May 2010

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

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UPDATE: An update to version 0.18 (0.181) has been released to fix a sound related crash. If your version does not say Version 0.181 in the lower right corner of the title screen, please download the latest version.

During the last post, I talked about a few things that were supposed to go into the next build. However, after working on the Character Creation a little I realized that it would be a big task. So, to limit the delay between 0.17 and the following build I decided to split the features into two builds. I’m going back to work on the Character Creation now, which will now be the only new feature for version 0.19. Today I’ll talk about and release version 0.18.

The first new feature for version 0.18 is Daggerfall VID playback. Once you pass the DaggerXL title screen, the Bethesda/Daggerfall video will now play before arriving at the Load/Start New Game screen. If you start a new game you’ll get the story introduction videos and finally if you die you get the death video. Videos can be skipped at any time by pressing the left mouse button or hitting escape, which will then move on to the next video if several are playing in series. Other videos will be played at the appropriate times, as the gameplay implementation progresses. You’ll be able to set the video path but if you do not, it’ll first look  in the same Arena2 directory that the rest of the game data resides. Failing that, it’ll look in the DFCD/Dagger/Arena2 directory, assuming that you’re playing the free version from Bethesda. If you have the CD-ROM version, you’ll need to set the path yourself in the DXL_Settings file (Movies=Path).

Go to the Downloads page to get the latest version.

Some movie screenshots

The next big “feature” for this version is the addition of many missing sound effects. Effects include a UI sounds (mouse clicking, equip sounds, sound when collecting gold, etc.), weapon attack/miss sounds, monster sounds, landing, switches and so on. The sound scape is not complete yet, and some tweaking is still required, but more work will be done in future builds.

When you die, it now plays the death movie (see last screenshot above) and returns you to the Load/Start New Game screen.

Finally, falling damage has been implemented.

So next up – Character Creation. As I said before, it’ll now be the only feature for the next build but it’ll be a big one. 🙂

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DaggerXL Version 0.17 is finally out! You can get it from the Downloads section.

It doesn’t feature any real gameplay enhancements yet, but there has been a lot of work on the Daggerfall UI. While many UI screens aren’t useful yet, due to missing game functionality, most of the screens have been implemented – if only the barebones framework. For example, you can bring up the spell dialog, though only the exit button works because the spell system hasn’t been implemented. But it will be much easier to add functionality since the dialog code is in place.

In addition, several of the UI elements are useful now. For example, the save and load dialogs now work – you can have up to 6 saves, which you name when you save.

The music and sound volume works in the Options menu, as well as the Detail slider. The “fullscreen” checkbox also works, for making the UI minimal or normal.

Here is an image of the detail setting very low:

All controls are now setup through the in-game control menu found in the options dialog. All the shortcuts and controls are hooked up, though those that use non-existent functionality don’t do anything visible of course. This includes turning controls, look up and down, weapon ready and so on. This means that the settings text file is no longer used for setting up controls or mouse settings.

And the mouse dialog also works, though it is “stuck” on “View” mode. You can adjust mouse sensitivity and reverse the mouse direction.

Various other controls work, though they may not be useful yet. An example is changing the interaction mode. But the proper variables are set in the game code – so once the system is implemented, it’ll automatically be hooked up to the UI and controls.

So the next build will feature Character Creation, Daggerfall movies and many of the missing sound effects. After that missing functionality needed to make dungeon exploring complete will be added, such as proper loot tables, proper random monsters (instead of having random monsters always be bears), proper death, resting and so on.