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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.
december 30, 2013 - the story continues
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 10, 2013 - dungeon blocks
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...
november 2, 2013 - factions
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 29, 2013 - loading save games
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 27, 2013 - space in daggerfall
In the spirit of providing small but more frequent updates as progress is made, here is another – smaller update.
october 24, 2013 - missing code
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...
october 20, 2013 - daggerfall code map
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 14, 2013 - still hammering away…
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...
july 4, 2013 - towards the beta…
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...
june 17, 2013 - progress and terrain revisited
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 - new ui system
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 - an unfortunate mistake
I’m posting another update to show a new screen from my reverse engineering efforts – “DaggerfallDOS.”
april 7, 2013 - daggerxl gameplay update
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 25, 2013 - daggerxl gameplay
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...
march 9, 2013 - debugging and texture filtering
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 23, 2013 - daggerxl terrain in the beta, part 1
In this post I will start a little about the architecture of the XL Engine and how supporting different games has been implemented.
february 19, 2013 - xl engine architecture, part 1
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 17, 2013 - continuing and opengl support
When testing out some things, with terrain, I realized that the edges of the map were not handled gracefully – it crashed in fact.
september 25, 2012 - terrain beyond the map borders
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 9, 2012 - npc’s, part 1
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 3, 2012 - exteriors
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 30, 2012 - logics and rendering
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 14, 2012 - lighting
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 8, 2012 - texture fixes, flats and rotations
In the past DarkXL and DaggerXL releases, both games had custom “XL” title screens. These served multiple purposes: a place to display the version...
july 7, 2012 - title screens and versioning
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 update
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
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 25, 2012 - a small update
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 20, 2012 - software renderer update
This will be a short post on the progress towards the first build of the tiered release that I previously discussed.
april 17, 2012 - ui editor
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