Daggerfall Roguelike news

Post » Sat Sep 04, 2010 8:42 pm

Because of the complexity of this project i have decided to change my plans a little. The project will be moved to sourceforge and reorganized. I'm planing to work with three main goals.

1) Create a modular roguelike editor.
2) Create my own scripting language similar to prolog.
3) Use these tools to create the Daggerfall Roguelike module, just like one would use the Morrowind construction set to create a new game.

Everything else is described in the old project page which will be deleted once i make the move to sourceforge.
http://code.google.com/p/mingorantools/wiki/DaggerfallRoguelikeRootDocument

Besides developing game tools, this project also needs data files for items and locations, which in this case will be described by editable text files using Prolog language syntax.

In order to gather an initial list of resources for the game i started to write a concept story about a specific type of player and how he managed to escape Privateers Hold. From this story i will obtain all the data i need to make the first dungeon. Animations are described as if this was a 3D game. This is for completeness only and can't be used in a roguelike.

The story will be posted separately. I'm not a native English speaker and never had any English lessons so the written is not very good but i hope it's still readable.
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Post » Sun Sep 05, 2010 7:41 am

A Daggerfall playtrough with a fighter named Tor
--------------------------------------------------

Evaluation scale is based on the average skill, for to the current
world scenario.

0 worst possible
1 abismal
2 mediocre
3 average
4 good
5 excelent
6 best possible


It can be fine tuned with between X and Y, above X, bellow X.

3 average
3.25 above average or average+
3.5 halfway to good or good-- or average++
3.75 bellow good or good-
4 good





Playtrough Character
----------------------

Tor is a barbarien warrior. His strength, speed, health and normal senses are
excelent. All other physical attributes are good. His mental attributes
are focused on pratical things like disarming and arming traps in detriment
of other mental attributes, social, logic and bartering.
Magic attributes are abismal, but Tor has an high resistance to all magic
and elemental influence. He is almost imune to domination and intimidation,
but because of his cultural background he will respond to provocation
easily. Tor relies in strength and speed to hurt his enemies.
He his also a good hunter and knows how to lay traps
and use a bow well. Barbariens don't have many opourtunities to use
heavy armor so their defense is a combination of a great dodging ability
and resistance to pain.



Location Overview
------------------

The general layout of the fort is a mix of military fort and palace,
connected to the sea by a natural cave in the lower levels.
The coast in this area is tall but not too tall and with a sand area bellow
which is only accessible from inside the fort.
The palace is vertically organized in dungeon levels, ground levels,
first floor levels and surveilance tower levels. The exit is in the
ground levels through a secondary exit (the main exit is blocked).
The lower levels connect to a natural cave which leads all the way down to the
coast bellow near the sea.
Horizontaly the fort above ground has a left wing, right wind, central tower.
The central area his taller wich serves has a surveilance tower.
A fortified wall encircles these three buildings with a small yard,
having water well in the center and connecting to the main entrance
which is shut down with a big metal grid and cannot be open.
The exit (throug a secondary exit on the side) is only reachable through
one path. The hero has to go up through the caves
and dungeon levels, then to the central tower above, then back down to the
ground floor and to the secondary exit. Once outside he is in the wilderness
and can use fast travel to reach any nearby palce marked on his world map.

This fort is an abandoned ruin, currently ocupied by a group of burglers
and smugglers who use the connection to the coast to smuggle goods between
the south kingdoms of the Illiac Bay and the north kingdoms.
Other jobs include kidnapings and randsoms and attacks to nearby trade routes,
torture to obtain important trade secrets and assassinations.

Currently the biggest part of the burglers is outside attacking caravans,
which makes it easier for Tor to escape.
An Orc has been careless while exploring the area and was captured. The group
is still deciding what to do with him. A strong orc is allways a good
addition to a band of burglars.
The Imps inside the fort are pets of a mage who is associated
to the burglars.
The mage magic is useful to heal wonds, cure poison and diseases, and to
dominate and torture weak minds, when it's necessary to obtain info.


