American computer game programmer
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Trent Kusters chats with Tarn Adams and Zach Adams, brothers who together created Dwarf Fortress. This is part 2 of an extended interview where they discuss the 20 year journey in creating the aforementioned title including the early inspirations that led them to learn programming; the games they developed before Dwarf Fortress; crucial creative and community milestones; working together with Kitfox Games on the updated version for Steam; and their favorite stories from their ever growing community. Listen to the full episode here or watch this episode on our Youtube channel. The Game Maker's Notebook is sponsored by Xsolla. To learn more, go to xsolla.pro/AOIAAS. Follow us: Twitter Instagram
Trent Kusters chats with Tarn Adams and Zach Adams, brothers who together created Dwarf Fortress. This is part 1 of a 2 part extended interview where they discuss the 20 year journey in creating the aforementioned title including the early inspirations that led them to learn programming; the games they developed before Dwarf Fortress; crucial creative and community milestones; working together with Kitfox Games on the updated version for Steam; and their favorite stories from their ever growing community. Listen to the full episode here or watch this episode on our Youtube channel. The Game Maker's Notebook is sponsored by Xsolla. To learn more, go to xsolla.pro/AOIAAS. Follow us: Twitter Instagram
Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We turn to the Steam version of the game and especially talk about how a more graphical presentation changes the feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: 2 - 8 hours (Tim - Brett) Issues covered: starting over, an unhappy bard who you just can't make happy, the necromancer who injured himself in a ravine and who raised an undead to defend him, exploring the game's systems to try and make her happy, goals that arise indirectly, the accomplishment of making her happy, abandoning saves, letting the simulation run, walling in your staircase and the art being unclear, 500K events, the history of the world, watching the world be built or discarded, being curious about a smaller world, resource pressure, task management, a relatively frictionless first year, the leap of graphics, zooming up through the canopy, seeing your floors, realizing what things represent, going narrow so you can go deep, generating stories, hidden personality variables, dating sims, adding pressure by adding a bunch of new dwarves, meeting areas, a starving cow, so many timers and spinning many plates, the evocative melancholy of the music, games from our childhood. Games, people, and influences mentioned or discussed: Animal Crossing, Black & White, Chris Corry, Andrew Kirmse, Valheim, Minecraft, Kitfox Games, Starfighter, Chris Crawford, Rimworld, Populous, SimCity, Tarn Adams, Colin Tougas, Pokemon Red/Blue, Wizardry (series), Ultima (series), Eye of the Beholder, Etrian Odyssey (series), King's Quest, Space Quest, Tetris, Lode Runner, Ultima Underworld, Docobron, Final Fantasy IX, Super Mario World, Metal Gear Solid 3, Chrono Trigger, The Witness, Artimage, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More DF and our takeaways Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our themed series on the flexibility of text with 2006's Dwarf Fortress. We set the game in its time and then start delving into the play of the game, and the steep cliff of learning how to play it. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours Podcast breakdown: 0:46 Dwarf Fortress 54:36 Break 55:13 Feedback Issues covered: an early early access game, ASCII vs glyphs, setting the game in its time, lack of simulation games at the time, similar games we've played, not knowing how to categorize the game, failure to launch, not playing the game but playing the learning of the game, exploring the game's systems, bouncing off tremendously, in-game help, "losing is fun," being different from the mainstream, an opening cutscene and music, fictional grounding and world generation, the depth of the dwarves, getting clues from the help and discovering how to do those things, the minimal interface, the combinatorics of choices made, being in a jungle vs a pine forest, having a sad dwarf and building for them, reassigning dwarf abilities, balancing for combat by what the fortress produces, thinking ahead and attracting attention, invading raccoons and a miasma, losing a sense of scale of time, seasons and weather, a flowing river, the little stories you see play out, the tamed feral cat, a cave-in, the ant farm appeal, moments of discovery, levelling up, turning someone into a recruit, games getting