![]() Windows specifically, but Linux isn't much worse as long as you never plan to deploy the thing. I might be biased but I say target PC first. Implement everything in the simplest way you can think of that will actually work and only go back and refactor if you need to, that's the time to look up how other people have solved that problem. I personally wouldn't recommend any frameworks or libraries other than (maybe) SDL. If you want to code games because you find the programming aspect interesting, start small by writing your own versions of some simple games. ![]() I started doing game dev in DOS after reading Tricks of the Game Programming Gurus by Andre LaMothe in the 90s, so keep that in mind for the following advice.ĭepends on what you want to do. And none of them work for some activity zones such as pastures, then you need i.Īs much as I love DF I'm very much looking forward to the Steam version, mainly for the UI overhaul, which is so far looking really promising. Or even better, the way k, v, t, q, are all just needles variants of "look at thing under cursor". A great example is searching a list of items. In Dwarf Fortress you need to fight not only incredible complexity, but also so very much bad UI/UX and inconsistencies between what should have been identical actions. But, quirks aside, it's mostly very consistent and learning a few patterns will get you very far. Vim is mainly difficult to get into because the model itself is so different from what people are used to and there's inherent complexity. That said, I wouldn't compare Dwarf Fortress to Vim. I've been using Vim as my primary IDE for many years. ![]() I love Dwarf Fortress and play it quite actively.
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