Streaming World 1.2 Release Demo

I had this buried in the 1.2 release post earlier and forgot to post it to the Demos page, which means a few people might have missed out the latest demo code. Reposting just in case!

WayrestInWinter

 

Features

  • Huge streaming world over 60,000 square miles created at runtime.
  • Over 15,000 fully explorable locations and dungeons.
  • MIDI synthesis and context song manager.
  • Full day/night cycle, seasons, and weather effects.
  • Enemies in dungeons, including random enemies based on dungeon type.
  • Basic combat system.

Streaming World 1.2 Release Demo

Controls

General

  • Mouse move to look.
  • W, S, A, D to move.
  • SHIFT (hold) to run.
  • SPACE to jump.
  • LEFT-CLICK mouse to open doors, enter dungeons, operate switches, etc.
  • ESC to exit game (standalone).

Weapons

  • Z to toggle weapons.
  • Right-click and drag mouse to swing weapon.

Transport

  • R (while outside) for random location, season, time of day, and weather.
  • R (while in dungeon) to recall back to dungeon start.
  • 1-7 for preset location (keeps current season, weather, etc.).

Music

  • P to toggle songs on/off.
  • [ to play previous song in context playlist.
  • ] to player next song in context playlist.

Timescale

  • – to reduce timescale (0-8 steps).
  • = to increase timescale (0-8 steps).

Other

  • I to toggle mouse invert on/off.
  • H to toggle high speed running on/off.
  • L to toggle debug text on/off.
Posted in Daggerfall Tools for Unity, Demo.

4 Comments

  1. Short-term, I’ll keep working on the text & translation features, fixing bugs, and rounding out API based on feedback.

    Longer term, the number of big new features will inevitably slow down as I transition from rapid expansion into maintenance mode. The focus will shift from myself to developers who are implementing more game-like features using the tools. Hopefully we see a relentless march towards a new Daggerfall and similar experiences as the open source community hooks in and builds on what I started.

  2. Will the tools be powerful enough to enable anyone to help, regardless of their technical knowledge of the game and its systems? I guess what I’m asking is, is there any way that someone without that kind of technical knowledge can help the community build a new Daggerfall? Data entry, quest conversion, anything like that? 🙂

  3. For now it’s fairly technical. Hopefully once things progress a bit more there will be opportunities to help with the mod-like aspects (new textures, models, quests, translations, etc.).

    Redditor InconsolableCellist has forked my code and is working on more game systems such as classes and questing. If you ever need more information on that side of things, feel free to drop into the DFTFU subreddit and say hello. 🙂

    http://www.reddit.com/r/dftfu

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