shorter if they are level-based, eyes bigger than stomach, scope creep problems, overstuffing a game, systemic expansion, reactive planning in Rogue vs grinding in Diablo, increasing player agency, customizing TTRPGs to react to the players, running the games in our brains, a framework for storytelling, dabbling in game design without having to do it from scratch, accommodating flexibility and adaptation, having a lot to keep in your head, simpler rulesets, designing for physical vs digital, designed scarcity. Games, people, and influences mentioned or discussed: Artimage, Bay 12 Games, Zach and Tarn Adams, Rogue, Wii, Xbox 360, PS3, Gears of War, Legend of Zelda: Twilight Princess, New Super Mario Bros, TES: Oblivion, Final Fantasy XII, Dead Rising, Okami, Zoo Tycoon, Thrillville, Civilization, The Sims, Populous, SimCity, Skyrim, Minecraft, Kamil, Branden, Assassin's Creed, Fallout (series), Morrowind, Rogue Legacy 2, Star Wars: Starfighter, Murray Lorden, Diablo 2, Nintendo Switch, Nick Miller, Wizards of the Coast, Hasbro, Dungeons & Dragons, Magic: The Gathering, Joel Gifford, Marvel Snap, Hearthstone, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Dwarf Fortress! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
My guest today is the American co-creator of one of the longest-running and most popular independent games yet made. In high school he and his older brother Zach designed adventure games based on fantasy and science fiction stories they invented together. He taught himself computer programming and received fifteen offers to enrol in PhD math programs.At Stanford University, he and his brother continued work on a procedural adventure game called Dwarf Fortress, in which players guide successive generations of dwarves to build and maintain a settlement.He quit university to work on the game full-time; in 2011 the New York Times described an early version as “perhaps the most complex video game ever made”. Dwarf Fortress became his life's work, with a vast and committed cult following, but it remained a work in progress until December 2022, when a commercial version finally released, and promptly sold half a million copies. Thank you for listening to My Perfect Console. Please consider becoming a supporter; your small monthly donation will help to make the podcast sustainable for the long term, contributing toward the cost of equipment, editing, and hosting episodes. https://plus.acast.com/s/my-perfect-console. Hosted on Acast. See acast.com/privacy for more information.
Tonight on GeekNights, we consider teams. Playing on teams, forming teams, team sports, team games. All that team stuff. In the news, Dwarf Fortress with graphics is here (recall we interviewed Tarn Adams on GeekNights back in 2008), the FTC sues to block Microsoft's acquisition of Activision Blizzard, Blizzard will need someone new to offer World of Warcraft in China in a story that keeps evolving, and we hope Diablo 4 will let us click until we kill satan.
On l'on parle de jeux vidéo subaquatiques très attachés à leurs interfaces (UI) et qui développent des imaginaires singuliers : - Shinsekai: Into the Depth, Capcom, 2019/2020 - In Other Waters, Jump Over the Age/Fellow Traveller, 2020. Autres jeux cités : - Observation, No Code, 2019. - Stories Untold, No Code, 2017. - Capsule, Adam Saltsman/Finji. - Asura's Wrath, CyberConnect2/Capcom, 2012. - Dwarf Fortress, Tarn Adams, 2006. - Spacewar!, Steve Russell, 1962. Musique du podcast : - OST Shinsekai: Into the Depth (Prelude). - Trailer Switch, In Other Waters
Tarn and his brother Zach are the brains behind Dwarf Fortress and the community that rose around it.Dr. Tarn Adams received a math PhD, but left his post-doc because he was too busy making games. A bug created the statue Planepacked, a massive structure that contained the entire history of the world as well as 73 copies of the statue itself.Many people, including one of our hosts, found out about Dwarf Fortress through a Let's Play session in a fortress called Boatmurdered. If you want a more human readable version of Dwarf Fortress, you can wishlist it on Steam or use one of the Lazy Newb packs.
Tarn and his brother Zach are the brains behind Dwarf Fortress and the community that rose around it.Dr. Tarn Adams received a math PhD, but left his post-doc because he was too busy making games. A bug created the statue Planepacked, a massive structure that contained the entire history of the world as well as 73 copies of the statue itself.Many people, including one of our hosts, found out about Dwarf Fortress through a Let's Play session in a fortress called Boatmurdered. If you want a more human readable version of Dwarf Fortress, you can wishlist it on Steam or use one of the Lazy Newb packs.
