Contains XL Engine Launcher, version 0.199 of DaggerXL and build 9.50 of DarkXL.
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.
Happy New Year everyone! I hope you're all looking forward to another great year in 2015.
Over the break, I've been tinkering with my streaming world terrain system. Up until recently, terrains were created as mesh data with mesh colliders. This worked fairly well, but had some real disadvantages.
I decided that everything should be clearer and run with as little code as possible. That means using Unity's own terrain system, but how will a splat-based terrain operate with my tile-based shader? Well, turns out it works perfectly with a few tweaks and a custom terrain shader. Below is a standard Unity Terrain object with a random tilemap assigned from custom shader.
Awesome! Now I can throw out around 90% of my clunky terrain system and start fresh using Unity's terrain. This comes with a bunch of other benefits as well.
Those last two items just rock my socks. This really is the best of all worlds. Daggerfall's terrain is merged seamlessly with Unity and all the extra power it provides. This was the entire reason I chose Unity in the first place, and I'm kicking myself for wasting so much time on my own terrain system beforehand. Oh well, live and learn.
Below is a screenshot where I've quickly painted heights around the outside of a custom town using the standard terrain tools. The town ground tiles are seamlessly painted on terrain where required. Note how the continuous LOD does not impact the tilemap, which is totally decoupled from mesh vertices.
My next job is to get everything working in the streaming world once again. It's been a much longer journey than expected, but I'm much happier with the direction things are going now.
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