Daggerfall Unity Beta 0.11.0 – Milestone Accomplished

The first official beta release for Daggerfall Unity is now ready to download from Live Builds page. This is only a small update over 0.10.28 release, which was a “pre-beta” test just to make sure there were no showstopping bugs before Beta proper. If you haven’t already, please read that article for more information about recent builds.

So yeah – beta. The game is feature complete and working well. If you’ve been waiting to play Daggerfall with smooth controls, quality of life improvements, and epic mod support, there has never been a better time than now. We still have some quirks and bugs that need to be fixed, but after 18 months of intensive fixes and improvements during alpha, this game is in pretty good shape. The feedback loop of near-monthly releases to community with rapid fixes over several years has proven to be a good formula for this kind of game. This will continue right through to 1.0 and beyond to make the best version of Daggerfall possible. Only the frequency and magnitude of updates will slow down as there’s not much left on the plate beyond fixing bugs and gradually expanding mod support.

If this is your first time here – welcome! You might also be wondering what Daggerfall Unity is, how it came to be, and who were the people involved? So rather than just info-dump the small number of changes in this release (scroll to the end for that), I thought it might be a good time to take a look back at the journey leading up to this point. We only get to reach beta once, so pull up a chair and settle in for the ultra-condensed version. I won’t bore you with the full history, you can check out the About page and this tweetstorm for more about me and this whole journey.

 

The Early Days 1996-2003

My name is Gavin “Interkarma” Clayton and Daggerfall Workshop is my site. After buying Daggerfall in 1996, I fell in love with the game. So much so that by 2000/2001, I began writing tools to view textures and 3D models from the game, including small chunks of locations called “blocks”. This culminated in a program called Daggerfall Explorer written for Windows 95, which incredibly still works today. Daggerfall Explorer was written in C++ and used a custom 3D engine on top of DirectX 8.1 which I called the Alchemy Engine. Sweet name, right?

 

Notable other people around this time were Dave Humphrey who founded the UESP, and Donald Tipton who made several excellent tools. There were many others hacking away at the game data formats back then, and my early efforts build directly on the knowledge they shared. Not everything was well understood, however. Some real basics like how UV coordinates were stored and several other file formats were still a complete mystery. These would continue to be understood as the years rolled by thanks to a sharing and wonderful community.

I continued to build more tools for Daggerfall such as Daggerfall Cartographer (view full cities), Daggerfall Imaging (view and export textures), and Daggerfall Jukebox (play and export music). Late in this tool-building stage, around 2003, I actually attempted a Daggerfall remake that didn’t get off the ground. I didn’t have the experience and the necessary social framework for this kind of project simply didn’t exist, so this attempt failed rather quickly. It was a good learning experience, but my interest faded for a while after that.

 

More Tools 2009-2012

In 2009, I got back to work building more Daggerfall tools. This time around, I constructed a C# library called Daggerfall Connect to read the game data formats and update with some of the new understanding of file formats that had emerged through the intervening years. This culminated in Daggerfall Imaging 2 and Daggerfall Modelling, both evolutions of my previous tools. By this point, it was possible to explore entire cities and dungeons, and even export models to COLLADA format.

 

A code library written in C# turned out to be a great decision. This library was very fast and portable between engines – even operating systems. Without realising it, I was laying the foundation of would eventually become Daggerfall Unity.

 

Daggerfall Tools for Unity 2014

Looking around for something to do while learning the Unity engine in 2014, my wife suggested doing something Daggerfall related. Start with something familiar to learn something new. After a few hours of tinkering, I found my old C# Daggerfall Connect library would plug directly into Unity, and I had the foundation of what became Daggerfall Tools for Unity.

 

In a couple of months, I had the whole world working with basic exploration and combat, and it was obvious we had something special on our hands. It wasn’t a full remake just yet, but even at this early stage a few contributors had appeared like Lypyl and Nystul, helping to expand the tools and show just how easy it was to create cool Daggerfall stuff. Remixing and rebuilding Daggerfall had never been more open and easy to all-comers.