Key architectural elements:
caves, dungeon, small church, prison cells, yard, kitchen, main hall,
dinning room, sleeping quarters, private quarters, library,
secret treasure room, throne, secret passage behind throne,
big stairway, secret passage behing big stairway, torture chambers,
weapons vault, lateral stairways, prison cells, wine cellars


0. Prelude
----------

The boat where Tor travels sinks because of a storm in the Illiac Bay.
He saves himself swimming to the coast and taking refuge inside a
natural cave passage.
The cave floor is covered with dust and small rocks. The walls join in a
sharp angle above.
Soon after Tor enters the cave the entrance colapses leaving
that exit blocked. After the dust setles everything is dead silent.
Tor uses the soft light of a special gem (an essential item for every
adventurer) to illuminate the path. Only his own sounds of footsteps
and breathing can be heard.

Details:
Visuals:
natural cave passage, big rocks, small rocks, dust effect, light gem,
Tor humanoid body, Tor barbarien leather boots,
Tor barbarien leather cloths,
Sounds:
sound of big rocks falling and crumbling,
player footsteps, player breathing,
Animation:
spline curve animation of cave entrance colapsing,
camera shaking to simulate breathing and walking,
Physics:
small rocks firing from the impact and colliding with walls,
dust cloud effects being directed by wall colisions,
Extra animation:
humanoid animations of walking, loitering, turning, crouching,
crouch walking, crouch turning, crouch loitering,
loosing and regaining balance, falling to the floor,
raising himself from the floor,
as the player walks and breaths the camera slightly goes up and down,
the player eyes take time to adjust when light conditions change fast,
equiping necklace on neck (light gem),



1. Cave room (part 1)
---------------------

Tor walks away from the collapsed end of the cave and reaches a big
cave room. There's a fireplace at the center illuminating the room.
The light coming from it flickers animating the shadows on
the rocky walls.
The ceilling is more flat in the cave room.
The sound of the flames burning produce a cracking effect, the only sound
that echoes in the area.
Water droping from the room ceilling forms small pools on the ground.
The player makes a spalsh sound when walking over it.
There's a old log tree in a corner possibly used as a source of wood to start
a fire. A few bones from dead animals are scatered around.
On the opposite end of the room, there's a slightly
illuminated passage made by man which seams to be part of a fortification.

Details:
Visuals:
natural cave room, fireplace, fire effects,
light from fireplace animates shadows on walls,
old tree trunk, animal bones, water drops,
small water pools, effect of splashing for water droping,
effect of splashing for player feet in contact with water,
Sounds:
fire cracking, water droping, player feet on water,
Animation:
water dropping, fire, fire smoke
Physics:



2. Cave room (part 2)
---------------------

Before venturing into the fort passage Tor searches the area and finds
a small shelf containing an assortement of tools and resources.
There's a small bag containing oil and cloth wrapings to make torches from
wood. A small rusty dagger is also here and a fire lighting stone.
These tools must have been used to light the fireplace.
Tor takes the bag for himself and attaches the dagger to his belt.
The old wood trunk can make for a few good torches that give more light than
the small light gem.
Cuting some trunk branches with the knife, producing loud tuk sounds in the
silent cave, will improvise a few torches.
Tor ignites one of the torches with the knife and a fire lighting stone
illuminating the cave and passages ahead much better.

Details:
Visuals:
small bag, old wood shelf, fire lighting stone, old rusty knife,
Sounds:
blade cuting wood, fire lighting stone being used, fire starting on oil,
wraping something with cloth, oiling something, branch cracking,
Animation:
Physics:
Extra animation:
humanoid picking something up/droping something from environment
(not inside container but collectable),
using players backpack to take or put object,
using environment container to take or put objects,
equiping backpack on players back,
storing item on belt,
taking item from belt and equiping it on hand,
using hand equiped objects to create another object,
using hand equiped object on environment object,
move with torch in hand,
move with small weapon in hand,
attack with small weapon,
recoil from attack,


3. From cave to fort
---------------------

More confident and better equiped Tor ventures into what appears to
be an old fort connected to a natural cave.
A big wood framed archway divides the cave area from the stone
brick passage.
This passage is a made of irregular dirty stone bricks showing signs of
being very old. Empty iron torch holders hang on the walls.
After a 90 deg corner the passages reaches a dead end.
A careful examination on the wall rock pattern reveals what might be a secret
passage.
Tor forces the door with his strength and the help of the iron dagger as a
lever and the door breaks it's old locking mechanism and opens,
giving way to a dirty old room with stairs going up.

