DaggerXL is a Modern Daggerfall Engine Recreation for current Operating Systems and hardware – essentially it is a remake in the spirit of a port. It will ultimately fully emulate the game of Daggerfall and then optionally enhance it by refining existing features and adding new gameplay elements that were originally intended. The game will make use of hardware acceleration providing higher resolutions, color depth, greatly improved visibility, better texture filtering, enhanced performance and more. In addition DaggerXL will support full modability, similar to more modern Elder Scrolls games, using custom tools.

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XL Engine Update 3 - Shadow Warrior XL

XL Engine Update 3 - Shadow Warrior XL

News 6 comments

DarkXL Build now has all the necessary features. Unified Software Renderer will now be a option for those who want the graphics to scale out better ...

Roadmap, Source Code and Progress

Roadmap, Source Code and Progress

News 5 comments

I have been asked for a time frame for the Beta 1 release and to gauge how far along the build is, as a percentage. I have decided to answer the questions...

XL Engine – State of the Project

XL Engine – State of the Project

News 6 comments

Interkarma has made large strides in his own Daggerfall work Daggerfall Unity. There are many reasons to continue DaggerXL and I have been building tools...

December 30, 2013 - The Story Continues

December 30, 2013 - The Story Continues

News 4 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

November 10, 2013 - Dungeon Blocks

News

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

November 2, 2013 - Factions

News

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

October 29, 2013 - Loading Save Games

News

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

October 27, 2013 - Space in Daggerfall

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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

October 24, 2013 - Missing Code

News

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

October 20, 2013 - Daggerfall Code Map

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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...

July 14, 2013 - Still Hammering Away…

July 14, 2013 - Still Hammering Away…

News

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…

July 4, 2013 - Towards the Beta…

News

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...

June 17, 2013 - Progress and Terrain Revisited

June 17, 2013 - Progress and Terrain Revisited

News

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

May 5, 2013 - New UI System

News

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

May 5, 2013 - An Unfortunate Mistake

News

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

April 7, 2013 - DaggerXL Gameplay Update

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

March 25, 2013 - DaggerXL Gameplay

March 25, 2013 - DaggerXL Gameplay

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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

March 9, 2013 - Debugging and Texture Filtering

News

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...

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

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

News

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

February 19, 2013 - XL Engine Architecture, Part 1

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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

February 17, 2013 - Continuing and OpenGL Support

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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

September 25, 2012 - Terrain Beyond the Map Borders

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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

September 9, 2012 - NPC’s, Part 1

News

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

September 3, 2012 - Exteriors

News

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

July 30, 2012 - Logics and Rendering

News

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...

July 14, 2012 - Lighting

July 14, 2012 - Lighting

News

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

July 8, 2012 - Texture Fixes, Flats and Rotations

News

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

July 7, 2012 - Title Screens and Versioning

News

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

June 30, 2012 - Software Renderer Update

June 30, 2012 - Software Renderer Update

News

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

June 30, 2012 - Software Renderer

News

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...