 

Daggerfall Unity 2015-Present

By mid-2015, the number of voices asking for a true remake became overwhelming. I drafted a Mission Statement and a Roadmap that would define the next several years of my life, and the lives of many others. By November 2015, the first test build of Daggerfall Unity was released with Character Creation and most of the game’s framework in place. It was pretty raw and I still had no idea how to do a lot of stuff, but the bones were solid and the heart was beating strongly.

This is where other serious contributors started appearing and helping to build the game. After Lypyl and Nystul came TheLacus, InconsolableCellist, Allofich, Hazelnut, Numidium, Meteoric Dragon, Pango, Jay_H, Ferital, JorisVanEijden, and jefetienne. These were the contributors who made frequent and substantial contributions to the game and it’s underlying code.

It’s simply not possible to cover everyone’s work over the last several years in full detail, but I’ll try to cover the highlights. Read back through the update archive on this site for the full history or review our GitHub Contributors page to see just how much work has gone into this game. I’ll keep expanding this list out as the right words come to me. If anyone feels left out here, it’s not intentional. There are just too many people involved and so many years of work to think of everything. If I’ve missed something you’re proud of, please contact me and I’ll add it below.

Lypyl was the very first contributor and champion of Daggerfall Tools for Unity. He reverse engineered and implemented pretty much all remaining dungeon action records, and did some truly wild and wonderful things with DFTFU. He created the Enhanced Sky mod and architected the foundations of the mod system we still use today.

Nystul implemented the Automap and Talk UIs, and some amazing early mods like Distant Terrain and Realtime Reflections. Nystul was also involved in several other systems critical to the game’s early development.

TheLacus is most known for dialling the mod system up to 11 and building on top of Lypyl’s early foundations. TheLacus also documented the Daggerfall Unity API and mod systems in great detail, and created excellent tools around mod and quest authoring. Without this important work, the mod scene would be much smaller than it is today.

Allofich famously excavated the guts of classic Daggerfall to help DFU stay true to classic’s formulas and behaviours. Allofich also implemented advanced enemy AI and much more. His insights into Daggerfall’s inner workings advanced our knowledge well beyond the Chronicles and UESP alone. The game we have today would be far more divergent without him.

Ferital also reverse engineered several vital systems from classic and helped them reach parity in DFU. The talk and reputation systems particularly were refined extensively by Ferital. He’s also known for fixing many texture issues and other small gripes with classic game data so that DFU can be a better experience. On a personal note, Ferital was one of the first to encourage and support my exploring tools back in the early 2000s.

Hazelnut burst onto the scene with horse riding and went on to implement guild services, taverns, potion maker, and much, much more. Hazelnut is also a powerful force in the modding community, building support and helping others come to grips with the mod system. His mods are legendary, including Archaeologists, Roleplay & Realism (with Ralzar in parts), Basic Roads, and more. He is not only one of the most prolific contributors to Daggerfall Unity, he has been a true friend and supported me privately through some of the darker months. There’s no way to accurately capture just how important Hazelnut is to this project.

Meteoric Dragon built Advanced Climbing and other movement & camera systems. He also helped refine systems like underwater swimming, climbing out of water, and smoothly mantling onto a surface. If you walk, run, jump, swim, climb, or fly in Daggerfall Unity then you’ve experienced Meteoric Dragon’s work. He also added some work to the effect system and a few other subsystems beyond movement.

Jay_H was our resident quest ninja, building hundreds of new quests for Quest Pack 1 while performing deep fixes and improvements to the classic quests. Jay_H was also a positive force in the community helping others come to grips with the quest system and always ready with kindness for others. He helped moderate the forums and keep our little corner of the web a nice place to visit.

JorisVanEijden expanded our knowledge of the quest system, helping it to reach closer parity with classic. He also refined many subsystems and expanded on areas where my work could be considered “placeholder” at best. Joris was another one who patiently supported me when I struggled to understand something fully. The game is better in several places thanks to his help.

