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.

Post news Report content RSS feed September 9, 2012 - NPC’s, Part 1

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 to make smaller updates here on the blog for those that don’t follow the forums.

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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 to make smaller updates here on the blog for those that don’t follow the forums.

There will still be larger blog posts, but I will start making interim posts – like this one.

To start the trend, I’ll post a picture of NPCs starting to work. They don’t talk yet but do use proper facing frames, animate and stand still in their idle animation if the player is close enough. Next up is to fine tune their pathing and spawning and then to get the conversation dialog working properly – including being able to get directions, rumors and other information that you expect to get from Daggerfall NPCs.

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