DaggerXL - the continuation II

Post » Sat May 28, 2011 5:44 pm

Nice. Let?s all hope it?s true this time ;). If not, then it?s also ok with me.
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Pixie
 
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Post » Sat May 28, 2011 8:52 pm

Nice. Let?s all hope it?s true this time ;). If not, then it?s also ok with me.

I would think it's safe to say that this time the next build actually will come out next week. :twirl:
Keep up the good spirits!
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Jason Rice
 
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Post » Sat May 28, 2011 9:44 pm

All the modding work seems to be coming along pretty well too. For those that don't keep up, there's current active modding work on retexturing DF and enhancing the music.
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Cccurly
 
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Post » Sat May 28, 2011 9:40 pm

I'm curious to know what kind of combat system you'd like.
The system in MW was HORRIBLE. Click click click click click click ^ 7

Oblivion wasn't really any different, considering how gimped the base damage values were. Even if you miss five times in MW, the sixth time tends to do as much damage as six hits in Oblivion at the same skill level,
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gemma king
 
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Post » Sun May 29, 2011 1:02 am

Oblivion wasn't really any different, considering how gimped the base damage values were. Even if you miss five times in MW, the sixth time tends to do as much damage as six hits in Oblivion at the same skill level,


True. I kinda liked the MW system, didn?t thought it was horrible back then. So I would have nothing against reviving it for TES: 5, although I don?t think this will happen.
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Robert
 
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Post » Sat May 28, 2011 10:17 pm

True. I kinda liked the MW system, didn?t thought it was horrible back then. So I would have nothing against reviving it for TES: 5, although I don?t think this will happen.

It would be far more acceptable if they added a believable dodge/block/whatever VISUAL indication of your failure you want or need for those missed swings.
Graphical representation surplants imagination for the mundane. if game mechanics don't have a good visual indicator, they're doing it wrong.
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CHANONE
 
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Post » Sat May 28, 2011 4:30 pm

Is there a way to try the demo with these retexturings?
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Rach B
 
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Post » Sun May 29, 2011 12:18 am

It would be far more acceptable if they added a believable dodge/block/whatever VISUAL indication of your failure you want or need for those missed swings.
Graphical representation surplants imagination for the mundane. if game mechanics don't have a good visual indicator, they're doing it wrong.


You?re right, that would be a good way to bring back the MW system for a modern game. If I think about it I ask myself why they didn?t implement something like this back then.
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Ernesto Salinas
 
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Post » Sun May 29, 2011 12:05 am

Is there a way to try the demo with these retexturings?


You can, but there's no simple way as of yet. I believe those working on the retextures right now have to manually change the textures. Eventually there will be a simple way to chose between original or modified textures.
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Brittany Abner
 
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Post » Sat May 28, 2011 4:22 pm

Myself and the other texturers share a DropBox so we can all use eachother's work, but every new texture must be manually scripted into a text document for the time being, so to have one giant pack working we'd need to merge our text documents into one. Then I don't think we are quite to the point where we can distribute our work just yet. I don't even think I've finished 25% of the dungeons yet, and I'm not sure how far along everyone else is doing. I can see public access to a big Texture Replacer is a little ways off, but you can view all our progress in http://daggerxl.50.forumer.com/viewtopic.php?f=16&t=94&start=0
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xxLindsAffec
 
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Post » Sat May 28, 2011 6:56 pm

To Kir - we have yet to actually release any of the retextures, only a few WIP images and the like. My idea was to eventually get an entire section of the game (i.e. all dungeon assets or all desert assets) done and release this pack as a teaser, timed to coincide with the release of the next DaggerXL build. We've decided to redo everything at higher resolutions still, so between Patchy and myself, not much is currently usable. Sit tight. :)
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Naughty not Nice
 
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Post » Sat May 28, 2011 11:32 am

I'm looking forward to the fully playable release, whenever that is! This could make Daggerfall all that much better! Keep up the good work!
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Ebony Lawson
 
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Post » Sat May 28, 2011 7:36 pm

In appreciation of a game that is going on 15 years of age, the work still being done to keep it more-or-less current speaks volume to both the lesser general quality of games made today and the power of simpler systems to engage players at core levels.

I know that for myself, as soon as this project is in complete state (engine + texture + inevitable audio upgrade) I will once again plunge into the Illiac Bay.