Jefetienne constructed the controller input system while overhauling and improving many part of input and related UIs. He is also known for opening some parts of the core game up to mod system, and helping to find and fix several bugs. He also created the screenshot feature and advanced keybinds UI.

Numidium is best known for custom class creator, class questionnaire, and many fixes and improvements across the core game. Numidium also implemented several artifacts for the effect system and bug fixes in other parts of the game.

Pango is another prolific core contributor to Daggerfall Unity. He worked hard through every system of the game, fixing bugs and improving as he went. I’ve watched him support people on several platforms in multiple languages. There just aren’t enough words for how important Pango was to this whole process. There was no job too big or too small for him to take on. He filled in the blanks where my own knowledge was lacking, and remained patient with me when I lacked understanding. Daggerfall Unity would be half the game it is today without his patient and clever hands on the wheel alongside us.

On the modding side, there are also many notable figures who deserve a mention.

King of Worms created the amazing D.R.E.A.M. mod which enhances almost every part of Daggerfall Unity from the textures to the music, to little touches like night and day dungeon exits. His work became so familiar that to many people it’s simply impossible to play Daggerfall Unity without his mods installed.

AlexanderSig crafted the sublime handpainted 3D models to uplift the base assets and even replace many 2D objects with true 3D objects. His work is also closely associated with Daggerfall Unity.

Uncanny_Valley is behind Taverns Redone, Mountains & Hills, and more.

Ralzar has created almost a dozen fantastic mods like Climates & Calories, Torch Taker, Realistic Wagon, Unlevelled Loot, and more. He has also been active helping users across the forums and on reddit.

Kamer is the mastermind behind the fiendish Warm Ashes quest mods pack, adding dangerous encounters around dungeons, wilderness encounters, sieges, and more. He has also created visual mods adding Rocks and Windmills, and expanded on town populations in Villager Immersion Overhaul.

There are so many others who made important contributions helping Daggerfall Unity become what it is today. Head over to the Credits topic on forums to see a complete list. In total, more than 45 people helped to make Daggerfall Unity. That’s just on the development side, it doesn’t count the modders and scores of community members reporting bugs over the years. Something that started as a small solo project quickly exploded into one of the most comprehensive and successful fan recreations of a classic game to date. Even if you hold no love for this project, it’s hard to deny just how hard everyone worked, how much love was involved, and how successful the project model proved to be.

 

Plea for a Future

Daggerfall Unity is made by the Daggerfall community out of love and love alone. This project has never been and will never be monetised. This site has no advertisements and no donation button. I didn’t create a Patreon for the whole of Daggerfall Unity’s development. Every time someone offered to contribute money to me or the project, I politely refused. At every turn, I tried to send a clear message this project is not about making money from Bethesda’s intellectual property. Even the name Daggerfall Unity is more a play on words – it references the engine used but is really a testament to the open development process. Daggerfall Community Edition would have been just as good a name.

Furthermore, you must own a copy of Daggerfall for the asset files essential to make Daggerfall Unity work. It’s a drop-in engine replacement over the original game, not a standalone product. Thankfully, Daggerfall itself has been freely available from Bethesda themselves and many other places online for several years. This means DFU is really a free upgrade to a free game, made by the community for the community.

For all these years, Bethesda has quietly tolerated our tiny presence working in their shadow to rebuild and reimagine their greatest early game. They could have squashed this project at any time, but mercifully chose to let it thrive as an offshoot to the wider Elder Scrolls modding scene. For that, I want to say thankyou. From the bottom of my heart – thank you. This game means the world to me and many thousands of other people. I’ve been contacted by people who said this game played a part in helping them out of depression and reconnecting with friends, that it made their lives better. I believe these heartfelt words and it brings me joy to know all these years of work have brought other people some happiness.

With that, I want to make a simple plea. Please let Daggerfall Unity continue to thrive in the hands of the community who created it. As ownership of The Elder Scrolls passes to Microsoft and into new hands, please let this project continue to be everything it can be. This is something special and virtually unique. A functioning and complete fan recreation that survived not only its own development but the potential of being shut down at any time. It’s a strange and beautiful thing that has no real right to exist, and yet here it is. Please let it continue to be.

