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December 30, 2013 - The Story Continues
Daggerfall

December 30, 2013 - The Story Continues

Dec 30, 2013 DaggerXL 3 comments

I have resumed work on the DaggerXL Beta after taking a break for Christmas. I don’t have much new to show yet but I will talk about a few topics.

November 10, 2013 - Dungeon Blocks
Daggerfall

November 10, 2013 - Dungeon Blocks

Dec 30, 2013 DaggerXL 0 comments

First, you’ll recall the texture assignment code I showed before for dungeons when explaining how random numbers were involved. In that function there...

November 2, 2013 - Factions
Daggerfall

November 2, 2013 - Factions

Dec 30, 2013 DaggerXL 0 comments

The last couple of days have been slow due to work, Halloween and such, so I’m still working on loading save games. However, to keep the news flowing...

October 29, 2013 - Loading Save Games
Daggerfall

October 29, 2013 - Loading Save Games

Dec 30, 2013 DaggerXL 0 comments

As I discussed in previous updates, I have the cell loading code in place. Prior to that I already had the save/load menu fully functional, except for...

October 27, 2013 - Space in Daggerfall
Daggerfall

October 27, 2013 - Space in Daggerfall

Dec 30, 2013 DaggerXL 0 comments

As I was working on finishing the loading code, see the Missing Code topic for more information, I was able to verify a few things about the coordinate...

October 24, 2013 - Missing Code
Daggerfall

October 24, 2013 - Missing Code

Dec 30, 2013 DaggerXL 0 comments

In the spirit of providing small but more frequent updates as progress is made, here is another – smaller update.

October 20, 2013 - Daggerfall Code Map
Daggerfall

October 20, 2013 - Daggerfall Code Map

Dec 30, 2013 DaggerXL 0 comments

I’ve been working feverishly on the Beta lately and have decided to take a step back and look and what’s been accomplished. While it’s hard to say, linearly...

July 14, 2013 - Still Hammering Away…
Daggerfall

July 14, 2013 - Still Hammering Away…

Dec 30, 2013 DaggerXL 0 comments

This is a short post this time but I’m planning on having a blog post per week from here on out (or more when warranted), though some may be short and...

July 4, 2013 - Towards the Beta…
Daggerfall

July 4, 2013 - Towards the Beta…

Dec 30, 2013 DaggerXL 0 comments

So I’ve been back to work on the actual gameplay side of things. I’m currently working on getting character generation to 100% completeness (class questions...

June 17, 2013 - Progress and Terrain Revisited
Daggerfall

June 17, 2013 - Progress and Terrain Revisited

Dec 30, 2013 DaggerXL 0 comments

The video starts with the player inside a thick forest, testing how thick a forest can be – so its really dense. You’ll see trees on distant hills/mountains...

May 5, 2013 - New UI System
Daggerfall

May 5, 2013 - New UI System

Dec 30, 2013 DaggerXL 0 comments

I have recently taken a quick break for the Daggerfall specific work towards the Beta to change and improve the non-game specific UI system.

May 5, 2013 - An Unfortunate Mistake
Daggerfall

May 5, 2013 - An Unfortunate Mistake

Dec 30, 2013 DaggerXL 0 comments

A while back I put up this post: DaggerXL Terrain in the Beta Part 1. I searched the internet for heightmap images (or as close as I could find anyway...

April 7, 2013 - DaggerXL Gameplay Update
Daggerfall

April 7, 2013 - DaggerXL Gameplay Update

Dec 30, 2013 DaggerXL 0 comments

I’m posting another update to show a new screen from my reverse engineering efforts – “DaggerfallDOS.”

March 25, 2013 - DaggerXL Gameplay
Daggerfall

March 25, 2013 - DaggerXL Gameplay

Dec 30, 2013 DaggerXL 0 comments

I’ve said in previous posts that I planned on completing the gameplay for the Beta – making DaggerXL a full DosBox replacement for Daggerfall.

March 9, 2013 - Debugging and Texture Filtering
Daggerfall

March 9, 2013 - Debugging and Texture Filtering

Dec 30, 2013 DaggerXL 0 comments

As you may have noticed, I’ve switched focus a bit lately. I will continue with the terrain and post results in the relatively near future – much of the...

