With the character creation and gameplay support fast approaching, I decided that it’s about time to show where DaggerXL is now – as of build 0.181. I’ve done this by putting together a movie showing fighting through Privateer’s Hold (now with sound effects), saving and loading, falling damage, movie support (though movies are skipped pretty quickly to save time). In addition the movie shows getting out of Privateer’s Hold and running to Gothway Gardens and traveling to several different locations throughout the Bay.
So if you don’t have Daggerfall, just want to see how far along the project is before investing or just want to see more of DaggerXL – watch the video below. Note that there are issues and bugs that you’ll see, remember this is still Pre-Alpha and a work in progress.
I’ve uploaded the video onto Youtube in 2 parts. You can watch these videos at 480p on Youtube for extra quality.
DaggerXL Version 0.18 – Part 1 on Youtube
DaggerXL Version 0.18 – Part 2 on Youtube
May 8, 2010 at 11:59 pm
Incredible project…very impressive.
May 9, 2010 at 3:45 am
Amazing work there, can’t wait to be able to complete a quest in DaggerXL
May 9, 2010 at 5:35 am
You are my best friend, even if you don’t know it. Thanks for this.
May 9, 2010 at 5:39 am
Ah, the magic of discovering Daggerfall all over again. Great work!
May 9, 2010 at 6:10 am
Is this support Win XP?
May 9, 2010 at 11:26 am
Yes – Windows XP, Windows Vista and Windows 7. Mac and Linux support will be added in the future.
May 9, 2010 at 8:32 am
Nice video(s), looking great so far
May 9, 2010 at 9:35 am
You’re pretty awesome Lucius, I can’t go through Privateer’s Hold without god mode.
May 9, 2010 at 12:00 pm
Once resting is properly implemented, it should be much easier if you’re careful.
May 9, 2010 at 12:02 pm
Thanks for the kind words everyone.
May 9, 2010 at 1:07 pm
Very impressive ! Good luck !
I’ll wait Linux version with great pleasure
May 9, 2010 at 2:31 pm
Great Work men!!!
i never play Daggerfall, but i remember to have it, but never works in my 486 Dx2 because the Xms memory….
Later i try with Morrowind and now im a really fan of “The elders scrolls” Saga..
A lot of thanks.
May 10, 2010 at 12:27 am
Just want to throw in my thanks for all of this as well. I’ve been watching the site and lurking the forums since about last July, and things have come really far since then. Daggerfall was the first real RPG I’d ever played, and it’s probably my all-time favorite game. You’ve made my day yet again – thank you!
May 10, 2010 at 8:07 am
Great job! Thanks to you I want DaggerXL more than TESV!
May 10, 2010 at 8:15 pm
This is excellent work! You’re pull this off and you’ll be bringing one of the more important pc rpgs to a whole new generation of gamers. Keep it up!
May 11, 2010 at 3:48 am
I experienced a strange bug. The defaut jump key doens’t work anymore (E) and when I press E and R quicly, the music changes.
May 11, 2010 at 12:09 pm
Go to the options menu and click on the “Controls” button to see what key jump is assigned to (and to remap it if you wish).
If you hit R (or the Rest shortcut, which can also be changed), time just passes – proper resting is not implemented yet. When you get outside the dungeon, try it out to see what I mean. This is not a bug and only temporary (until proper resting is implemented).
May 11, 2010 at 7:15 am
When I first saw this mod a while ago, i was hesitant. Having started my elder scroll adventures with morrowind, it was hard to look at this game. When I finally tried it in dosbox, i found it incredibly hard to adjust. Being a huge fan of oblivion above all else (with about 250 mods installed). I found that daggerfall just seemed too out of date, and not just graphically.
I found the controls in dosbox (same as the release version back in the day) to be horrendous. Unplayable even. So i did an internet search for DAGGERGL. No luck. A further search revealed your mod being mentioned in a forum. So i downloaded it. This allowed me to try the game and enjoy it, due to the controls being useable this time. And everything else being far smoother. The upgraded view distance and graphics helped.
So I finally left the starting dungeon, and what an incredibly large world i was treated to. However, i still am unable to fully enjoy daggerfall in it’s only acceptably playable state (dagger xl), due to it being incomplete.
However, I understand that this game is not simply emulating the original game. The core fundamental systems are all ground up. What was once a buggy mess, with terrible graphics, and shockingly bad controls, is now progressing into something, god forbid, clean, smooth, and easy to look at. However, now that I am tempted with the promise of this incredible scope, it’s painstaking waiting. I want to jump into this game, and explore!! But only the surface world is usable right now. Regardless, the news of functioning dungeons being a possibility is incredible. I kind of wish that working npcs, and dungeons come out around the same time, (even if actual quests wait), but any kind of playability, will remove my daggerfall virginity in the best way possible.
And yes, i checked the roadmap.
I love that the updates are incremental, what an undertaking it must be for you to convert all this across.