 

Conclusion

That’s all from me for now. Daggerfall Unity is feature complete and can only get better from here. The beta builds are ready for download and Nexus has well over a hundred Daggerfall Unity mods all ready for your enjoyment. Go play and be happy, then send us some feedback. We made it so far thanks to positivity and encouragement from others, and I’m confident that will continue into the future as we approach 1.0. Even as our many developers come and go, the project itself lives on with its singular spirit of collaboration.

As promised, there are a few changes in the 0.11.0 release. Here’s a quick list for anyone wanting the patch notes for this version.

  • Alternate Music setting to play FM versions of songs (Numidium)
  • Allow custom Renderer for ObjectPositioner (TheLacus)
  • Improve indoor guard spawns to use farthest entrance (Numidium)
  • Harden SettingsManager against bad values read to reduce most cases of broken settings.ini causing a black screen (Interkarma)
  • Flag emission for special case windows 036_2, 151_3, 154_3, 351_3 (Interkarma)
  • Fix desert Mages Guild window emission (Interkarma)

First Look At Spells

I recently demonstrated spell missiles and discussed the back-end framework driving magical effects in Daggerfall Unity. I’m happy to report that it’s now possible to create custom spells and hurl sparkling death at your foes! As my last article was a bit dry and technical, I’ll start this one off with a short video of spells in action.

 

New Builds

You’ll find all new test builds on the Live Builds page as usual. Here are the key features of this release.

  • Create custom spells in the Spellmaker UI (invoke using “showspellmaker” from console).
  • Spellbook UI where custom spells are saved with your character.
  • 3x magic effects are currently available for testing:
  •     Continuous Damage Health (a damage over time effect).
  •     Damage Health (a direct damage effect).
  •     Heal Health (heal yourself and other entities).
  • All elements and target types are available (as appropriate for effect) when creating spells.
  • Smooth crouching, head bobbing, and head rocking when damaged (Meteoric Dragon).
  • Sound and music volume sliders (in progress). Some effects not wired up to volume slider yet (Meteoric Dragon).
  • City Guards and crime tracking, starting work on Crime & Punishment (Allofich).
  • More mod support in the back-end (TheLacus).
  • Various small bug fixes and improvements.

While only 3x effects are available at this time, this doesn’t nearly do justice to the progress that has been made. Spell effects are actually very small scripts – usually no more than a few lines of code and some properties. What really matters is the framework driving magic in Daggerfall Unity has finally progressed to this point. The previous article has more on this if you’re interested.

 

Testing

The purpose of these builds is to test the magic & effects framework is well-behaved and usable in its current state. What I’m looking for are crashes and other unexpected behaviour in the framework. Once this is working well, I will continue to roll out more effects in future builds. To keep testing as focused as possible, here’s a summary of what you can expect from this release.

  • Create and cast spells using the starting 3x test effects above.
  • There is no spell absorption, reflection, or elemental resistance at this time.
  • You can select elements to change appearance of spell and missile, but all elements are equal in terms of damage.
  • All target types (caster, touch, target at range, etc.) should be working.
  • Spells do not yet increase related magic skills of character.
  • Spells are all currently free to buy and to cast – so make them as weak or powerful as you like.
  • All of these free spells will be expired at some point closer to 0.5 stable.
  • Magic items are not implemented yet, this will come much later in 0.5 cycle.

Note: Due to changes in the modding system older mods may not work in this version. Please revert to build #105 for any broken mods until creators update for current version.

 

Feedback

For discussion on these builds, please head over to the forums. If you want to report a bug, post this to the Bug Reports forums. If you’re not sure if something is a bug or just not implemented, don’t hesitate to ask in Help & Support.

I hope you enjoy this early preview of spells in Daggerfall Unity. Have fun!

 

For more frequent updates on Daggerfall Unity, follow me on Twitter @gav_clayton.

