Showing posts with label Daggerwind. Show all posts
Showing posts with label Daggerwind. Show all posts

Daggerwind Dungeon


Back in the dungeon, tweaking the random dungeon generator for Daggerwind. Nothing that drastic has changed but haven't posted  a recent dungeon shot in a while, so is kind of an excuse to add one really.

Looks deserted in the screenshot, but danger lurks just around the corner. Only have spiders and skeletons at the moment, however many more to follow.

Have added some more random placements, banners, barrels, crates and various other dungeon like props. The wall and floor textures are also randomly generated, some combinations looking slightly odd, but then again re-playing Elder scrolls Arena and Daggerfall, some of those interiors kind of clash as well.

I've added some volumetric fog that drifts and swirls around which adds to the atmosphere a little, and also some random eerie sound effects for good measure. 


Endless Terrain

Daggerwind endless terrain, seamless world without bounds which will one of the cornerstones in my quest to create an Elder Scrolls style indie RPG . The terrain is generated from a World Manager that creates a 1024 x 1024 array of 1024 x 1024 terrain tiles. The tiles are selected from a set based on a seed passed into a random number generator. This creates a seemingly random world, but will be exactly the same every time (So long as the seed is the same) This allows for persistence. I guess technically it's not endless, but just very, very big. Only a 3 x 3 grid around the player is rendered at anyone time, adding and removing tiles as you move around the game world.




Endless Terrain

Cities and Towns are walled as in Elder Scrolls Arena and Daggerfall allowing me to swap scenes entering and exiting. The load time is pretty quick each way, and with the scene fading in and out isn't that obvious or intrusive. I will be able to create custom terrain tiles with small Farms, homesteads or village huts so that it feels more natural and seamless.

The Procedural terrain starts as a randomly created heightmap, black being low and white the high areas. I then make them seamless by copying the original heightmap, rotating it 90 degrees and moving it adjacent. Then repeat 3 more times by copying and rotating using Gimp. Pretty low tech but no other tool needed.

I've also got a scrollable/drag-able over world map that is stitched together using 36 1024 textures (6 x 6 grid) Have yet to make it interactive with click-able pins and stuff but is a good start.

Also see the Random Town Generator

Game Title Screen

Daggerwind menu
Have re-visited the title screen as the first attempt wasn't particularly good. The camera pans in along a spline, the candle flickers and there's a little movement from the female model's idle animation.

The title text is a little better also. Will leave it alone for now as I think it works quite well, and don't really have the luxury of spending large amounts of time making it look perfect.

Although not that crucial to the game at this point, the plan is to create a tech demo that will have everything from start to finish. Splash, Menu, Character Creation, Character Customization. Then Random Dungeon, Random Town and Endless Terrain making the full game start to finish, albeit with very short game-play to start with. 15 minutes or so until content is expanded upon.
 (Content being more random tiles and stuff)

Daggerwind NPC's

The NPC Quest and Dialog system I was planning on buying in from the Unity asset store. Wheels do not need to be re-invented, and if I have any chance of actually finishing this project, picking my battles is definitely key. However, off the shelf quest systems seem to be geared towards hand crafted NPC's, not randomly generated at run time. Daggerwind quest
I've started to create my own NPC quest and dialog system that will fit better into the randomly generated world that I'm creating.
From the screenshot you can also see real game time being tracked with the day/night cycle and timed lights from the Tavern to the right.

Torem Kelg - Evil Alchemist 

“Here you go, lad! Drink up, it’s on the house!”

Appearance: A short, stout elderly man with a bald scalp and full white beard, Torem wears a number of charms around his neck for various travel deities, all gifts from travelers. Torem wears an apron and, when not serving patrons, is constantly wiping glasses.

Roleplaying: Torem acts as if every patron is an old friend, even if meeting one for the first time. He is always cheery and upbeat, consoling hurting patrons that nothing is as bad as it seems.

Personality: He is almost giddy, but that’s because of what he’s secretly doing to transient patrons.

Motivation: Torem wants to create monsters in order to make his tavern a more popular destination for adventurers.

Background: Torem is a frustrated alchemist who was unappreciated by his previous employers due to his lack of ethics. He settled down as an innkeeper in a new land. His inn is located in a quiet village that did not sit on any main roads. Torem has decided to drum up business by poisoning travelers with magical beverages, turning them into monsters. e monsters have attracted adventurers from all around and have made the inn quite popular. Torem drinks are harmless unless the second component, a morning beverage, is taken the next day. As the two drinks are inert otherwise, Torem has managed to fool the few investigators who took notice of the drinks.

Traits: (WC) Abhorrent, business, criminal, magical, merchant


Daggerwind Random Town

Daggerwind Random Town
Here are some older screenshots of my Daggerfall remake project, Daggerwind. This is the game I've always been trying to make ever since first playing it. (Or perhaps Elder Scrolls I Arena) Many have said it looks more Arena-ish than Daggerfall. Either way, it's a game inspired by a combination of them both. Old school RPG, Massive randomly created world, Random dungeons, Towns, everything.
Will update the main site when I can remember the password, but until then here a couple screenshots of one of the towns, completely random, and in the style of Arena/Daggerfall, totally massive. Daggerwind Random Town
The Town can be easily as large as Daggerfall towns, it's comprised of an array 12 x 12 grid of tiles (can be more if required), each tile containing between 8 to a dozen separate buildings. The Random Town generator creates a 3 x 3 grid around the player, adding and removing tiles in the same way as the Infinite terrain generator.

More Daggerwind updates: http://www.paulrowlandapps.com/2014/02/daggerwind-npcs.html

Daggerwind NPC's

Elder scrolls Daggerwind

Daggerwind Scrolls, my attempt at an Elder scrolls Daggerfall or Morrowind. Actually inspired by the first in the series, Arena.
Here getting the dialog and Quest system working. Although this is an old screenshot from the main Daggerwind site, the game is far from dead. The plan is to concentrate more on the core aspects of the game, removing all of the static elements, and moving forward randomizing everything. (Two steps back, one step forward)

Daggerwind Youtube video

Daggerwind, Elder Scrolls Daggerfall remake using Unity3D
Daggerwind Scrolls, my attempt at an Elder scrolls Daggerfall remake, video uploaded to YouTube. Currently playing Skyrim at the moment, so this has inspired me, to upload a Daggerwind video at least.

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