This is another one of my projects that has since been permanently confined to my extremely large collection of dead or unfinished projects. Irrwizard, Return to Arena, was probably one of my best attempts at creating an Elder Scrolls Arena remake. (Irrwizard was the name of the game framework I created based on the Irrlicht rendering engine)
It had:
Combat system
Random Dungeons
Random Towns
NPC's
Day Night Cycle
Inventory (Which wasn't that good)
Some Items
No Quests
The Random town generator wasn't particularly sophisticated, I think you can see in the screenshot that it was basically rows and row of similar looking buildings.
The good thing is that it was randomly created, and another good thing was the random generator also created the nodes for the A* Pathfinding. I can remember having NPC's wandering around the Town in a seemingly intelligent manor.
In hindsight, I should of kept going with this as It was pretty well advanced. The problem was that the next shiny thing came along, and I was completely seduced. At the time I Knew I would need to take a couple steps back to move forward, (but didn’t count on various real life situations meant my spare time dramatically decreased, and work slowing ground to a halt)
The next best thing btw was Unity3D, so I have that to blame I guess.
When I do my own top 10 of indie game dev's do's and don't, 'being seduced by the next best thing' would definitely be up there.
If your interested, please see my current Elder Scrolls Arena Remake Project:
http://www.paulrowlandapps.com/2014/01/daggerwind-screenshots.html
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