You're vastly underestimating how much the game changes between versions. This is a game that has about a third of its mechanics at this point, and its UI needs already have a tremendous amount of variance. Being created organically is kind of how it ended up where it is now, and there's no guarantee that a UI that's decent for a third of the game engine will continue to be decent when the rest has been added.Scars Unseen said:What. Why on earth would he need to rework the UI for every release version? It's not like it would revert to his original code every time he adds a new subsystem. You create a logical layout for a UI(it doesn't even have to be the "best UI ever." Just make a UI that follows some sort of consistent internal logic), then any future additional options are added according to the same logic. It isn't difficult in the least. He just needs to sit down and do it.ClockworkUniverse said:A note to the people saying the game needs a better UI: it absolutely does. However, if the developer reworked the UI for every release version, the 1.0 release would be 40 years down the line instead of 20. That's why it's the last thing on the development checklist.
People (rightly) mock the fact that different parts of the UI have different controls, but the thing is: that's not actually why the UI is confusing. The UI is confusing because different parts of the game work vastly differently, because they're just vastly different. You can't really design a system where you're using the same interface to designate where dwarves should dig, assign job classes to dwarves, and tell workshops what they need to be making. So while the interface needs improving, it's not something where he can just fix it now and have it necessarily still be fixed when the game is finished.
The thing you have to keep in mind with Dwarf Fortress is: early alpha. If the game doesn't look like it's ready for release, that's because it's not. The last seven years have pretty much just been an open playtest.