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Vapourware Daggerfall Unity isnt Vaporware

Miles Davis or John Coltrane?

  • Miles Davis

    Votes: 49 29.7%
  • John Coltrane

    Votes: 48 29.1%
  • Kenny G (kc response)

    Votes: 68 41.2%

  • Total voters
    165

Luzur

Good Sir
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m_s0 said:
Dark Forces isn't really a game that needs a Windows port. It's a simple Doom clone, works great on dosbox. Arena XL would be pretty awesome, though

i thought more about it having the same moddability as DaggerXL will have.
 

Sceptic

Arcane
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Divinity: Original Sin
Luzur said:
and either Arena XL or Dark Forces XL is next on the list, after Dagger XL.
Probably DarkXL, since he started it way before DaggerXL. IIRC he just adapted the DarkXL engine to DaggerXL.

m_s0 said:
Dark Forces isn't really a game that needs a Windows port. It's a simple Doom clone, works great on dosbox. Arena XL would be pretty awesome, though
Arena works fine in DOSBox too, if you know which settings to use.
 

m_s0

Arcane
Joined
Jun 18, 2009
Messages
1,292
Sceptic said:
m_s0 said:
Dark Forces isn't really a game that needs a Windows port. It's a simple Doom clone, works great on dosbox. Arena XL would be pretty awesome, though
Arena works fine in DOSBox too, if you know which settings to use.
I know, I've got it configured and all that, it does occasionally have some hitches, though so Arena is the better choice out of the two for my laptop gaming needs :smug:

i thought more about it having the same moddability as DaggerXL will have.
I though of the same. Essentially, I always felt like Dark Forces was a Total Conversion for Doom, so that's probably why I don't care for it being modded. It would be great to see some moddability in Arena. It would benefit more out of it than DF, the way I see it.

Elwro said:
Did he put any mechanics in or is it just the renderer now?
Some. Leveling isn't implemented yet but the game is supposed to be fully playable until the end of this year. Meaning: it'll be ready sometime in 2011, seeing as he had some delays. Last time I checked you could play through the first dungeon but that was just about it.
 

roll-a-die

Magister
Joined
Sep 27, 2009
Messages
3,131
Luzur said:
POOPOO MCBUMFACE said:
Luzur said:
oh yeah, i remember that, from TESF.

also another mod was closed down, but i cant remember what it was about.

MEMod, the Middle Earth one? That was Tolkien's estate being dicks, if that's what you're thinking of.

Not much to say about DaggerXL that hasn't already been said, but I'm absurdly excited.

yes, that one, but i think i remember the last post talking about have "recieved a letter from Bethesda".
Yeah the Tolkien Estate sent a letter to Bethesda, because they are technically the ones responsible for monitoring copyright infringement within their games.
 

Tails

Arbiter
Joined
Nov 25, 2007
Messages
1,674
DraQ said:
Tails said:
Luzur said:
i am fairly certain they did shut down some projects.
Software converting Morrowind content to Oblivion engine, since they are douchebags.
Repaired.
:shrugs: not big loss for me, since I'll take Morrowind engine over Oblivion any time, and I really dislike Morrowind one.
 

Luzur

Good Sir
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even Julian Lefay is watching this project now.

Hello all,

Being the programmer of the original Daggerfall, Arena, and Battlespire, here are my two cents.

Arena was a stealth RPG (long story) but never really got the effort it merited. It did have a bunch of firsts, though, that I am proud of, like dynamic lighting with proper drop off and such. It was a small team and it was not bad given the conditions.

