. When you break it down like that, it doesn’t seem all that bad, does it?

What, just me?

Alright, I know I’m not your average guy–or person for that matter. I like complicated things. Really complicated things. My wife says my leisure activities are more complex than most people’s jobs. She’s probably right. My favorite books are thousands of pages long encompassing hundreds of characters involved in intricate interweaving plots (Lord of the Rings, Song of Ice and Fire). My favorite video games take hours of dedicated gameplay over many months to unravel all the deep lore and nuance of the designers’ vision (Elder Scrolls, Zelda, Civilization). My favorite board games cost over $50, take hours to play (or an hour to take your turn), and involve great strategic thinking and planning (Axis & Allies, Agricola). My ideal movies are hours long, with artsy camera work, strange plots and lots of quiet reflection afterwards (The Fountain, The Thin Red Line).  I like my music to be multi-layered, in odd time signatures, busy, and out there (Genesis, Yes).

So, write a book in a month? Game on.

October 2010 was planning time. The rules were that you couldn’t have any prose before Nov 1, but you could have an outline. I took all month to write a ten page outline and I also drew a map. (Fantasy books need maps, you know.) I had just joined a writing critique group, so I had 8 people who knew what I was doing. I told many other friends and family. I highly recommend this strategy: the more people you tell, the harder it will be to quit, because you will have to tell them.

Nov 1 arrived and I hit the ground running. I wrote during lunch at work, and at night at home. Sometimes it flowed so fast that I was done in an hour. Other days I had to stretch myself for 3 hours to get anything down. Sometimes I didn’t make the daily quota, other days I got ahead. I took Thanksgiving Day off. I kept a good pace. Here’s my actual chart:

National Novel Writing Month, November 2010

National Novel Writing Month, November 2010

Yes, I charted it. I’m a geek, so what? It worked though, because you notice the end there? Yeah, I did it. I won. 50,000 words in one month. Unbelieveable, right? You know what was even more unbelieveable?

I was only halfway through my book. Argghh.

For my own sanity, and my wife’s, I took a break. All of December. During that month I let my critique group take a look at the first chapter. I know, I know, you shouldn’t let anyone read your first draft. It really wasn’t that bad, though. I wanted to see what they thought.

They liked it. A lot. Praise felt good. Well, there was one guy who didn’t really like it. He’s been published before, I better listen, right? He came to the group after I started. He didn’t know the origin of my story. And what did he have to say?

“It doesn’t read like a novel. It sounds more like a role playing video game.”

Uh oh.

…Continued in part three