2010-05-31
Superb Supercomputer Treemap
The BBC has a spectacular Supercomputer Treemap. It is definitely the classiest visualization I've seen all day. I suggest checking it out, along with the historical article on treemaps.
2010-05-19
ACM Survery of Graphs
ACM has an interesting survey of graph types. I don't like most of them, *especially* graph types like the stacked graphs in 1B that introduce correlations into the visual representation of the data that aren't in the data. The splom in Figure 2C, however, is a very nice representation that I'd never seen before.
2010-05-18
Greater than One?
Nothing increases my faith in science like seeing a highly cited article that experimentally measures a probability larger than one. Hmmmmmmmmm.
2010-05-14
Game Review: Dwarf Fortress
I've been pretty hosed at work lately, so I apologize for the lack of recent posts. It is hard to write a blog when you've spent the past few weeks writing a paper (or three) at work. However, I just wanted to practice my non-technical writing and talk a bit about a Dwarf Fortress, a game that I thought I'd review.
The game has three modes: fortress, adventure and legend. All three modes center on different aspects of a single world - for the sake of brevity I'll be focusing solely on fortress mode, which is a mode similar to Sim City but with a fortress instead of a city. Adventure is a hack-and-slash mode similar to NetHack, and legend is an encyclopedic mode that is still in the works.
The basic premise behind the game is all there in the title. You have dwarves, and you want to build a fortress in the side of a mountain (mountain optional). If you enjoyed playing Sim City, you'll probably enjoy Dwarf Fortress, though it has a *much* steeper learning curve. There isn't an end goal to the game, though as your fortress gains wealth and population your fortress will receive noble dwarves, such as a baron(ess) or a count(ess). The easiest way to create wealth is through workshops, though other resource-gathering is available. The population either grows from natural procreation or immigration.
The first thing you'll probably notice is that the game has an ASCII tile-set. If you're not used to ASCII games like NetHack, you might have a very hard time adapting. There are other tile-sets that are a little easier on the eyes. I personally don't mind the graphics so much as the limited view of the world. Many modern games use zoom mechanics to deal with complexity, but it isn't possible with Dwarf Fortress.
The game can be split into roughly three categories: building/mining/economy, combat, and history. I'll tackle the subjects one at a time to review the game
Dwarf Fortress keeps track of almost everything. The legends screens above about the dragon? One of those is created for each one of your dwarves, tracking the life events of the dwarf. Every sentient or large creature that your dwarf kills is tracked. Your dwarves can be happy, sad, or go crazy if their spouse dies. Baby dwarves can go insane if their parent dies. This, too, will be recorded.
The history system can be a bit overwhelming at times, but at the same time it feels as though the game you're playing has an epic quality to it. You're never forced to look at the history system, which I think is a big plus. Did a dragon just arrive at your fortress and take out half your population before one of your champions brought it down? You won't feel so bad after you look at the legend screen and find out that once upon a time that dragon killed the elven king.
However, if that dragon takes out your fortress, it is gone. Dwarf fortress is a one-way game with no mulligans. You can only pause the game and quit. You can never save the game, make a mistake, and then reload the game. If a dwarf dies, they're dead. This may make it difficult for some players, and if you like do-overs then this game probably isn't for you.
The combat system allows dwarves to train, equip specific weapons and shields, and become injured or die. The detail found in the history system also exists in the combat system. Axe-dwarves or sword-dwarves will lob off heads, while marks-dwarves (cross-bow wielders) will kill enemies by puncturing vital organs. You can find out (if you wish) that your marks-dwarf killed that fox by puncturing its spleen before the fox bleed out. Your soldiers will break bones that will take months to heal while doctors attend to them.
Overall the combat system is a nice balance to the economy, which I'll talk about below. One disadvantage with the system is that fights tend to be very one-sided. If a dragon shows up, your dwarves are either prepared or they're dragon-meat. There isn't really a delay-the-dragon-while-dwarves train option. Goblins will occasionally siege your fortress, which (again) isn't a problem if you're prepared.
Control with the combat system is probably the weakest link in the game. You can lump dwarves together into a squad, but if the squad leader is sleeping when the goblins attack you have to re-arrange the squad. I think it takes too long to re-arrange the military to respond to the threat. Controlling your civilians is also difficult; control is very coarse, only allowing you to shut off whether civilians or soldiers should stay underground. Additionally, civilians complain so much when they're forced to stay inside that it makes playing the game difficult during an attack. All you see is "civilian complains about going outside because civilian wants to do X." I think this area needs a little bit of work before the game can shine.
