The recipient of every major "Best RPG of the Year" award, The Elder Scrolls: Daggerfall revolutionizes the world of role-playing games, creating a new standard in 3D graphics and role-playing expansiveness. The second chapter in The Elder Scrolls, Daggerfall contains, literally, hundreds of hours of gameplay. Prepare to experience your new obsession.

Starting off in Daggerfall can overwhelm the senses. No other game has such a huge world to explore. Travel around a land mass twice the size of Great Britain, exploring dungeons, castles, tombs, and even alternative dimensions. Just to walk from one end of the world to the other will take over 2 full weeks in real-time (we actually tested this!) Converse with over 750,000 characters that inhabit this world. Daggerfall is a game that sets new boundaries with over 200 hours of gameplay. It's no wonder that it took almost 3 years to develop this epic game.

You can literally do anything you want and go anywhere you want. Join a guild and climb in rank to become a respected member of a Knightly Order. Become a spy and infiltrate the royal ranks, and even rebel against your own king. Become a thief who slips in and out of the shadows and steals the rare treasures of the world. There are six different endings, if you choose to play out the main story quest, but ultimately the life you choose to live will be a unique experience that no other gamer will encounter.

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Blog RSS Feed Report abuse Latest News: Streaming World - Part 3

About Daggerfall Tools for Unity with 0 comments by Interkarma on Dec 13th, 2014

With all the major parts in place, next steps are all about improving overall appearance and boosting performance. I will tackle performance in the next and final part of this series. For now, let's take a quick look at adding some visual appeal.

My first job is to improve texturing. All the screenshots you've seen so far have just been a flat grass texture. I implemented a basic simplex noise setup to create tiled patterns like below.

BeforeMarchingSquares

I then used marching squares to handle tile transitions from water > dirt > grass > stone. Daggerfall actually has a wider range of possible transitions (e.g. water > grass) but for simplicity I've only implemented the basic transitions so far. With marching squares the transitions look like this.

AfterMarchingSquares

I also added a little fog so distant terrain gradually blends into horizon. This gives the atmosphere a greater feeling of depth at long ranges like you would see in the real world.

The final step was to add nature flats (vegetation, rocks, etc.) to scene. This is just a basic random function with a density set per tile type. This could be expanded later to change vegetation density based on any number of variables. Finally, we have a world that almost looks ready to explore.

In the hills near Daggerfall

Hills of Daggerfall

Isle of Balfiera

Isle of Balfiera

Off the coast near Sentinel

Coastal Sentinel

Swamplands of Tigonus

Swamplands of Tigonus

There's still a great deal of work to go before this is ready. Due to the rapid nature of development, nothing has been optimised yet and performance is very poor. My first priority is a full performance review of the entire tools to get this where it needs to be. Everything from loading textures and models all the way up to drawing terrain and foliage needs to be improved. This will unfortunately delay the streaming world features until early next year, but the end result will be a much improved code base.

Another, smaller item will be the overall scale of terrain and distribution of vegetation. If you look at the coastal Sentinel screenshot above, the terrain ramps up much too rapidly. I need to set terrain scale based on biome (e.g. desert is flatter than mountains), and terrain noise based on biome (e.g. desert is more rolling than mountains). This is just a matter of tuning the numbers going into terrain generation for an overall more pleasing game space.

On the whole, I'm very happy with how the streaming world is shaping up. It's basically where I want it in terms of recreating Daggerfall's simplistic overworld, and just needs performance and aesthetic tuning. I can't wait to get all of this completed so you have a whole world to build on using Daggerfall Tools for Unity.

This will be my final post for the year. I'm shutting down work at the end of this week and will be spending valuable time with family. I wish you all a very happy and safe Christmas and look forward to catching up again in the New Year.

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DaggerXL Version 0.199
Daggerfall

DaggerXL Version 0.199

Jun 27, 2012 DaggerXL Demo 11 comments

Contains XL Engine Launcher, version 0.199 of DaggerXL and build 9.50 of DarkXL.

Version 0.198 Released - Bug Fix Build
Daggerfall

Version 0.198 Released - Bug Fix Build

Mar 9, 2011 DaggerXL Demo 7 comments

Version 0.198 is mainly a bug fix build. One fun feature,though, is that random monsters are no longer just bears - though they still aren't correct.