The only dead game I can think of with this amount of life is THIEF: THE DARK PROJECT (aka DARK CAMELOT, aka THE DARK PROJECT, aka simply THIEF) for which missions are *still* being released in the community.

Kudos to all and long live classic gaming!

SirV
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Ana
 
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Post » Sat May 28, 2011 6:14 pm

Daggerfall let's you play the way your character should play, according to his personal traits, favored skills and reputation. That's a huge strength for an rpg. Most other games only let you follow a story and kill stuff to progress. That's not role-playing at all or it's only at the bare level. I mean a thief isn't just a guy who is very agile and kills people with backstabbing and critical hits and is very hard to hit. That's only another fighter variant.

In Daggerfall (and you can check it out) you can build a character who has only sneaking, thieving and diplomatic skills then join the thieves guild and make a living out of it. The idea is to explore the game for opportunities where a character can use his personal strengths for his advantage and try that his weak points don't get in the way. Daggerfall supports the thief life-style and offers plenty of quests for your character to level up with or outside the thieves guild.

The downside of Daggerfall is that side-quests and repeatable quests are the only way for a thief to get the feeling of a medievals thief life and these don't progress or affect each other. There's little cause and consequence passing the frontier of each repeatable quest. But it helped to get a feeling of a thief lifes and the game greatly benefits from this.
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Mari martnez Martinez
 
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Post » Sat May 28, 2011 12:52 pm

People love eye and ear candy, so I thought I'd post a video of the start menu made and animated by Rhymer, and music by Ragoholio.

http://www.youtube.com/watch?v=DJ7FWhbwddU
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sally coker
 
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Post » Sun May 29, 2011 3:39 am

Awesome! Thanks.
Cheers.
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Gaelle Courant
 
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Post » Sun May 29, 2011 12:35 am

Is the visual improvements just limited to sharpening, new textures, and better lighting? Will we be able to possibly see 3D plants/trees in the engine or have it where people can modify the game into adding 3D plants and trees?
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Lizs
 
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Post » Sat May 28, 2011 5:59 pm

Is the visual improvements just limited to sharpening, new textures, and better lighting? Will we be able to possibly see 3D plants/trees in the engine or have it where people can modify the game into adding 3D plants and trees?

Down the road yes, there will be full 3D models. Rhymer has already started on some, but we wont see them in-game for some time. Check out our General Modding section in the DaggerXL forums to see for yourself.
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Motionsharp
 
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Post » Sat May 28, 2011 11:49 pm

People love eye and ear candy, so I thought I'd post a video of the start menu made and animated by Rhymer, and music by Ragoholio.

http://www.youtube.com/watch?v=DJ7FWhbwddU


One criticism: the font looks out of place. Maybe try something different?

Otherwise, the whole package is amazing. Re-making that particular tune for the menu was a fantastic gesture.
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phil walsh
 
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Post » Sun May 29, 2011 1:14 am

He said the current font/buttons were just a placeholder atm.
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Kelvin
 
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Post » Sun May 29, 2011 3:03 am

Down the road yes, there will be full 3D models. Rhymer has already started on some, but we wont see them in-game for some time. Check out our General Modding section in the DaggerXL forums to see for yourself.


This project just gets better and better.
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Charleigh Anderson
 
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Post » Sat May 28, 2011 2:03 pm

Yes indeed, and this time Lucius actually is going to be releasing the new build within the next couple days. He had some delays, you know how it is.

Here's to the new build coming up soon. :foodndrink:
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biiibi
 
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Post » Sat May 28, 2011 6:59 pm

More eye-candy for you folks, again done by Rhymer who clearly does awesome work:

http://www.youtube.com/watch?v=xA64Av63KwA
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JUan Martinez
 
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Post » Sat May 28, 2011 3:14 pm

Rhymer does awesome work indeed! :goodjob:
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Skrapp Stephens
 
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Post » Sat May 28, 2011 11:23 pm

People love eye and ear candy, so I thought I'd post a video of the start menu made and animated by Rhymer, and music by Ragoholio.

http://www.youtube.com/watch?v=DJ7FWhbwddU

MOAR

That music is wonderful; the vocals are a really nice--and subtle--touch.
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Clea Jamerson
 
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