I love building games like Sim City or Civilization. Dwarf Fortress has a great building system. You start by ordering dwarves to mine out an area of a mountain, creating a safe haven from the outside world. You then can create areas for stockpiles of resources, and workshops to turn the resources into either goods or other resources. A trade system exists with caravans to trade for goods. There is a complex assembly line for some goods - for example, to make steel armor, first you'll need steel bars. To get steel bars, a dwarf needs to process iron bars, a flux stone, and charcoal at a smelter. The charcoal needs to be produced at a wood furnace, and the flux stone needs to be mined from specific types of minerals. Charcoal is also used in other industries besides metal-smithing, such as glass-making, so to optimize the resource through-put you have to lay out your fortress stock-piles and workshops correctly.
Creating an effective economy is quite difficult. The distance to the surface of certain industries, such as the wood industry, needs to be balanced against fortress defense. Some structures, such as farms, have restrictions on what type of soil you can build them on top of. Your dwarves need to eat and sleep, but they'll have trouble sleeping near noisy workshops or eating near garbage.
When I first started playing the game I found myself thinking in 2-D...but over time, I realized that highly optimized fortresses needs to be built in 3-D. The extra dimension really adds a lot to the game if you love building assembly lines or working with resource management.
One of the most novel features of the game is the trap and pump system. You can pump water, and then use pressure plates to activate or deactivate flood-gates or pumps. If you want to build an auto-filling cistern or an underground irrigation system, you can set it up so you only have to pull a single lever to get your pumps and flood-gates to do what you want. Are you having trouble with goblins attacking your fortress? Placea puppy some food outside as bait and then drown the goblins when they step on a pressure plate. If you prefer to catch the goblin, use the plate to slam doors shut or just use an old-fashioned cage trap. You could build an arena and then have goblins fight to the death! Or maybe start a goblin breeding program and use the baby goblins as a source of totems.
The building system, I think, is the strongest feature of Dwarf Fortress. The possibilities are endless - whether you want to build an arena or figure out how to build a computer, the open-ended system is one of if not the best I've seen in a game.
Dwarf Fortress is an old school ASCII game with a lot of promise. If you can look past some of the rough edges with the combat system and incomplete features (the game is still an alpha), the game plays out like Sim City meets tinker toys. Much like Sim City, there is some dead-time while you wait for things to happen, but there is a great reward for building that auto-filling cistern. Overall if you liked NetHack and Sim City I think you'll love this game; but beware the high learning curve almost mandates using a guide to help you out with the first few steps.
The game has three modes: fortress, adventure and legend. All three modes center on different aspects of a single world - for the sake of brevity I'll be focusing solely on fortress mode, which is a mode similar to Sim City but with a fortress instead of a city. Adventure is a hack-and-slash mode similar to NetHack, and legend is an encyclopedic mode that is still in the works.
Two shots from legends mode show information a dragon that was slew in the year 118. If you like reading encyclopedias, you'll love legends mode!
The basic premise behind the game is all there in the title. You have dwarves, and you want to build a fortress in the side of a mountain (mountain optional). If you enjoyed playing Sim City, you'll probably enjoy Dwarf Fortress, though it has a *much* steeper learning curve. There isn't an end goal to the game, though as your fortress gains wealth and population your fortress will receive noble dwarves, such as a baron(ess) or a count(ess). The easiest way to create wealth is through workshops, though other resource-gathering is available. The population either grows from natural procreation or immigration.
The entrance to a fortress is shown at the left-hand side. There are two ballistas in the center-left defending the fortress entrance, along with two rooms straddling the entrance to allow cross-bow wielding dwarves to defend the entrance. On the right hand side of the screen is a bridge (red double-tildes with outline) crossing a brook (blue tildes). A dwarf is chilling on the bridge. The middle portion of the screen contains three catapults with ammo stock-piles to the left of them.
The first thing you'll probably notice is that the game has an ASCII tile-set. If you're not used to ASCII games like NetHack, you might have a very hard time adapting. There are other tile-sets that are a little easier on the eyes. I personally don't mind the graphics so much as the limited view of the world. Many modern games use zoom mechanics to deal with complexity, but it isn't possible with Dwarf Fortress.
The game can be split into roughly three categories: building/mining/economy, combat, and history. I'll tackle the subjects one at a time to review the game
History
Dwarf Fortress keeps track of almost everything. The legends screens above about the dragon? One of those is created for each one of your dwarves, tracking the life events of the dwarf. Every sentient or large creature that your dwarf kills is tracked. Your dwarves can be happy, sad, or go crazy if their spouse dies. Baby dwarves can go insane if their parent dies. This, too, will be recorded.
The history system can be a bit overwhelming at times, but at the same time it feels as though the game you're playing has an epic quality to it. You're never forced to look at the history system, which I think is a big plus. Did a dragon just arrive at your fortress and take out half your population before one of your champions brought it down? You won't feel so bad after you look at the legend screen and find out that once upon a time that dragon killed the elven king.
