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.
The DaggerXL has turned 1, as of June 25, 2010. In this article I talk about some of the early development and give a quick summary of some of the work from the year.
Posted by luciusDXL on Jun 26th, 2010
Friday, June 25 marks the first anniversary of the DaggerXL project. While I didn't have time to setup an event ahead of time, there will be a new Anniversary contest announced tomorrow and an IRC Q&A on Monday to commemorate the occasion.
Looking back, DaggerXL has come a long way from it's humble beginnings and has a long way to go still...
There are a variety of problems still and it doesn't quite look right, but it's recognizable.
DaggerXL goes through many improvements in the next couple of weeks and by mid/late-July the first demo is released.
And this is when people got to see some of this stuff in action for the first time - in motion - with the Daggerfall At Night Movie.
There were some delays after this and a lot of time getting the terrain system working with all the different regions working followed by a lot of UI, gameplay and other work. Here are some final screenshots of the terrain development which you may enjoy:
Anyway that is enough reminiscing for now - if you want to see more or to read more about the development of DaggerXL - just read older posts on the blog and look at the archives. Many topics have been ignored or glossed over in the post, such as UI, combat, UI, inventory system, stats system and so on...
A lot of work has gone into DaggerXL with a lot more to come - it's been a fun project so far. Much of the fun, though, comes from the community - I'm not sure DaggerXL would be where it is today without all the encouragement, testing and feedback of the people who follow this project.