Anth0z and Mattbrush discuss turning animated characters and Nintendo characters into live action characters. They cast Megaman, Simon Belmont, Samus Aran and more ! Also , they go over the game Dwarf Fortress in all of it's glory. Mattbrush recently discovered the Dwavren adventure game and saw how complicated it's ASCII graphics were. Intrigued, he started up a new dwarven world with it's rich history. After watching the NoClip documentary on Tarn Adams, Mattbrush had to bring this up ! If you would like to contact them, you can email TheScummBarPodcast@Gmail.com or follow Mattbrush on MattbrushGaming on twitter and youtube or anth0z at anth0z1 on twitter. You can check out our podcast on any of your podcasting platforms. Here are some popular ones : iTunes : itunes.apple.com/ca/podcast/the-scumm-bar-podcast/id1434796772?mt=2 Spotify : open.spotify.com/show/1vrgIHphwurr3GelCgtLc1 Rss Feed : anchor.fm/thescummbarpodcast Thank you for listening, Yar !
On l'on parle de jeux vidéo subaquatiques très attachés à leurs interfaces (UI) et qui développent des imaginaires singuliers : - Shinsekai: Into the Depth, Capcom, 2019/2020 - In Other Waters, Jump Over the Age/Fellow Traveller, 2020. Autres jeux cités : - Observation, No Code, 2019. - Stories Untold, No Code, 2017. - Capsule, Adam Saltsman/Finji. - Asura's Wrath, CyberConnect2/Capcom, 2012. - Dwarf Fortress, Tarn Adams, 2006. - Spacewar!, Steve Russell, 1962. Musique du podast : - OST Shinsekai: Into the Depth (Prelude). - Trailer Switch, In Other Waters
Nick and Tarn talk about the latest updates for Dwarf fortress, including the approaching Steam version, complete with visualizer and mouse controls. Also Jonathan is there. This game is always full of life and great emergent gameplay stories, as is the show, and not to be missed! This is an exceptional podcast episode. All craftsdwarfship is of the highest quality. It is decorated with amusing asides, details of pending releases, and descriptions of looming gameplay enhancements. On this podcast is the image of Tarn Adams, creator of Dwarf Fortress. He is surrounded by dwarves and carrying a capybara skull. Tarn Adams is contemplating the coming Steam Release.
Tarn Adams joins me on the show (again!) to talk about the full launch of Dwarf Fortress coming soon to Steam and itch.io. In our first conversation on episode 16 of the show, the full launch of the game seemed literally eons away so I wanted to bring him on to discuss the news, which broke in mid-March, and other development updates. He is joined periodically by his feline companion, Scamps. You can read more about Bay 12 Games at bay12games.com and follow them on social media at Twitter and Facebook.You can find notes on today's show at kakebytes.com. "Overworld" Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 3.0 Licensehttp://creativecommons.org/licenses/by/3.0/Support the show (http://www.patreon.com/kakebytes)
Tarn Adams joins me on the show (again!) to talk about the full launch of Dwarf Fortress coming soon to Steam and itch.io. In our first conversation on episode 16 of the show, the full launch of the game seemed literally eons away so I wanted to bring him on to discuss the news, which broke in mid-March, and other development updates. He is joined periodically by his feline companion, Scamps. You can read more about Bay 12 Games at bay12games.com and follow them on social media at Twitter and Facebook. You can find notes on today's show at kakebytes.com. "Overworld" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Support the show (http://www.patreon.com/kakebytes)
In this episode, we dive into the Details of Dwarf fotress with one of it's creators, Tarn Adams of Bay12Games. Also, there's totally a thing involving drunk digital cats. Game: http://www.bay12games.com/dwarves/ Bay12games twitter: http://www.twitter.com/bay12games
In the newest episode of the show I chat with Tarn Adams, the programmer behind the cult-classic PC colony simulator Dwarf Fortress. We discuss how Dwarf Fortress sprang to life unexpectedly at Bay 12 Games, the company that Tarn and his brother Zach have been running for nearly two decades, as well as what's in store for the future for the game and how their unique approach to game development has carved out a special place in the annals of video game history. You can find notes on today's show at kakebytes.com. "Overworld" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Support the show (http://www.patreon.com/kakebytes)
In the newest episode of the show I chat with Tarn Adams, the programmer behind the cult-classic PC colony simulator Dwarf Fortress. We discuss how Dwarf Fortress sprang to life unexpectedly at Bay 12 Games, the company that Tarn and his brother Zach have been running for nearly two decades, as well as what's in store for the future for the game and how their unique approach to game development has carved out a special place in the annals of video game history. You can find notes on today's show at kakebytes.com. "Overworld" Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 3.0 Licensehttp://creativecommons.org/licenses/by/3.0/Support the show (http://www.patreon.com/kakebytes)
An hour with the creator of the PC's most fascinating game.