December 2016 Test Build

Hello everyone! This will be my last post for 2016. It’s been a great year for Daggerfall Unity with solid updates across the board. I was hoping to have basic quest support in by now, but sadly not everything goes to plan. This will return as a priority early in 2017 so watch this space!

One thing that always amazes me is the quality of work this community is willing to put back into Daggerfall Unity. It’s always a pleasure to find a new pull request on git from someone willing to contribute their personal time to make this project even better. So this post is going to focus almost exclusively on contributions from community members. It’s time for kudos and credits all around, and you’ll see very little of me this post.

 

Texture & Mesh Replacement

This feature began with Uncanny_Valley and has lately been updated and maintained by TheLacus. It allows for runtime injection of new textures and meshes into Daggerfall Unity’s scene builders, setting the stage for updated models, higher resolution materials, and improvements to Daggerfall’s vanilla UI. It’s still early days but the potential is incredible. Here’s a few screenshots of new assets by community members.

 

At time of writing, mesh and texture replacements aren’t quite ready for download. But now support for this is baked into the core, you should start seeing community-created packs in the near future. You can read more about mesh and texture replacement in this thread on the forums.

 

Early Bow Combat

New contributor electrorobobody added basic bow combat to the lineup of supported weapon animation. No counting arrows yet, and you’ll need to roll a new character for your free silver bow, but it’s awesome to finally burn down enemies with ranged kiting. Looking forward to bows becoming a strong part of the game in future.

 

Save & Load Weather

Daggerfall Unity added basic weather events a while back, but they would not be saved and loaded with your games. Thanks to midopa, the current state of weather will be saved and loaded. This will only get better once correct weather events are wired up based on climate and season.

 

Enemy Steering

Another epic update by midopa. He added a little steering to enemy AI to prevent enemies from stacking on top of small creatures like rats. As hilarious as this problem could be, it’s good to see a workable solution for this bug. It’s still possible for enemies to slightly stack in edge cases, but the problem is much improved and they will no longer ride around on each other (imagine skeletons surfing rats and rat-rat-rat stacks).

 

Potion Recipes

The perennial InconsolableCellist returned with some amazing updates for us. Credit goes completely to him for working out potion recipe format and integrating with Daggerfall Unity. This also means potion recipes will display properly in inventory, and they’re even usable to see the individual ingredients. This is really important ground-work for a bunch of other things down the line.

 

Books

I wrote the initial book reader UI ages ago, but InconsolableCellist wrapped it up along with random book drops in loot, correct tooltips, and all-round awesomeness. Books currently exhibit the same formatting problems as classic (because it’s the same book data). That’s something yet to be fixed.

 

Exterior Automap

Nystul has done it again with the perfect companion UI to his dungeon and interior automap. Yep, exterior automaps are now a thing! It even supports proper tagging of buildings, zoom, and rotation. As always, I’m completely blown away by how complete this is right from the start. It’s still waiting on full building name integration and building identification in scene, but that will come. For now, all the buildings are tagged by type. Go explore!

 

Spotlight: Allofich

I can’t give Allofich high enough praise. He has worked incredibly hard tuning up different areas of Daggerfall Unity to make it more true to the original. He fixed a wide range of UI problems, identified sound effects, linked sounds to their correct actions, fixed clothing and item problems, and so on. Check out his full list of commits here. It’s hard to show these off properly in screenshot form because the changes are either subtle improvements or related to audio, but below is one of the UIs he has cleaned up. Note the poor texture joins in the “before” image (circled). Huge props to Allofich for his work!

 

Thanks To: AnKor

OK this is embarrassing. I was looking everywhere for the animations used when player was riding horse or cart. These turned out to be in the overlooked CFA image file format. Somehow, I had completely disregarded these files which are a format holdover from Arena. Yep, I’m only human. Fortunately, AnKor pointed this out on the forums and I was able to implement CFA support in no time. Now we have this:


It’s only a short jump from here to having these transport options in the game.