So, just so you know. For me at least, you are creating the same kind of “fresh” that many people who played daggerfall back in the day where treated to by bethesda. You are essentially playing the role of one of games biggest undertakings, and making it possible for me, and i am sure others, to experience this game in a better form, for the first time.
It’s a shame your not getting money from this, because honestly, i think you deserve it. Sure, you enjoy your hobby, but it’s still work. A hell of a lot of work.
I await the next update.
May 11, 2010 at 3:58 pm
luciusdxl changed his development focus to implementing gameplay elements instead of extended features (features that were not part of original daggerfall) few releases back so roadmap is no longer up to date (hint for luciusdxl
). Character creation was originally part of 0.5 version, now it’s coming in 0.19 version. He also decided to make smaller updates that can be released quickly instead of big ones that take months to develop.
May 11, 2010 at 8:31 pm
Accidentally typed in vs. 17
Just to summarize, keep doing your thing! this is awesome. mind blowing, as a matter of fact. you are singlehandedly recreating/reinventing a game that took a whole team.
rest assured, you have many fans, myself included. i cant wait till there are actually MODS for this, like doom!
-Casey
May 12, 2010 at 12:31 pm
Great progress
Pity the vids don’t show up on youtube if someone searches ‘Daggerfall’.
May 12, 2010 at 3:01 pm
It’s one of the keywords, but there are so many Daggerfall videos that it’ll take a while to show up on the searches. Fortunately the number of views is still going up a decent amount, so that could change.
May 13, 2010 at 9:23 pm
I’d like you to open source the engine. You don’t really loose anything, and the users gain security.
(you burn out, figuratively or literally, loose the source code etc). You don’t have to work with other people if you don’t want to.
May 14, 2010 at 4:03 am
Open Sourcing everything is not always a good thing. Let the guy get on with it. He is doing a fantastic job and clearly is passionate about what he delivers.
Open sourcing this would just put it into the hands of people with big ego’s and create un-necessary politics.
Maybe once its finished he could release the source-code but I’d rather lucious finish it rather than anybody else.
May 25, 2010 at 7:00 am
And in all likelihood, he’d be opening it up to people less talented than himself, making parts of the engine weaker than others. I trust Lucius’s attention to detail
May 14, 2010 at 11:26 am
I’m waiting on this one ever so! Daggerfall could’ve been the game of the year in its days, but it failed due to the carelessness of developers with bugs and such. I am having a hard time playing the game as it is, most of the quests are broken.
DaggerXL is my last best hope! You’re doing an amazing job and we’re all counting on you to deliver the game Daggerfall should’ve been.
Thank you so much!
May 14, 2010 at 7:49 pm
Wonderful update. Looks better than I actually expected graphically speaking. I think I’ll greatly enjoy this game when you’re done Lucius. Bravo!
But I do have a question. When this is all said and done, and that is certainly a good ways away, how modable will Daggerfall be?
Can the graphics be pushed even further after your reworking? Texture replacers? New enemies? New weapons? Just curious.
May 14, 2010 at 7:53 pm
Actually, nevermind, Lucius. I don’t know why I never went there before since I go to the Bethesda forums all the time, but I found your topic for your work there and my questions were answered by the second post or so.
Short answer: This will be moddable and dammit am I not giddy with excitement at what will come out of such a future.
May 15, 2010 at 3:10 am
There are several mods already in progress in DaggerXL forums. Just go there and check them out
May 15, 2010 at 3:51 am
All I can say at the moment is “Wow!”. I’m really looking forward for future iterations of DaggerXL. Great stuff.
May 16, 2010 at 5:57 am
Looks very nice and so fast and smooth too.
A brilliant idea!
May 18, 2010 at 12:54 am
Man, you should make profile on moddb with this one.
May 20, 2010 at 5:37 pm
I took your advice, thanks: http://www.moddb.com/mods/daggerxl
May 20, 2010 at 4:42 pm
My god, those videos look amazing! You are doing such a great job on this project! I am in awe.
Also, I can’t wait to relive past weird events in Daggerfall.. Like when you trained your climbing and running skills too much. It was possible to accidentally run up to a house, immediately climb over it and, with the speed you had, launch yourself over the top, sending you flying so high that the fall down would kill you
Good times!
May 27, 2010 at 8:41 pm
Awesome work dude. I can’t wait till character creation, resting etc is implemented. Please keep it up!
June 14, 2010 at 10:48 am
The land and buildings look great and the sprites look as good as sprites can be expected to, but that swimming landscape is nauseating. Accuracy be damned – you should map it to a cube or cylinder and draw it at a great distance so it doesn’t wobble pseudoscopically behind things as you turn.
June 22, 2010 at 1:04 am
I love you.
November 3, 2010 at 9:46 pm
You people amaze me!! Awesome!
November 21, 2010 at 8:36 pm
Hail.
This is an awesoe project… I’d like to know if the team intends / can do anything about the NPC’s feeling so dead in Daggerfall. Even i nArena, they were at least moving somewhere, not frozen in space and time…