Details:
Visuals:
old fort corridor, corner, dead end, secret wall, iron torch holders,
Sounds:
using small dagger as a lever to force door,
secret stone door breaking and opening partially,
secret stone door opening fully,
Animation:
secret stone door forcing, breaking and open partially and fully,
Physics:
Extra animation:
humanoid forcing door with small dagger,
humanoid opening door,


4. First fort room (giant rat)
------------------------------

Examing the room there are stone stairs leading up, the walls, floor
and ceilling are made of irregular, old and dirty stone, there are swewer
holes at the bottom of the walls and iron torch holders at the middle.
The ceiling is slightly curved. Prison chains hang from the walls.
Only a small stone ornamented table furnishes the room. Rests of
dead animals and flesh are scatered in the corners.

Sudenly a giant rat comes from an open sewer hole and attacks Tor, which
he quickly and easily dispatches. The rat would provide some meat rations
but Tor has no means to prepare and carry it so he consumes the rat flesh
on the spot and leaves the rest behind.

Next Tor goes up the stairs and examines the rest of the fort.

Details:
Visuals:
prison chains,
fort room with curved ceilling, ornamented stone table,
rests of dead animals, wall sewer holes,
giant rat, rat body, rat raw flesh rations
Sounds:
using small dagger as a lever to force door,
secret stone door breaking and opening partially,
secret stone door opening fully,
basic rat sounds rip, tump, swek, gnash, eee,...
Animation:
secret stone door animations of forcing, breaking,
open partially and fully,
Physics:
Extra animation:
basic set of rat animations (see notes),
humanoid forcing door with small dagger,
humanoid opening door,
humanoid attacking with short blade,
humanoid consuming meat,



5. Corridor system (giant bat)
------------------------------

Climbing the stairs carefully Tor reaches another corridor system.
The architecture is similar to the one bellow. There are variants of ceilling
lamps (in iron chained to the ceilling) filled with light emiting gems
which cast a soft white light. It's obvious these ruins are being used
for some purpose. Tor uses his hunting skills to walk silently and try not
to be surprised by anyone.

Long vertical pits can also be found here in some corners and t junctions.
These structures are connected to the upper sections of the fort and used
to get air to the lower sections or were used once as mechnical
elevators for people and to transport things.

Unfortunately these structures are also used by bats and other flying
annoyances. A giant bat flies down a vertical pit atracted by the heros
light and attacks him. Tor handles the bat without problems. There's nothing
to loot from the body of the dead bat.

After exploring the corridor system Tor finds more stairs going above.
There's also stairs going down and two rooms to explore.

Details:
Visuals:
corridor passages (T's, ends, crossways, curves),
vertical pits, giant bat, giant bat body,
Sounds:
giant bat sounds ik,...
Animation:
Physics:
Extra animation:
giant bat basic animations


5. Rooms in corridor system (Imp)
---------------------------------

Exploring the two rooms in the lower corridor system, Tor finds some interesting
architecture. There's a few statues, bigger than a man, without
a face. An empty wood iron framed cage is at a corner. There's also a wood
table at a corner.

In one of the rooms a small winged humanoid with a tail called an Imp is
scared by Tors presence and attacks.
His skin is thougher than a common animal (like hardened
leather) and Tor finds it difficult to use his rusty dagger effectively.
He decides to use his bare hands and try to send the little being unconscious.
The Imp fights hurling magic missiles to Tor which can hurt him
seriously if the fight continuous for too long. Tor's resistance to cold
and fire helps him dealing with the Imp magic damage and the strength of his
punches quickly send the little humanoid unconscious but not without giving
Tor some bruises.

The presence of an Imp is usually associated to a Daedra cult or that a mage
leaves here. Imps are reasonably inteligent and
can follow orders but aren't born in this plane.
They must be summoned from the plane of Daedra. When summoned they can
retain their presence indefenitly until they are killed.