 

Thanks To: Testers

I also want to send out a huge thanks to all the amazing people who tested Daggerfall Unity in 2016 and reported the bugs and problems you found. There are simply too many people to list, but you know who you are. You’re on the forums, and Twitter, and Reddit, and sending me emails. You guys rock!

 

Bugs and Problems

Yep, we got ’em! Any large update like this will bring its fair share of new bugs. If you come across a bug during tests and would like to report it, please lodge this in the Bug Reports forum. Don’t forget to read the Guidelines to help you provide the best information to developers.

Contributors, please keep an eye on the Bug Reports forum for anything that might fall into your wheelhouse.

 

Where To Download?

You can always download the latest version of Daggerfall Unity from the Live Builds page. If this is your first time downloading Daggerfall Unity, welcome! Other information on Live Builds page should also help you get started. If you have any troubles, or just want to discuss updates, please go to the December 2016 Test Builds Updated thread on forums.

 

That’s it for 2016! Thank you everyone for visiting and all your kind words of support. Here’s wishing you all a very Merry Christmas and Happy New Year, and all the best for 2017!

 

For more frequent updates on Daggerfall Unity, follow me on Twitter @gav_clayton.

Remastering Daggerfall

Less than 12 months have passed since I began work on Daggerfall Tools for Unity. In that time, my little project has grown substantially and attracted a lot of attention from around the world, including articles on Kotaku AU and Rock Paper Shotgun.

As word about Daggerfall Tools for Unity has spread, a lot of hopeful Daggerfall players have visited looking for word on a remake – only to find a set of development tools not aimed towards players. While everyone seems excited about the potential Daggerfall Tools for Unity offers, there’s a lot of latency between new developers coming on board and getting up to speed before they can offer their contributions. So as a developer community, we may be climbing a steady ladder towards remaking Daggerfall, but there’s very little for non-developers to experience and no clear direction from which a remake will come. I’m contacted by passionate Daggerfall fans almost every week and it breaks my heart that I don’t have more for them.

I want that situation to change. I want the average Daggerfall player to be able to experience progress and have a clear sense of direction that Daggerfall Tools for Unity can be used for remaking Daggerfall, and then some.

What this means is that I can’t just create a toolset. Raw building blocks aren’t enough. I also need to create a scaffold for remastering Daggerfall that includes everyone, developers and players alike.

So let’s get this out of the way. I will shortly release a burgeoning Daggerfall remake, proudly using the Unity engine and Daggerfall Tools for Unity.

For players, this means you will be able to download regular builds to experience the project as it grows. You will become part of the process, able to offer your feedback and constructive criticism to the betterment of the project. Developers win out as well, because you get a functioning Daggerfall remake – completely open source – to build on and change as you desire. For the first time we can all, developers and players alike, come together and contribute.

So where does this leave Daggerfall Tools for Unity? Nothing changes at all. My remake project will be built on the same Daggerfall Tools for Unity that everyone has access to. If anything, this will only improve Daggerfall Tools for Unity by creating a proving-ground for new features and increasing the number of testers.

I will soon release a new web site, solely for distributing the latest playable build of my Daggerfall remake. Daggerfall Workshop will remain as the hub of social activity and development news.

And the best news for players is there’s a swag of new features coming in Daggerfall Tools for Unity 1.4 and 1.5, all aimed at creating playable systems and filling in those blanks between a toolset and a game.

Feel free to leave your comments on this post, or head over the forum post where I’ve kicked off the conversation.

Roadmap July 2015

Roadmap July 2015

With 1.3 freshly released, it’s time for me to update my roadmap again. While my overall heading remains constant, the beats and rhythm of my short-term goals are always in flux, constantly evolving as I converge on solutions and new priorities emerge. I find that right after a release is the perfect time to step back and consider my next move. So let’s take a look at where I’m up to and what’s on the horizon.