However, if that dragon takes out your fortress, it is gone. Dwarf fortress is a one-way game with no mulligans. You can only pause the game and quit. You can never save the game, make a mistake, and then reload the game. If a dwarf dies, they're dead. This may make it difficult for some players, and if you like do-overs then this game probably isn't for you.
Combat
The combat system allows dwarves to train, equip specific weapons and shields, and become injured or die. The detail found in the history system also exists in the combat system. Axe-dwarves or sword-dwarves will lob off heads, while marks-dwarves (cross-bow wielders) will kill enemies by puncturing vital organs. You can find out (if you wish) that your marks-dwarf killed that fox by puncturing its spleen before the fox bleed out. Your soldiers will break bones that will take months to heal while doctors attend to them.
Overall the combat system is a nice balance to the economy, which I'll talk about below. One disadvantage with the system is that fights tend to be very one-sided. If a dragon shows up, your dwarves are either prepared or they're dragon-meat. There isn't really a delay-the-dragon-while-dwarves train option. Goblins will occasionally siege your fortress, which (again) isn't a problem if you're prepared.
Control with the combat system is probably the weakest link in the game. You can lump dwarves together into a squad, but if the squad leader is sleeping when the goblins attack you have to re-arrange the squad. I think it takes too long to re-arrange the military to respond to the threat. Controlling your civilians is also difficult; control is very coarse, only allowing you to shut off whether civilians or soldiers should stay underground. Additionally, civilians complain so much when they're forced to stay inside that it makes playing the game difficult during an attack. All you see is "civilian complains about going outside because civilian wants to do X." I think this area needs a little bit of work before the game can shine.
(above) Some goblins (purple and white 'g' characters) ambush and kill a bone carver (dead blue dwarf).
Resources for the Economy
I love building games like Sim City or Civilization. Dwarf Fortress has a great building system. You start by ordering dwarves to mine out an area of a mountain, creating a safe haven from the outside world. You then can create areas for stockpiles of resources, and workshops to turn the resources into either goods or other resources. A trade system exists with caravans to trade for goods. There is a complex assembly line for some goods - for example, to make steel armor, first you'll need steel bars. To get steel bars, a dwarf needs to process iron bars, a flux stone, and charcoal at a smelter. The charcoal needs to be produced at a wood furnace, and the flux stone needs to be mined from specific types of minerals. Charcoal is also used in other industries besides metal-smithing, such as glass-making, so to optimize the resource through-put you have to lay out your fortress stock-piles and workshops correctly.
Creating an effective economy is quite difficult. The distance to the surface of certain industries, such as the wood industry, needs to be balanced against fortress defense. Some structures, such as farms, have restrictions on what type of soil you can build them on top of. Your dwarves need to eat and sleep, but they'll have trouble sleeping near noisy workshops or eating near garbage.
When I first started playing the game I found myself thinking in 2-D...but over time, I realized that highly optimized fortresses needs to be built in 3-D. The extra dimension really adds a lot to the game if you love building assembly lines or working with resource management.
(above) Fields next to a river.
(above) Quarters with a bed and a door for about 100 dwarves. A set of nicer quarters with smoothed walls is in the middle
(above) Quarters with a bed and a door for about 100 dwarves. A set of nicer quarters with smoothed walls is in the middle
(above) A set of workshops spread across two rooms to the left of the hallway. There is a nearly empty stockpile of wood below one row of workshops (empty stockpiles are denoted by "=" signs).
(above) A dining room to the left of the hallway, with a garbage dump on the right. A row of workshops is below the garbage dump. The purple cloud is a miasma cloud coming from decomposing waste.
One of the most novel features of the game is the trap and pump system. You can pump water, and then use pressure plates to activate or deactivate flood-gates or pumps. If you want to build an auto-filling cistern or an underground irrigation system, you can set it up so you only have to pull a single lever to get your pumps and flood-gates to do what you want. Are you having trouble with goblins attacking your fortress? Place
The building system, I think, is the strongest feature of Dwarf Fortress. The possibilities are endless - whether you want to build an arena or figure out how to build a computer, the open-ended system is one of if not the best I've seen in a game.
Overall
Dwarf Fortress is an old school ASCII game with a lot of promise. If you can look past some of the rough edges with the combat system and incomplete features (the game is still an alpha), the game plays out like Sim City meets tinker toys. Much like Sim City, there is some dead-time while you wait for things to happen, but there is a great reward for building that auto-filling cistern. Overall if you liked NetHack and Sim City I think you'll love this game; but beware the high learning curve almost mandates using a guide to help you out with the first few steps.
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