Daggerfall was horribly understaffed and many features were dropped or cut short. It was buggy but this was mostly due to pressure to release the game prematurely. It was done with only one main programmer (me, although I had an assistant occasionally) which is absurd on a project of this size. Especially considering that I was also the main designer (Ted was phenomenal and deserves at least equal credit but left before the project was done) and project leader and the Chief Engineer in charge of all other Bethesda development. Consequently, the project suffered and I consider it one of the great missed opportunities in my life, seeing what the game could have been but having to fall short. Had the dedication of the company been there, it could have so much better while retaining the feel it has. Ah, well... It has always had a dedicated following, strangely enough, even during development and testing. Most of the gods a named after some very dedicated testers, one exception being Julianos, God of Logic, whom I named after me! :)

My favorite (if I can use that word, considering my viewpoint) must be Battlespire. While it, too, suffered from a complete lack of resources and support, it was the best controlled project and the one where I had complete control of all aspects of the game and its development. If it had had hardware rendering support it would have been a much bigger success, I think. But, then again, I am rather biased.

I only just found out about this project today, much to my surprise. I am still not sure what it really is... I am intrigued, of course.

All the best,
Julian LeFay

:love:
 

Sceptic

Arcane
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Divinity: Original Sin
Yeah I'm surprised. Daggerfall came out the same year as Future Shock IIRC, and that game was just as half-finished.
 

Luzur

Good Sir
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what games did they do after Arena actually? i never dwelled too deep into their game history, infact i never heard of them prior to Arena.
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Luzur said:
what games did they do after Arena actually? i never dwelled too deep into their game history, infact i never heard of them prior to Arena.

1993 The Elder Scrolls: Arena
1994 Terminator 2029 - The Deluxe CD Edition
1994 Delta V
1995 The Terminator: Future Shock
1996 SkyNET
1996 The Elder Scrolls II: Daggerfall
1997 An Elder Scrolls Legend: Battlespire
1997 PBA Tour Bowling
1997 XCar: Experimental Racing
 

Sceptic

Arcane
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Divinity: Original Sin
Luzur said:
and nothing before Arena
GarfunkeL said:
The first Terminator game
Which was, indeed, pretty awesome. One huge open map (the city), one objective (kill Terminator/Sarah Connor). Hard as fuck if you're playing as Reese. Vehicles, weapons, first-person 3D scrolling (though the "3D" was very, very pimitive)... all designed to run on a 286 processor and fit on one floppy disk. The game was pretty revolutionary programming-wise.

Before that, I don't remember.

Also, to amend Jaesun's list, 2029 was released before Arena (what he listed is the CD version, which included the expansion IIRC). They also released Terminator Rampage in 1992/93, an FPS that was somewhere between Wolf3D and Doom (and nowhere near as good as the latter).
 

DalekFlay

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This project really excites me and I hope it is finished at some point. I know a lot of people prefer the pure original versions but for me playing an old classic like Doom or Hexen in a new 3D engine is a great experience. To have that with an RPG, a classic RPG even, would be lovely.
 

Sceptic

Arcane
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Divinity: Original Sin
Fuck yeah.

Lucius said:
Things missing, but only for now:
*Custom Class. For now you must select from one of the pre-created classes.
:rage:

Still, the speed at which he's making progress is impressive. At this rate I guess we'll have a semi-playable version in a few months and pretty much all there version by the end of 2011.

Oh yeah and he's talking about a fully playable DarkXL beta in the next couple of weeks. With a pure renderer for dosfags who want their game to look exactly as the original in all its low-res glory. This guy's amazing.
 

DraQ

Arcane
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Chrząszczyżewoszyce, powiat Łękołody
Sceptic said:
Lucius said:
Things missing, but only for now:
*Custom Class. For now you must select from one of the pre-created classes.
:rage:
Intense-Rage-Guy.jpg
 

Admiral jimbob

gay as all hell
Joined
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truck stops and toilet stalls
Wasteland 2
...why the hell couldn't he implement the custom classes? I haven't played Daggerfall for a few years, but I don't remember them being particularly complicated. Isn't it just a difference of preset/picking skills?
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
Admiral jimbob said:
...why the hell couldn't he implement the custom classes? I haven't played Daggerfall for a few years, but I don't remember them being particularly complicated. Isn't it just a difference of preset/picking skills?

What you should be asking is what parts he is prioritizing first.
 

Crooked Bee

(no longer) a wide-wandering bee
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Meh, it's just a temporary thing. Hopefully.

Right? :/
 

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