Search found 1181 matches

by Interkarma
Tue Jun 27, 2017 10:31 pm
Forum: News
Topic: Closing The Loop On Quests
Replies: 3
Views: 85

Re: Closing The Loop On Quests

Cheers guys. :)
by Interkarma
Tue Jun 27, 2017 12:03 am
Forum: News
Topic: Closing The Loop On Quests
Replies: 3
Views: 85

Closing The Loop On Quests

A screenshot-heavy update today with details on work completed over last few weeks. The basic quest loop is now place from offer to reward, and many of the small systems in between. Work will continue on building out remaining actions and conditions from here. http://www.dfworkshop.net/closing-the-l...
by Interkarma
Mon Jun 26, 2017 3:59 am
Forum: Creator's Corner
Topic: NPC Flats
Replies: 12
Views: 235

Re: NPC Flats

Holy crap, you're smashing this. Great job!

I never noticed how eyeless the guy was until now. Thanks for the horrific realisation! :lol:
by Interkarma
Wed Jun 21, 2017 11:00 pm
Forum: Bug Reports
Topic: An issue with "Find" button on the global map
Replies: 8
Views: 236

Re: An issue with "Find" button on the global map

Hey electrorobobody, I just realised I forgot to post a thank you for the bug report earlier. it was a good catch and I'm happy the community came to the rescue with a fix thanks to Nystul.

You guys rock. :)
by Interkarma
Wed Jun 21, 2017 12:27 pm
Forum: Quest Hub
Topic: Test Build Incoming
Replies: 1
Views: 125

Test Build Incoming

Just letting everyone know that I'm closing in on the first real test build for quest system. Here's a summary of how it works: ⋅  Visit any Fighter Guild (there's one in Gothway Garden if starting a new character). ⋅  Speak with the usual quest giver to grab a random quest from ...
by Interkarma
Wed Jun 21, 2017 2:06 am
Forum: News
Topic: NPCs, Items, Enemies, Quest Debugger
Replies: 9
Views: 405

Re: NPCs, Items, Enemies, Quest Debugger

Hey InconsolableCellist, great to see you around again and know you're happy and doing well. :) Nystul, you sum up my feelings perfectly. I'm probably biased, but I'm also spending a lot of time jumping between classic Daggerfall and Daggerfall Unity to test elements of the quest system, and you're ...
by Interkarma
Tue Jun 20, 2017 4:46 am
Forum: Community
Topic: Re Twitter
Replies: 35
Views: 1127

Re: Re Twitter

The right time to start is whenever you feel ready. :)

Once you get the hang of the scripting language, it's a breeze to write quests and spin them up from console. Much easier than compiling back into QRC/QBN format, etc.
by Interkarma
Tue Jun 20, 2017 2:13 am
Forum: Community
Topic: Re Twitter
Replies: 35
Views: 1127

Re: Re Twitter

Yes, that sort of structure could work. As long as player is outside when quest triggers you could send them anywhere for anything. One limitation right now (and it's a very small one) is the "start quest" action can only start Sx numbered quests from main story. Side-quests are completely...
by Interkarma
Tue Jun 20, 2017 2:00 am
Forum: Community
Topic: Re Twitter
Replies: 35
Views: 1127

Re: Re Twitter

It's one of the Fighter Guild quests, M0B00Y16 (Giant Killing) from CompUSA pack. I trimmed down the quest just to test NPC and Foe placement, and escort return process. It would absolutely be possible to create a new class of random quest that triggers inside a dungeon. It would need some support i...
by Interkarma
Sun Jun 18, 2017 9:54 pm
Forum: General
Topic: Plans post port
Replies: 3
Views: 130

Re: Plans post port

Hi penguin321, welcome to the forums and thank you for your kind words. :) My mission is to recreate classic Daggerfall in the Unity Engine with light quality of life enhancements and a scaffold for future improvement. I don't personally have plans to expand much on the original game, but the open a...

Go to advanced search