Details:
Visuals:
fort rooms, statues, iron framed wood cage, wood table and basic furniture,
imp, imp body, door, door handle, door with window grid
Sounds:
imp sounds, daedric language,...
Animation:
Physics:
Extra animation:
imp basic animations


6. Lower room in corridor system (humanoid)
--------------------------------------------

Going down the stairs Tor finds a room similar to the first room he encountered
(4. first fort room).
In this room he suprises a leather armored individual who instantly attacks
before Tor has a chance to speak.
The fight is harder than with the Imp and the savage animals but the man is
clearly not a warrior. His constitution is that of a a thief or a scout.
He is well equiped and his short blade is made of steel and much
more dangerous than Tors rusty blade.
Even so Tor is an experienced warrior and manages to kill his opoenent.
The mans cloths and leather armor is too small to fit in Tors body but the
short balde is welcome and in the hands of a good warrior like Tor
it can be a very dangerous weapon. Tor also finds some gold coins and bandages
in the mans body. He uses the bandages to tend to his wonds.
In this plane all beings heal quickly. Non letal wonds take less than 8 hours
to rend and heal provided the person is not hungry, poisoned or diseased.
Letal wonds depend on the kind of wond.
After the enemy is killed Tor has time to explore the area. The room has no
exit. Like the other room there's a small stone ornamented table and
sewer crates. At a corner he finds a sac full of human heads.
Tor assumes these are the heads of the victims of burglers and assassins who
were tortured to reveal information and later killed. Or they could be
other burglars who were punished for some reason.
With nothing else of interest to look for Tor climbs the stairs to leave this
room and then the stairs above going into what appears to be ground floor.
His equipment is now a leather helm in his head, his original leather boots
and barbarian clothing, a belt with a small sac with a few coins, a steel
short blade attached to it, and a small leather bag containing 4 torches,
torch oil, a crude iron blade, rat meat rations badly conditioned and
preserved (will decay fast).

Details:
Visuals:
sac, human heads, average/small leather armor, average/small leather boots,
normal leather helm, steel war short blade, leather belt, gold coins
Sounds:
humanoid thief basic sounds
Animation:
Physics:
Extra animation:
humanoid thief basic animations


7. First room on ground level (right wing)
-------------------------------------------

Tor enters a room with a big table at the center and many chairs. There are
still a few ditches and forks on the table. On a wall nearby a shelf
contains more dishes, forks and a few bottles of wine. Tor grabs one and
has a drink, keeping the bottle in his bag.

On the adjacent room there's a kitchen with many crates, a stove and kitchen
table, many tables to prepare and cook food. There are signs it has been
used recently and fresh can still be found.
A giant rat flees from behind a crate and jumps down to a pit.

There's nothing more of interest in this level. From the kitchen there
are stairs going up to the 1st floor and a door leaving to another room.
From the dinner room there is a door that leads to a yard outside.

Details:
Visuals:
crates, sacs of food, dishes, forks, knifes, barrels, big wood table,
chairs, food preparation table, hoven, shelfs, bottle, bag of wine,
bottle with wine, wood pile, iron to handle wood in fire?,
water sink to clean dishes?, bruch to wipe floor?
Sounds:
Animation:
Physics:
Extra animation:


8. Yard outside
----------------

The outside yard has a water well in the middle. On the adjacent direction
theres the entrance to the main central building which wont move. These huge
doors usually lead to a large reception hall.
In the oposite direction of the main building theres the exit from the fort
which is also blocked by a big metal grid.
A cover for horses is on this side of the table together with a small
cart missing a wheel, hanging against the fort wall.
On the oposite side of the dinner room, theres a door that leads to another
section of the forth.

Details:
Visuals:
crates, sacs of food, dishes, forks, knifes, barrels, big wood table,
chairs, food preparation table, hoven, shelfs, bottle, bag of wine,
bottle with wine, wood pile, iron to handle wood in fire?,
water sink to clean dishes?, bruch to wipe floor?
Sounds:
Animation:
Physics:
Extra animation:
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