Luzur said:
yeah, im not much for 3D model either, but im all for remade pixel sprites.
btw, i dont remember reading about it on the forums, but will roads between the towns, moving animal NPC's and other smaller details be made?
also:
Code well this night, for tomorrow you will release a demo of Daggerfall!
Here's a quote from a post I made on the DaggerXL forums (mainly because I don't feel like retyping it all):
The terrain is a bit dull right now because it has very low frequency details - from the Daggerfall data (bicubic patches generated from the 1000x500 heightmap plus filtering) - and then medium/high frequency that gives you the hills, dunes and bumps which is generated procedurally. There are several things that need to be improved when I get back to terrain (after getting the core game working as discussed in other threads):
* an in-between procedural detail level - something that will give larger features then the current procedurals but much smaller then the Daggerfall heightmap data. This help can generate more of a hill/valley/plains look.
* the far distance detail level, rendering out to the horizon. Run around Daggerfall and see the Dragontail mountains in the distance. This will add tremendous visual interest I think, as well as truly cementing just how huge the world of Daggerfall really is.
* varying fractal properties for different regions and longitude/latitude as well as different noise primitives. This will allow for smoother, rolling hills in some areas, smaller flatter hills in others, sharper edges and steeper slopes in yet other areas and so on.
* procedural roads that logically connect locations - this will make finding locations and navigation much easier and more realistic. This will include things like roadside taverns, camps and other cool things.
* procedural rivers that logically flow from water sources to the ocean. These will also be weighted by the proximity of settlements and terrain features.
* potentially other cool environments such as an oasis in the desert, a foggy murky swamp, underwater ruins and more.
So in the end it'll still look like Daggerfall, with the same textures, flats, polygon density and so on but be much more realistic and interesting. The current terrain system is basically a first pass - just the tip of the iceberg.
And of course these features will be optional.