- Joined
- May 27, 2010
- Messages
- 1,175

To be entirely fair to the dev, he just developed the platform to play Daggerfall in, with the usual expected stuff like supporting higher resolutions and minor changes, he also supported Retro Rendering Mode on top of that for a much more authentic to DOSBox look. It's a minority of modders with huge egos that think they can improve on the original game's art style by spamming AI upscales that come with horrendous melted goop faces, and then the goyslop consumers who automatically assume that if the mod has higher resolution textures then it must be better than the original textures, they end up piling on to that mod page with praise and end up making every layman that comes across the game think the game is meant to look like that (the horrendous GOG cut comes with the DREAM mod pre-installed, for example).Instead of pointless pretty graphics the dev should focus on improving the algorithm for dungeon generation
As for cleaning up the dungeon generation algorithm, that is probably something for a mod to mess with rather than the developer. The dungeons in Daggerfall are procedurally generated, yes, but they were procedurally generated way back when Daggerfall was in development, so they are actually the same layout on every playthrough (this is how I've come to understand it at least, maybe I'm missing something). The random feeling of them pretty much comes from the fact that there are thousands of them and you will almost never be given a quest to the same one in normal gameplay unless you're in a very small region. I'm not even sure if the algorithm that was originally used to generate them would even be accessible by Interkarma or a modder to mess with it (as it was done during the development period), but I assume a new one could be written and applied to the game.