February 23, 2013 - DaggerXL Terrain in the Beta, Part 1
Daggerfall

February 23, 2013 - DaggerXL Terrain in the Beta, Part 1

Dec 30, 2013 DaggerXL 0 comments

So you might be wondering, why bother extending the rendering distance so far when emulating an old game like this? To answer that we’ll have to think...

February 19, 2013 - XL Engine Architecture, Part 1
Daggerfall

February 19, 2013 - XL Engine Architecture, Part 1

Dec 30, 2013 DaggerXL 0 comments

In this post I will start a little about the architecture of the XL Engine and how supporting different games has been implemented.

February 17, 2013 - Continuing and OpenGL Support
Daggerfall

February 17, 2013 - Continuing and OpenGL Support

Dec 30, 2013 DaggerXL 0 comments

First I apologize for making a promise that I couldn’t keep. However I still believe Beta is within the original time frame I estimated but other things...

September 25, 2012 - Terrain Beyond the Map Borders
Daggerfall

September 25, 2012 - Terrain Beyond the Map Borders

Dec 30, 2013 DaggerXL 0 comments

When testing out some things, with terrain, I realized that the edges of the map were not handled gracefully – it crashed in fact.

 September 9, 2012  - NPC’s, Part 1
Daggerfall

September 9, 2012 - NPC’s, Part 1

Dec 30, 2013 DaggerXL 0 comments

It seems that some people like to get their information in different ways. Some people follow this blog but not the forums, for example. So I’ve decided...

September 3, 2012 - Exteriors
Daggerfall

September 3, 2012 - Exteriors

Dec 30, 2013 DaggerXL 0 comments

I’ve been working on refactoring the terrain and “location” code for the XL Engine. There were several deficiencies with the original DaggerXL system...

July 30, 2012 - Logics and Rendering
Daggerfall

July 30, 2012 - Logics and Rendering

Dec 30, 2013 DaggerXL 0 comments

I wanted to show a movie for this post to show where things are now… but I’m not quite there yet due to some delays. However there has been a fair amount...

July 14, 2012 - Lighting
Daggerfall

July 14, 2012 - Lighting

Dec 30, 2013 DaggerXL 0 comments

So I’m pretty close to being done with the lighting for DaggerXL. There is still some tweaking to be done but it is very minor at this point.

July 8, 2012 - Texture Fixes, Flats and Rotations
Daggerfall

July 8, 2012 - Texture Fixes, Flats and Rotations

Dec 30, 2013 DaggerXL 0 comments

The dungeon geometry refactor is almost complete. During this process several issues that are present in the current DaggerXL release are also being fixed...

July 7, 2012 - Title Screens and Versioning
Daggerfall

July 7, 2012 - Title Screens and Versioning

Dec 30, 2013 DaggerXL 0 comments

In the past DarkXL and DaggerXL releases, both games had custom “XL” title screens. These served multiple purposes: a place to display the version number...

June 30, 2012 - Software Renderer Update
Daggerfall

June 30, 2012 - Software Renderer Update

Dec 30, 2013 DaggerXL 0 comments

So I’ve been finishing up the software renderer so I can get the exteriors refactored in and get this release done

June 30, 2012 - Software Renderer
Daggerfall

June 30, 2012 - Software Renderer

Dec 30, 2013 DaggerXL 0 comments

In the last blog post someone asked about why I’ve been working on adding a software renderer to the XL Engine. Instead of answering in place, I thought...

June 25, 2012 - A Small Update
Daggerfall

June 25, 2012 - A Small Update

Dec 30, 2013 DaggerXL 0 comments

This post is a small DaggerXL update. So the work on the DaggerXL geometry refactor is almost finished. The software renderer is also now fully integrated...

June 20, 2012 - Software Renderer Update
Daggerfall

June 20, 2012 - Software Renderer Update

Dec 30, 2013 DaggerXL 0 comments

I’ve spent a fair amount of time making sure the core engine is architecture is solid and supports things like cross platform support, networking support...

April 17, 2012 - UI Editor
Daggerfall

April 17, 2012 - UI Editor

Dec 30, 2013 DaggerXL 1 comment

This will be a short post on the progress towards the first build of the tiered release that I previously discussed.