Originally published October 22, 2015 “The official motto that we have in our help manual is ‘Losing is fun!’ ” Dwarf Fortress is a construction and management simulation computer game set in a procedurally generated fantasy world in which the player indirectly controls a group of dwarves, and attempts to construct a successful underground fortress. The post Dwarf Fortress with Tarn Adams Holiday Repeat appeared first on Software Engineering Daily.
Originally published October 22, 2015 “The official motto that we have in our help manual is ‘Losing is fun!’ ” Dwarf Fortress is a construction and management simulation computer game set in a procedurally generated fantasy world in which the player indirectly controls a group of dwarves, and attempts to construct a successful underground fortress. The post Dwarf Fortress with Tarn Adams Holiday Repeat appeared first on Software Engineering Daily.
Episode 137 of Roguelike Radio, where talk about a new book on Procedural Generation in Game Design, with Darren Grey, Mark Johnson, Tarn Adams and Tanya X Short.Read more »
Engraved on this podcast is a masterfully designed conversation by Tarn Adams, creator of Dwarf Fortress. Tarn Adams describes the founding of Dwarf Fortress, the Myth and Magic updates coming, and the seemingly inescapable creative gravity that Dwarf Fortress exerts on his other endeavors. Tarn Adams is holding a Capybara-man skull totem aloft. The podcast relates to the great Were-lizard purge of the peaceful, ale infused, dwarf commune of The Homely Urist. Additional links and resources are available at www.LiterateGamer.com.
An interview with Tarn Adams of Bay 12 Games, co-creator of Dwarf Fortress. http://www.bay12games.com/ Watch my video about Dwarf Fortress: http://bit.ly/2gmYZ6d
This is episode 121 of Roguelike Radio, where Mark Johnson, Darren Grey, Tarn Adams and Sami Maaranen discuss Simulation in Roguelikes.Read more »
Show two from GDC, and the first from the convention floor! Join us and twelve super special guests as we talk about what's coming up this week, how many VR panels can fit into one lineup and we continue to ask the all-important question 'How do you pronounce Vive?'Featuring John Warner from Over The Moon Games, Andy Nealen from NYU, Tarn Adams from Bay 12 Games, Kongregate co-founder Emily Greer, Fullbright's Nina Freeman, Henrike Lode from Lohika, Romana Ramzan from Glasgow Caledonian University, Professor Mary Flanagan, James Portnow from Snow Cannon Games, composer Laura Karpman, and Mare Sheppard & Raigan Burns from Metanet Software Inc.Cheerio!Team OLL x
“The official motto that we have in our help manual is ‘Losing is fun!’ ” Dwarf Fortress is a construction and management simulation computer game set in a procedurally generated fantasy world in which the player indirectly controls a group of dwarves, and attempts to construct a successful underground fortress. Continue reading… The post Dwarf Fortress with Tarn Adams appeared first on Software Engineering Daily.
“The official motto that we have in our help manual is ‘Losing is fun!’ ” Dwarf Fortress is a construction and management simulation computer game set in a procedurally generated fantasy world in which the player indirectly controls a group of dwarves, and attempts to construct a successful underground fortress. Continue reading… The post Dwarf Fortress with Tarn Adams appeared first on Software Engineering Daily.
Welcome to Roguelike Radio episode 49. This week we interview Tarn Adams, creator of Dwarf Fortress. Talking this episode are Darren Grey, John Harris and Tarn Adams.Read more »
Tarn Adams Interviewer: Ross Payton Synopsis: Dwarf Fortress is a one of a kind computer game. Part roguelike, part RTS, part fantasy world simulator, this game has to be played to be believed. With no graphics (everything is represented by ASCII symbols), the player is charged with building a mighty fortress with only seven dwarves… Support Role Playing Public Radio on Patreon at https://www.patreon.com/RPPR/ The post RPPR Interview with Tarn Adams, Creator of Dwarf Fortress appeared first on Role Playing Public Radio.