DaggerXL Updates

Post » Wed Aug 18, 2010 5:51 pm

More progress has been made on DaggerXL since my last post in these forums.

Here's a quick overview:
* Character creation (custom classes are currently disabled but will be in later).
* Proper world serialization on save: the state of the world around the player is saved, including things like monster states, loot collected, dead bodies, switch states, animation states and so forth.
* Resting
* Proper skill advancement
* Many skills implemented (though still a lot more to go).
* Most of the dungeons in Daggerfall are now explorable, though not all features are functional yet (such as teleporters and dungeon water).

To get the latest build, version 0.197, take a look at the http://daggerxl.wordpress.com/.

As usual comments are welcome. :)
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Jessica Stokes
 
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Post » Wed Aug 18, 2010 12:39 pm

Yeah!

I'll be giving it a go later tonight. Great to see progress continue!
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Amiee Kent
 
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Post » Wed Aug 18, 2010 8:43 pm

So, if I create a premade character and don't use the skills that don't work, I could just play? Like can you explore and do whatever? The main quest?
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Janette Segura
 
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Post » Wed Aug 18, 2010 12:20 pm

So, if I create a premade character and don't use the skills that don't work, I could just play? Like can you explore and do whatever? The main quest?

The main quest isn't in yet - the questing system is coming soon though.

You create a character, you just have to pick from a pre-made class. Race, gender, face, name, background, stats and bonus points and skill point allocation all work. The background questions can't give you all the proper equipment (only because I have more work to do on the equipment/loot side of things for version 0.20) - but it does properly modify your skills, resistances and gold. So you can't really play the game fully yet, but you can create a character and explore dungeons - fighting monsters, getting loot, equipping armor, weapons, etc., and raise skills. You can also explore all of the overworld towns and locations, though there isn't much gameplay yet outside of the numerous dungeons.

However after version 0.20 is complete - which essentially finishes the major components of dungeon exploration - automap, proper level/location based loot, full leveling, full monster set, and so on - then NPCs, dialog, shops, spell system, guids and quests are some of the next things to come online.
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Penny Courture
 
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Post » Wed Aug 18, 2010 4:09 pm

A new http://daggerxl.wordpress.com/2011/03/12/working-towards-version-0-20-and-beyond/ which discussed work towards version 0.20, post-0.20 plans and the path to DaggerXL Alpha.

And in case you missed it, version 0.198 was released - which was a bug fix build as well as making the random monsters actually random (not just Bears).
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Rachel Tyson
 
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Post » Wed Aug 18, 2010 7:10 pm

Sweet! :celebration:
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Marina Leigh
 
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Post » Wed Aug 18, 2010 4:40 pm

I put up another blog post talking about the continued progress towards version 0.20, what's left and plans for low-end system support. Read about it http://daggerxl.wordpress.com/2011/03/22/closing-in-on-version-0-20/
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Connor Wing
 
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Post » Wed Aug 18, 2010 12:19 pm

Lucius....is there a slim chance we wil see something like this make it onto the Android platform? pretty please??
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Prohibited
 
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Post » Wed Aug 18, 2010 6:06 pm

So you're merging the XL projects into one now, as well as the forum/website/blog stuff, interesting! :)
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latrina
 
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Post » Wed Aug 18, 2010 8:58 pm

Congratulation, Lucius. I still play DF and look forward to this amazing project being accomplished.

Do you have some sort 'schedule' for this project, meaning: by what time / month / year do you expect to have finished aspects that are missing. I can barely fathom the enormity of what you'v undertaken, as I have no idea of techie stuff.

Many thanx.
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Stacy Hope
 
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Post » Wed Aug 18, 2010 4:16 pm

I wanted to give you guys an update about DaggerXL.

The project has moved (along with all the other "XL" projects) to a single new site: http://xlengine.com/. There you'll find the new forums, blog, website and even a Wiki (very much a work in progress though). If you look around for a bit, you'll probably also notice that all the shared code is being merged into the XL Engine, which will also support both polygonal rendering and sector rendering - see http://daggerxl.wordpress.com/2011/04/13/version-0-20-update-project-merger-and-the-future-of-dxl/ on the old DaggerXL blog for more information.

I also posted some progress towards version 0.20 of DaggerXL, which you can read about http://xlengine.com/?p=73, which also talks about the move.

Finally you can read about when the Alpha is planned to be released as well as concrete plans about the merger and other XL Engine projects: http://xlengine.com/?p=104.

Also I put up progress information that I will be updating on the Wiki, both an immediate http://xlengine.com/wiki/index.php?title=Next_version_to-do list and http://xlengine.com/wiki/index.php?title=Weekly_progress. I put these up recently, which is why there isn't much there yet, so that people can follow the project progress even between updates.

As usual, any comments are welcome. However please read about the merger and move before commenting on them. :)
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Quick Draw III
 
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Post » Thu Aug 19, 2010 12:17 am

Is the current version a straight to desktop download or do we need to configure in dosbox?
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Jerry Jr. Ortiz
 
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