daggerfall online

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seiji
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daggerfall online

Post by seiji »

Hi,
do you think it would be complicated to make a sort of daggerfall online, in a huger server? :lol:
I saw that one guy made minecraft, so do you think that a team of one or two guy could make the same thing with daggerfall?

Is something like this is in developpement right now, somewhere? :mrgreen:

I think it would be awsome! more fun that all these craps like wow :Twisted Evil:
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Re: daggerfall online

Post by MARS »

I doubt it.

First of all: What does Minecraft have to do with Daggerfall? Minecraft is a multiplayer sandbox game focused on building and resource gathering in randomly generated worlds. Daggerfall was designed as a single player, open ended RPG. There is nothing like this in development as far as I know. The only multiplayer mod for TES that I know of is for Oblivion and it hasn't updated in...I don't know how long. The version that is available does nothing apart from having two players running around in Cyrodiil, not being able to share quests, attack each other or anything. That isn't that exciting. I don't see how it would be exciting for Daggerfall either.

As for your first question:
Yes I do think it would be complicated. You would have to re-write a lot of existing code and also write a lot of new code.
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OblivionDuruza
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Re: daggerfall online

Post by OblivionDuruza »

I'm not quite sure what you mean. I've never heard of Daggerfall online, and a google search revealed nothing. Could you provide a link please, or am I misinterpreting things (I get the impression you mean that you want to expand on an already existing project). You want to make an online server for Daggerfall?

If so, beyond the programming concerns, are also concerns about the marketability and possible legal issues. For one thing, not many people play Daggerfall any more, as it's rather outdated, and Bethesda may not approve of anyone establishing a new way to play the game. It might be a good idea, but I have my reservations. :|
seiji
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Re: daggerfall online

Post by seiji »

I'm just talking about a dream :lol:
I wish a project like this would come out. And I don't think it would be a problem for bethesda because they put the game as a freeware.

I think it would be awesome to put daggerfall into one giant server, with some tranformations: sharing quests, pvp, events...I think a lot a players would come into it. And I think daggerfall and minecraft are not so different. You enter in a total open world, where you can do everything you want, you're free to live your own adventure.
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Re: daggerfall online

Post by Spiney »

Daggerfall was never made for multiplayer, and we were never given the source code for the game so such a dream is impossible.
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Re: daggerfall online

Post by OblivionDuruza »

It'd probably be easier to design a game from the ground up then to redesign Daggerfall for multiplayer. Although the Elder Scrolls market doesn't really need an MMO, so Bethesda probably wont focus on anything like that right at this time. Still, it's an interesting dream, and a TES multiplayer environment would sure be a brand new experience.
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Re: daggerfall online

Post by seiji »

yes a team could better creater a world server with the atmosphere and the old school design of daggerfall.
As bethesda gave the game free for the 15th anniversary, I wonder if we can use the objects design as we want (wall, door, trees etc..) :mrgreen:
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Re: daggerfall online

Post by maps »

my daggerfall-inspired game has planned multiplayer ;) (not massive, something like 8-16 players) gonna have to wait a few years
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Re: daggerfall online

Post by OblivionDuruza »

You're making a game inspired by Daggerfall?! :mrgreen: Sounds awesome, any details you care to share? Please Image :mrgreen:
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Re: daggerfall online

Post by Mekorosi »

OblivionDuruza wrote:You're making a game inspired by Daggerfall?! :mrgreen: Sounds awesome, any details you care to share? Please Image :mrgreen:
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Re: daggerfall online

Post by maps »

Here's a screeny from a year ago of a proof of concept randomly generated 'dungeon' Screenshot link

Youtube video navigating the inside of the dungeon with a test 'inverse' light source Youtube link

Project website with a downloadable terrain demo.
http://thronesanddominions.net/
Terrain demo screenshot
This generates a terrain of the final size in the game, approx 4000km x 4000km. The player move speed starts off rather slow, you can increase or decrease with the = and - keys. Also everything seems slowed down just because there are no features to give a sense of scale. The smallest local terrain grid is 128x128 meters and the view distance is out to a few hundred km so those far mountain peaks are very very far away and very very tall. The terrain is not fine-tuned in this demo to any reasonable level it was just a quick snapshot of my project. The peaks are much higher than everest and there are some spires that hit an asymptote and go up almost indefinitely. There are some features visible in the demo like perfectly flat plain areas. This was accomplished by a combination of perlin noise and voronoi regions with varying thresholds. Terrain generates on the fly and loaded into a view centered geometry clipmap.

The demo is using OpenGL immediate mode rendering with a render function over 500 lines long. Since this early experiment I have started using modern OpenGL 3.0+ which should increase performance enormously. I have also coded GUI and menu/game mode switching since this demo.


Right now I'm working on what will hopefully be the final object management code. The goal is to run the game on a sort of MainMemory Database where all object fields are stored contiguously to be as cache friendly as possible (ie, I could update all object positions without actually having to touch the rest of the object data)

Most 'mobiles' (enemies etc.) will be billboard sprites (either impostor-rendered in-game or pre-rendered in Blender) with a few frames of animation a-la Daggerfall. I'm trying to steer clear of the uncanny valley here.

The next immediate goal is a playable alpha demo where player starts in a dungeon and has to fight their way out. Featuring swords, torches, ropes and grappling hooks :)

Further goals:
-Terrain rendering able to accurately reproduce forest environments and watersheds with line of sight up to several hundred KM. Huge amounts of procedural generation & LOD levels will be used.
-More dungeons, baddies and items to find.
-16-32 player simultaneous
-Civilizations, procedurally generated art & culture using base historical motifs as sources & inspirations

A further goal is to introduce politics & large scale warfare. Oh, I also will be composing a variety of situational music to help with the atmosphere. :) And if anyone has a spare $15k laying around I'll quit my job and work on this full time :D
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Re: daggerfall online

Post by avaviney »

I used to play daggerfall before. I miss it.
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Re: daggerfall online

Post by Generalno1 »

Please check the date before posting.
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