Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
well it's 3D in the way the OP is asking at least.
In what way isn't it 3D? Like because it's on a computer screen and you're not playing a board game?
The viewport is 2D. You cannot rotate the camera in any way, there is no way to get a vertical cross-section of the world.
Edit: This is more-or-less semantics. People use the terms 2D/3D to mean different things.
Kind of a complicated question with how Dwarf Fortress is designed.
The game is technically 3D in all intents and purposes, not only is there multiple plane layers but tile depth is also simulated for things like fluid behaviour and determining if something can pass over a tile.
A bolt fired from a crossbow off the edge of a cliff will travel along your current 'level' horizontally and vertically across tiles and gradually lose height and drop down the layers until it eventually lands on a surface on a lower Z-layer, but the game itself has a top down flat camera perspective.
But the game world itself is broken down into what it calls 'Z-Layers' and each layer is displayed to the player as a 2D plane (with visibility possible down to lower Z-Layers).
Grasping how the world is actually built, and how the tiles are regarded is actually a pretty important starting hurdle to getting your head into the right frame of mind understanding how many of the game tools behave, and not understanding it is why you see a lot of reports of "Stairs being bugged" when actually, they work perfectly fine..... people just aren't wrapping their head around how the DF world is structured.
The DFWiki has a wealth of good explanations about pretty much every imaginable aspect of the game and is certainly worth checking out if you want to fully understand the deeper aspects of the game and how it's designed.
For example:
https://dwarffortresswiki.org/index.php/DF2014:Tile
https://dwarffortresswiki.org/index.php/DF2014:Stairs
By having a 3rd dimension in the map you plan in not just a 2 dimensional one.
If you want a 3d visualisation wait for the Armok View mod to be ported...
So it's something like a top-down colony version of Minecraft then?
My apologies, too, for confusion about the term "3D." I assumed that anyone would understand what I'm talking about. Obviously it's not a 3D FPS, that's not what I'm talking about.
Pretty much. You can think of each tile as a cube. The main difference is that the cubes in DF come in two parts, the main part and a floor part. It lets you mine out every level and still have a floor to walk on in most cases.
Ok, cool. I just saw that in the wiki articles referenced by @Tikigod. I think I see how it works now. I might look into it when I feel like I've got some free time to try to learn it.
Ok, even if you had a view point that was say isometric and you could see multiple z levels at once, it would still be the exact same game otherwise. There would still be 3 dimensions of space the dwarves are running around in. Also, even if you had an isometric view, it's still technically a 2D view. All computer games ever have simulated a 3D environment on a 2D display (unless you could those VR headset games now).