Maintaining 1.3

To start with, I’m wrapping up tutorials and fixing any bugs discovered in 1.3 release version. I plan to support the stable 1.3 branch right up to the next major release. Any minor bugs will be fixed quickly, followed by an incremental release. It’s possible some of the key features in 1.3 will be refined, but no major changes will be made at this point. Anyone waiting for 1.3 to settle down can confidently get started with it.

For those of you waiting on tutorials, Prefab Basics should be up in the next day, and Streaming World sometime next week. I’m hoping all the tutorials earmarked for 1.3 will be completed in next 2-3 weeks.

Work In Progress Branch

In case you missed it, there is now a work-in-progress branch on GitHub. New features will be added first to the work-in-progress branch and only promoted to the master branch once they become complete and stable. At which point, I go into maintenance mode for the new release and start work on the next major release. This is a much better workflow and should result in faster turnaround of fixes in maintenance releases. It’s very likely you will see a few more version points added to 1.3 before it’s done.

Developer Focus

Every major release (two betas, 1.0, 1.1, 1.2, 1.3) involved heavy changes to the underlying code. This often broke your work and was very frustrating for you. I’m sorry about that. Hopefully 1.3 marks the last major paradigm shift for some time (jumping to Unity 5 was a big one), and the new event and prefab systems help you create your projects without needing to modify the core tools.

I plan to continue this developer focus moving forward by adding more events, prefabs, interfaces, editor scripts, etc. to help you work, and make fewer breaking changes to the underlying code base. It’s obviously inevitable this will happen sooner or later, but hopefully not to the extent seen between 1.0-1.3.

Feature Focus

To date, I’ve worked very broadly across the entire spectrum of Daggerfall. This has been essential as much work was involved in setting up content readers, building a bridge into Unity, and seeing the entire game world up and running. Those system are huge, difficult, and take a mountain of work to pull off. And they are so interdependent that it’s necessary to build all of them before any of them really work. This is where most Daggerfall projects stall and fail. And guess what! We’ve pushed past that like a boss and still have plenty of steam out the other side. This is where the really interesting stuff kicks in and all that hard work pays off.

Starting with 1.4, I’m going to focus on a very specific set of features each release, plus some iteration on previous features. In this way, we climb the mountain one challenge at a time. The work becomes easier because the next goal is always in sight, then the next, and so on until the top.

Roadmap 1.4

Work on 1.4 has already begun. The only thing I haven’t shared with you are my plans for this release. Here’s a list of everything I have either already started work on, or plan to include. And the good news? From here on, everything is geared to helping you add real gameplay features.

  • Daggerfall save game import. Yep, the ability to read vanilla Daggerfall save games and import this data.
  • Unity save games. The foundations of a Unity save-game system will be implemented for new demo titles. You can use this, ignore it, or extend as needed.
  • Real player scripts. With stats, special advantages, special disadvantages, reputations, etc.
  • Real monster scripts. With all their properties read straight from the game files.
  • Real combat formulas. For real melee combat. Spellcraft will be added later.
  • Item and loot table support. Play with real Daggerfall items and their properties. Custom loot tables for monsters and dungeons.
  • Starting work on effects system.  At first this will only be complete enough to support player and monster scripts, and melee combat. Spellcraft will be added later.
  • Demo character sheet UI. With inventory and paper doll support.

Some of you may be wondering about the text & translation features I had originally planned for 1.3. Unfortunately the Unity 5 release dropped a huge spanner in the works and a great deal of effort was involved bringing everything up to par with the new paradigm. In that time, I have rethought my approach toward text and translation based on feedback from other developers.

Obviously this remains an important consideration, but I no longer believe it prudent to add a locked-in translation system to core tools. The problem with this approach is it limits options for other developers who may wish to use some other translation system, or a different approach entirely.

The original system as planned would also have added some complexity for developers who just wanted to get stuck in for their own amusement, and are not concerned about targeting multiple languages. Obviously larger projects that want to localize have a plethora of options available in the Unity landscape alone. There is simply no need for me to re-invent the wheel here.

