I have moved the Daggerfall Tools for Unity code repository from Google Code over to GitHub. The new repository link is below.
Just a quick post today. I’ve added a simple editor window for searching locations, to be available in 1.2 release. After selecting a region, you can either filter locations by type (city, dungeon, etc.) or enter a partial string which is matched against all locations in the region. The search string is not case sensitive and will match any part of location name.
I plan to add more features to this later, such as a map preview and setting location to StreamingWorld.
Good news, everyone! LypyL has created a second multiplayer demo for us to enjoy. It was amazing to share a dungeon run with him earlier.
Incredible to think… This is the first time it’s truly been possible to explore a Daggerfall dungeon with friends. Although still in early stages the potential for this is incredible. Great work LypyL!
Edit 21/03/2015: Updated link to later build.
Daggerfall Tools for Unity – Streaming World Multiplayer V.2.3 by LypyL
- Daggerfall, Wayrest, Sentinel & Orsinium Castles are explorable. Use fast travel to leave.
- (local) enemies in dungeons.
- Fast travel menu with 35 locations.
- Player Skin selection.
- Click to capture mouse (webplayer).
- ESC to uncapture mouse (webplayer).
- Mouse move to look.
- W, S, A, D to move.
- SHIFT (hold) to run.
- SPACE to jump.
- LEFT-CLICK mouse to open doors, operate switches, etc.
- Q toggle no clip/fly.
- E climb mode (when facing wall).
- Z toggle weapon.
- Right-click and drag mouse to swing weapon.
- New: F1 fast travel.
- New: F2 toggle music.
- New: F3 previous track.
- New: F4 next track.
I wanted to post a quick update of my plans over the next few months. This gives me some goals to meet and ensures any potential developers know where I’m headed next.
- 1.2.x release with streaming world. This should be out in the next week. I’m currently stomping bugs, updating docs, and testing everything I can.
- A few weeks break for Real Life work, as discussed a couple posts back.
- 1.3 begins. This will be another big release with an emphasis on Text & Translations, NPCs, Quest Foundations, Performance Review, and Mixing Custom/Procedural Assets.
Moving forwards, I will try and be more conscientious of other developers. This involves a few changes to how I think about the tools.
- Move to GitHub. I plan to do this as part of 1.2.x final release.
- Fewer breaking changes when possible. This involves thinking about the impact of any changes to upstream developers. Where possible, I will avoid sweeping changes and use [Obsolete] rather than simply remove old methods.
- Thinking about multi-player, multi-camera patterns. As much as possible, I will try to organise tools not to depend on a single-player, single-camera pattern.
- Improve code practices in general. This will be stuff like using Interfaces where appropriate and trying to make the code easier to understand.
Obviously there will be a changeover period where your upstream code will get clobbered by changes at my end, but I’m hoping that sometime after 1.3 you can start to have more confidence about importing changes into your fork.
As always, I’m open to suggestions and learning from others.
Summary of key features in Daggerfall Tools for Unity.
Hey everyone. I just wanted to let you know that work is still heavy at the moment. I am also about to start a couple of surprise work projects that require a higher than usual amount of presence and concentration.
Things should go back to normal in around 6-8 weeks. In the meantime, I will work on what I can in Daggerfall Tools for Unity, but expect updates to slow down for a little while.
If you don’t hear from me for a couple of weeks, please do not be concerned. I know that I’ve been very active while getting this project off the ground, but it was inevitable that sooner or later I would need to take a break from my hobbies to concentrate on the business. It sucks, but I’ve got to pay the bills.
Thanks for your understanding. 🙂