DaggerXL Version 0.197
Daggerfall

DaggerXL Version 0.197

Mar 8, 2011 DaggerXL Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.197. Please note that this is still a work in progress and that many features need to be implemented...

DaggerXL Version 0.195
Daggerfall

DaggerXL Version 0.195

Mar 7, 2011 DaggerXL Demo 1 comment

luciusDXL made this, obviously. I'm just re-uploading it here because the other file server was going down a lot.

DaggerXL Version 0.181
Daggerfall

DaggerXL Version 0.181

May 18, 2010 DaggerXL Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.181. Please note that this is still a work in progress and that many features need to be implemented...

Daggerfall - Full Game
Daggerfall

Daggerfall - Full Game

Jul 10, 2009 Daggerfall Full Version 24 comments

Bethesda has released their second Elder Scrolls game, Daggerfall, as freeware. The classic RPG is notable for its enormity – being large and ambitious...

Post comment Comments  (0 - 10 of 32)
maxammo
maxammo Jun 15 2014, 1:58pm says:

My character grinds on city guards for xp since some monsters have immunity with lower tier weapons. The guards will arrest you when they successfully land a hit on you. For added bonus try playing a ranged type character.

And some inns are known to have Daedric Weapons.

+1 vote     reply to comment
Goat‪
Goat‪ Aug 18 2012, 1:00pm says:

It kind of sucks how a game made 3 years after Doom didn't ever get official modding tools or a source code release.

+4 votes     reply to comment
DEAD_FiSH
DEAD_FiSH Oct 19 2013, 11:47am replied:

None of the Bethesda games saw the source code release.
Trust me, fans would bury Bethesda so deep with bug fixes and new upgrades. It's kind a no wonder they never released a source code.
They should really, I mean the games are single player. Who gives a damn, give fans the freedom if you stop supporting the games.

+2 votes     reply to comment
cordenand
cordenand Jul 12 2012, 6:19am says:

simply one of the best games ever made burn alive any one who says otherwise lol

+2 votes     reply to comment
TheConsul
TheConsul Feb 14 2012, 9:46pm says:

LOVED Daggerfall, I just wished they could've implemented everything they (Bethesda) had in mind when they were developing this and didn't had to rush it. The bugs were pretty bad when it got first released and was never completely dealt with, but when you over look the bugs it truly was a fantastic game. The lore in DF is really deep and I love that aspect also.

Just remember when playing Daggerfall:

SAVE OFTEN.

+3 votes     reply to comment
Distort
Distort Dec 2 2011, 10:29am says:

This is what started Skyrim, all bow down to it's ancestor.

0 votes     reply to comment
adfjkndjklnhdfs
adfjkndjklnhdfs Feb 6 2012, 12:23am replied:

actually I pretty sure Arena started Skyrim...

+12 votes     reply to comment
sethfc
sethfc Apr 30 2011, 11:13pm says:

Anyone that wants to play on newer systems can either use dosbox or a virtual PC

Also look for the fully made setup version with auto configed dosbox if setting it up otherwise is too difficult.

+2 votes     reply to comment
faulk
faulk Mar 13 2011, 12:57am says:

If they would port this to the ds or some other handheld, I would be very pleased. And I would buy it. :-)

+5 votes     reply to comment
Akalonor
Akalonor Jun 30 2010, 1:46am says:

:O I have Windows 7 with 32 bit , and apparently the file won't install, it says the application is for a different windows version :S ;( How do I fix that ?

+2 votes     reply to comment
Dervich
Dervich Apr 2 2011, 6:42pm replied:

I have 64 bit but sorry I cant remember how but its possible, don't go and buy something you don't need

+2 votes     reply to comment
kjfytfkytfyt
kjfytfkytfyt Mar 16 2011, 8:35pm replied:

Get a different version of windows, yours is too new, look at the date this was released...

+2 votes     reply to comment
Lymphatic
Lymphatic Mar 23 2011, 2:04am replied:

You can run it on DOSBox. That's how I play it in Linux.

+3 votes     reply to comment
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Daggerfall
Platform
Windows
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Bethesda Softworks
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XnGine
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Released Jul 30, 1996
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The Elder Scrolls V: Skyrim, Released Nov 10, 2011
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Oblivion, Released Mar 19, 2006
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Morrowind, Released Apr 25, 2002
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Daggerfall, Released Jul 30, 1996
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Arena, Released Mar 1, 1994
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