So I’m going to keep doing what I do best, which is provide hooks back to the game files and the means for other developers to easily suck out the data they need. This data obviously includes text, and will have everything a developer needs to pair with their preferred translation system. This set of features are now part of the 1.5 update, which includes quest file support.

Conclusion

That’s everything for now. As usual, Daggerfall Tools for Unity is a constantly evolving beast and this is all subject to refinement. However the journey remains the same. I may not be remaking the game personally, but by Julianos I’m going to create all the moving parts needed to help that become a reality, and with your help it’s practically inevitable.

So if you’re a developer who loves Daggerfall, get started today and help show the world what can be accomplished!

Mod Showcase 1 Demo

I’ve said it many times: Daggerfall Tools for Unity is a platform. Besides helping to recreate the game, DFTFU can be used to remaster and re-imagine Daggerfall, or create whole new games in a similar style. Merging Daggerfall’s content with a powerful engine like Unity provides limitless potential.

Nothing shows off this potential more than mods created over the last several weeks by Nystul, LypyL, and Uncanny_Valley. These range from graphical enhancements and world improvements to silly fun like turning Daggerfall into a flight simulator. I’m so very proud to show off their hard work in the below video and to provide a playable demo for you to experience their work first-hand.

DFTFU Mod Showcase 1 – Playable Demo

What’s Included

  • Daggerfall Tools for Unity 1.3.11 [Interkarma/Gavin Clayton]
  • Increased Terrain Distance 1.4 [Nystul/Michael Rauter]
  • Floating Origin Updates [LypyL]
  • Enhanced Sky 1.6 [LypyL]
  • DaggerJet 1.1a [LypyL]
  • TravelMap2.1 [LypyL]
  • Real Grass 1.01 [Uncanny_Valley]
  • Birds In Daggerfall 1.0 [Uncanny_Valley]

Controls

See below for complete list. There is also a handy key reference created by Daschluba on the forums (click for full size).

Mod Showcase Keys

General

  • Mouse Move Look
  • W, S, A, D Move
  • Shift (hold) Run
  • Space Jump
  • Left Mouse Activate: open doors, enter dungeons, operate switches, etc.
  • Esc Exit game (standalone)

Weapons

  • Z Toggle weapons
  • Right Mouse Drag Right-click and drag mouse to swing weapon

Transport

  • R (outside) Random location, season, time of day, and weather
  • R (dungeon) Recall back to dungeon start
  • 1-7 Preset location (keeps current season, weather, etc.)

Music

  • P Toggle songs on/off
  • [ Play previous song in context playlist
  • ] Play next song in context playlist

Timescale

  • PageUp Increase timescale.
  • PageDown Decrease timescale.

Other

  • I Toggle mouse invert on/off
  • H Toggle high speed running on/off
  • L Toggle debug text on/off
  • O Toggle brighter torch in dungeons and at night
  • V Fast travel menu (see below for instructions)

Sky Control

  • T Toggle Enhanced/Native Sky

Jet Control

  • F6 Toggle laser (can be used without jet)
  • F7 Teleport to where laser is pointed, and exit jet if flying
  • F9 Summon and enter jet
  • F10 Change jet camera position
  • F11 Toggle free mouse look
  • F12 Spawn flying enemy while in jet
  • W, S, A, D Steer jet
  • Mouse0 Fire weapon at laser target
  • Space Air brakes – slow down jet while flying

Using Fast Travel Menu (LypyL)

  1. Hit V key to open/close travel menu.
  2. You can either set your coordinates directly using the sliders, or select a Region & Location using the Location menu and hit the Set Coordinates button.
  3. Use the toggles below the location menu button to choose what type of location to show in the menu (Cities, Dungeons, Taverns, Graveyard etc.)
  4. Once You’re ready to travel, just hit the GO button.

Fast Travel Notes (LypyL)

  • Red marker indicates your current location, the white shows where you will travel to.
  • Click and drag on the location & region menus to scroll through them
  • It’s very rare, but it’s possible to fall through the ground after traveling. If it happens (and you don’t have another solution, like the editor), just fast travel again somewhere to fix it.