Ok this is just my illustration of the idea that Ive presented above. As the voxel mesh can be used for representation of the vast and dense forests in the background, it can be also good for the representation of other things -like tall grass fields and snow/deep snow.
Ive done this just by simple sculpting mesh and placing it on top of terrain, but its just to give you an visual representation of idea and its potential, to increase atmosphere and feeling of real world.
This is looking awesome. I do hope there's a way to play in the original resolution though. Love those chunky pixels.
How do I install this? I downloaded their thing from github but there's nothing obvious to click on, just random files.
You should really put in something like "and optional visual mods" or something in the title. Literally every other retard is talking like the project is updating the grafix, which is not the case.
0.1 (Baseline)
August 2014 – November 2015
- Back-end tools and API for reading Daggerfall’s binary files and importing into Unity
- Support for key binary assets (images, models, blocks, maps, audio, videos, etc.)
- Image processing
- Sprite atlas generation
- Billboard support
- Import of textures
- Import of individual models
- Import of blocks
- Import of exterior maps
- Import of interior maps
- Import of dungeon maps
- Full streaming world, procedural terrain & locations
- Tile map and billboard shaders
- Object activation
- Transitions between interior/exterior
- Action objects (lifts, levers, etc.)
- Basic enemies (follow, attack, death, etc.)
- Animated weapons
- Material re-colouring support (iron, ebony, etc.)
- Simple combat
- Core game framework
- INI support
- User interface system (custom UI needed).
- JSON support
- Serialization of game state for save/load.
- Entity system
- Text.RSC support
- Class support
- Character creation
- Classic save import
- Quick save/load
- Initial release with basic exploration and combat.
0.2 (Items)
November 2015 – April 2016
- Enhanced action object support (Lypyl)
- Setup helper
- Travel map interface (Lypyl)
- Dungeon and interior automap interface (Nystul)
- Assorted mods integrated
- Integrate horizontal floating origin
- Item support
- Inventory interface
0.3 (Loot)
April 2016 – September 2016
- Initial mod framework (Lypyl)
- Serializable automap (Nystul)
- Serializable loot containers
- Initial loot tables
- Random treasure
- Drop items to ground
- Drop gold to ground
- Monster loot
- Enhanced save/load interface
- Rest interface
0.4 (Quests)
We are here right now. September 2016 –
- Quest file support
- Initial quest virtual machine
- Addition of world metadata to support questing
- Initial faction support
- NPC names, building names
- Initial Info mode
- Location exterior automap (Nystul)
- Initial progression – increase skills, level up (Allofich)
- Reputation gain/loss (simple)
- First pass at non-mage playthrough of main quest
- Serialization of quest state
- Location and building discovery
- Keybind interface (JustinS)
- Book reader and books in random loot (InconsolableCellist)
- Lockpick (Allofich)
- Pickpocket (Allofich)
0.5 (Spells)
- Magic system
- Initial spells & effects support
- Potion support
- Enhanced effect-entity relationship
- Spellbook interface
- Refine town NPCs (behaviours, can kill, talk)
- Initial “Talk” interface
- Odd jobs (talk: tell me about work)
- Random encounters on rest
- Progress quest support
- Updated character motor
- Initial dungeon water
- New motor states: swim, levitate, crush
- Magic item support
- Artifact support
- Weapon material vs enemy handling
- %var support in character sheet
Half Time
- By this stage, the largest and most difficult systems have been implemented
- Will be looking for more community contributors to assist with final stages of development
- Likely to take a few months break where development slows down (not stops) so I can recharge
0.6 (Shops & Banking)
- All basic shop features (no item decay/repair yet)
- Bank UI with ability to purchase ship/house
- Transport UI (foot/horse/cart/ship)
- Player housing (including ship)
- Letters of credit
- Gold to have weight
- Enforce encumbrance and wagon limits
- Progress related spell and quest support
0.7 (Guilds & Services)
- Reputation gain/loss (full)
- Join and progress in all guilds
- Spell maker
- Item maker
- Potion maker
- Item decay/repair
- Basic guild services (no summoning)
- Tavern services
- Building schedules (e.g. door locked at night)
- Building NPC schedules (e.g. shopkeep gone at night)
- Progress related spell and quest support
0.8 (Character)
- Vampirism
- Lycanthropy
- Custom class creator
- Select class with questions
- Complete levelling and character loop
- Summoning services
- Progress related spell and quest support
0.9 (Crime & Punishment)
- Working guards in towns
- Stealing and pickpocketing
- Court UI
- Prison UI
- Skill and attribute changes after prison time
Daggerfall Unity will exit pre-alpha around this time.
Alpha
- Almost all game features now supported
- Final push towards remaining features
- Continue fixing bugs and refining systems
Beta
- All game features now supported
- Continue fixing bugs and refining systems
- Final stages of development
- Standalone release candidates
1.0 (Release)
- Final milestones
- Standalone distribution
- Post-release support