luciusDXL
Educated
- Joined
- Jul 1, 2009
- Messages
- 24
That said I realize I was a bit hasty in completely ignoring your questions. If I expect you to be civil to me then I should not dismiss your concerns and questions out of hand. I didn't respond to them before because I really believe that with your hostility you wouldn't even give the project the benefit of the doubt, perhaps I was wrong. Just be aware that I will not respond to anymore of your posts unless they are made in a civil matter - that's all I ask. If you don't agree with me or you are still a skeptic, that's fine.
Here we go:
So I hope you realize that I didn't respond to your questions before merely because of the insults and attitude, not because I don't have the information or can't comprehend what I read. If you wish to discuss this further, in a civil fashion, I'd be happy to. Just don't insult me or blindly call the project "pathetic".
Here we go:
Yes I've begun figuring out how the stats factor into your movement and climbing skills (among other things, see below). It doesn't match up completely yet but it will.denizsi said:This isn't about how fast it is, but the starting point of such a project, the methodology. Correct me if I'm wrong; you seem to be building a new game engine for the original content and you're mostly guided by your intuition in making this new engine as similar to the original game as possible. Yes, a basic tech demo where you can walk and look around and perform basic interaction using original assets is nice, though misleading. Have you figured out or maybe even reverse engineered what's behind merely walking stats-wise? What can be observed in current videos is just a little more than making and running around in custom Daggerfall maps in a FPS game.
I have not documented all the game mechanics yet, I'm working in stages or layers. As I work on a set of gameplay mechanics, I also work on the visual representations. Ultimately there will be builds that show off a set of mechanics and visuals (new types of locations, new visual features, etc). I'm not completing all the game play features at once but instead staging it in a way that can be tested by others as I go along. And yes I have a plan that I'm following, I know what the second demo is going to be and at what point I'm actually going to start releasing regular (though still incomplete) builds.denizsi said:Have you laid out a roadmap for yourself, have you documented all known game mechanics, prioritized between them?
I'm implementing monster AI. I've already factored in the different bonuses the different swings give you. I've also factored in weapon skill, stat bonuses and enemy stats (such as AC and resistances).denizsi said:You have implemented weapon swings. What comes next? Jump off to an entirely different feature, or get deep into the how weapon swings differ?
Yes I'm working out the algorithms that link stats to affects in the game world. I handle this by reading research done by others (uesp.net for example) and by testing in the original game.denizsi said:Have you written out what stats affects what in what ways? Are you doing it systematically or wherever the wind blows from?
I can decode reputation information from the game data and track the player's reputation but I haven't figured out/implemented the final algorithms for reputation gain and effect yet. I will do this later when I start working on the quest system.denizsi said:For instance, there's a huge, simply a huge, list that contains reputation values between individual NPCs, factions and areas. Any idea how any of that works in the game? Have you figured out why when I sometimes ask a merchant for a job, he tells me to get lost?
Its not naive, its a necessary step in completing the project. I will continue to work by implementing and refining the graphical representation as I work on the game play. I've already started on the trek towards building the full RPG and will continue to do so. If you look at the site you'll notice that initially it was all graphics work, then there was some interaction, now there is the UI, stat system, inventory system, and early (incomplete) combat. This should suggest to you that DaggerXL is already more then just a visualizer and will become more complete in time.denizsi said:Maybe you do indeed have all these finer details in your mind, but looking at your website, it looks more like Daggerfall Renderer than a Daggerfall Rebuilder. It's been tried before, and failed miserably. Simply looking at a renderer and being positive about it is naive. Otherwise, I don't have anything against anyone who tries.
I actually contacted him before I even began the project. While we're not directly working together, I have used information that he has discovered as well as information on uesp.net. I am very grateful (as I've already told him) for all the work he has done. Incidentally I've decoded/reverse engineered information that was currently unavailable for this project as well, so I am capable of such things.denizsi said:Maybe you'd like to contact Interkarma and make an offer/ask for help? He's been reverse-engineering the game, documenting every bit of the game. He's still doing it, except he no longer has an intention to rewrite the whole engine.
So I hope you realize that I didn't respond to your questions before merely because of the insults and attitude, not because I don't have the information or can't comprehend what I read. If you wish to discuss this further, in a civil fashion, I'd be happy to. Just don't insult me or blindly call the project "pathetic".