Hi again!

We released the last standalone Classic DF patch at the end of February, and therefore: the code work on DF Premium (AKA the Steam version) is underway! The artists have sent me their work to this point, and now my first job is to get them a test version they can use to improve existing tiles and add new ones.

Since Dwarf Fortress's display to this point has just been a uniform grid, the initial step was to rework the innards so that we can display multiple tile grids of different sizes or whatever else we need. This is done now. Next I'm implementing the first pass list of the hundreds of identifiers the artists will be using to plug their work into the game.

There won't be anything new to show for a while still, but it was exciting to see the larger graphical grid displaying some grass and stone underneath the existing menus, rather than by itself as in the trailer. Like, welcome to 1987 or something, I know, ha ha, but this is going to be pretty cool. There's always some iffiness in dealing with technical hurdles, rather than the more straightforward work of updating existing content, so this is good from the standpoint of removing uncertainties as well.

- Tarn

Kitfox's Note

Hey hey!

It's been awhile since one of these newsletters, huh? Well, with the Steam version updates going on, I'll make sure to keep these flowing to your inbox as they happen.

I've also been posting lil' peeks at the new sprites in DF Premium via Twitter, but might as well share them here too, right? Place your votes on the most deadly DF hump, heh. (Quote from the Wiki.)

See you around on the Discord or Twitter!

- Victoria

 

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