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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The Current State of DaggerXL

The Current State of DaggerXL

May 19, 2010 22 comments

With the character creation and gameplay support fast approaching, I decided that it's about time to show where DaggerXL is now - as of build 0.181. I've...

Character Creation Progress

Character Creation Progress

Jun 5, 2010 3 comments

Implementing the Daggerfall Character Creation System in DaggerXL is coming along. I have enough done that I thought it would be a good time to talk about...

DaggerXL First Anniversary

DaggerXL First Anniversary

Jun 26, 2010 5 comments

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...

DaggerXL Progress

DaggerXL Progress

Mar 7, 2011 8 comments

While the ModDB profile for this project hasn't been updated in a while, DaggerXL has been progressing. In this news item I'll talk about some of that...

Version 0.197 Released - Dungeons!

Version 0.197 Released - Dungeons!

Mar 8, 2011 12 comments

Explore the dungeons of the Illiac Bay in version 0.197 of DaggerXL - most of the dungeons are now accessible.

Working Towards Version 0.20 and Beyond

Working Towards Version 0.20 and Beyond

Mar 12, 2011 6 comments

This news item shows one of the first new systems for version 0.20 - the dungeon/interior automap. Post version 0.20 plans and the upcoming DaggerXL Alpha...

Closing in on version 0.20

Closing in on version 0.20

Mar 22, 2011 4 comments

In this article I'll talk about the progress towards version 0.20 as well as plans for supporting lower end systems.

Low-End System Support – Part II

Low-End System Support – Part II

Apr 4, 2011 4 comments

In this post I'll talk more about the upcoming software renderer including progress, performance and future plans. Note that this work is happening in...

XL-Project Move and DaggerXL Version 0.20 Update

XL-Project Move and DaggerXL Version 0.20 Update

Apr 17, 2011 6 comments

In this post the XL-Project move is discussed as well as an update on version 0.20, the engine merger and work beyond version 0.20.

Project Updates and New Version

Project Updates and New Version

Jul 2, 2011 3 comments

It's been a long time since I last updated the ModDB page for DaggerXL but the project has been progressing. In this post I'll go over what's going on...

April 17, 2012 - UI Editor

April 17, 2012 - UI Editor

Dec 30, 2013 1 comment

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

June 20, 2012 - Software Renderer Update

June 20, 2012 - Software Renderer Update

Dec 30, 2013 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...

June 25, 2012 - A Small Update

June 25, 2012 - A Small Update

Dec 30, 2013 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 30, 2012 - Software Renderer

June 30, 2012 - Software Renderer

Dec 30, 2013 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 30, 2012 - Software Renderer Update

June 30, 2012 - Software Renderer Update

Dec 30, 2013 0 comments

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

July 7, 2012 - Title Screens and Versioning

July 7, 2012 - Title Screens and Versioning

Dec 30, 2013 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...

July 8, 2012 - Texture Fixes, Flats and Rotations

July 8, 2012 - Texture Fixes, Flats and Rotations

Dec 30, 2013 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 14, 2012 - Lighting

July 14, 2012 - Lighting

Dec 30, 2013 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 30, 2012 - Logics and Rendering

July 30, 2012 - Logics and Rendering

Dec 30, 2013 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...

September 3, 2012 - Exteriors

September 3, 2012 - Exteriors

Dec 30, 2013 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...

 September 9, 2012  - NPC’s, Part 1

September 9, 2012 - NPC’s, Part 1

Dec 30, 2013 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 25, 2012 - Terrain Beyond the Map Borders

September 25, 2012 - Terrain Beyond the Map Borders

Dec 30, 2013 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.

February 17, 2013 - Continuing and OpenGL Support

February 17, 2013 - Continuing and OpenGL Support

Dec 30, 2013 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...

February 19, 2013 - XL Engine Architecture, Part 1

February 19, 2013 - XL Engine Architecture, Part 1

Dec 30, 2013 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 23, 2013 - DaggerXL Terrain in the Beta, Part 1

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

Dec 30, 2013 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...

March 9, 2013 - Debugging and Texture Filtering

March 9, 2013 - Debugging and Texture Filtering

Dec 30, 2013 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...

March 25, 2013 - DaggerXL Gameplay

March 25, 2013 - DaggerXL Gameplay

Dec 30, 2013 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.

April 7, 2013 - DaggerXL Gameplay Update

April 7, 2013 - DaggerXL Gameplay Update

Dec 30, 2013 0 comments

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

May 5, 2013 - An Unfortunate Mistake

May 5, 2013 - An Unfortunate Mistake

Dec 30, 2013 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...

May 5, 2013 - New UI System

May 5, 2013 - New UI System

Dec 30, 2013 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.