Next tasks?

Discuss coding questions, pull requests, and implementation details.
User avatar
Interkarma
Posts: 1979
Joined: Sun Mar 22, 2015 1:51 am

Re: Next tasks?

Postby Interkarma » Wed Nov 23, 2016 9:55 pm

Oh man, that is still most impressive though. I would have never thought, or had the ability, to pull that off. And the last time I seriously coded in assembly was on 6502 for the C64. :lol:

I'm just happy the mystery is solved and the horse can be a thing now. Back to the grindstone!
User avatar
King of Worms
Posts: 358
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Next tasks?

Postby King of Worms » Thu Nov 24, 2016 2:12 am

Very nice discovery indeed! I dont understand half of what was discussed here, but I like the results ;)
daggerdude
Posts: 18
Joined: Sat May 23, 2015 2:22 pm

Re: Next tasks?

Postby daggerdude » Mon Nov 28, 2016 10:57 pm

Great progress!

I've been thinking a lot about this and it is this: your road map is a little problematic.

the current state of the game is such that, even if quests are implemented, combat is clunky and monsters are slow. Combat, and random dungeon crawls, are the most important element of daggerfall. the quest helps, the sidequests are very important, but without airtight monsters and combat the game will not be fun to play.

if you plan a playthrough of the main quest i'd try and get that dialed in first, even if it means quests are delayed a little bit more.
Personally, if stores, loot drops, magic, archery, combat, and monsters were in the game fully fleshed out, the quests could wait for awhile. scripted events seem like its more difficult to implement than making monsters, magic, archery, and combat data work.

i could be wrong. either way, it seems like a revitalized daggerfall is now in plain sight and it does me good to see it! im more than willing to wait for this.
User avatar
Interkarma
Posts: 1979
Joined: Sun Mar 22, 2015 1:51 am

Re: Next tasks?

Postby Interkarma » Tue Nov 29, 2016 3:52 am

daggerdude wrote:I've been thinking a lot about this and it is this: your road map is a little problematic.

the current state of the game is such that, even if quests are implemented, combat is clunky and monsters are slow. Combat, and random dungeon crawls, are the most important element of daggerfall. the quest helps, the sidequests are very important, but without airtight monsters and combat the game will not be fun to play.


These things really have nothing to do with each other. Quest support is a core pillar of internal systems. How fast monsters move is a polishing and refinement issue. These things happen at totally opposite ends of the development lifecycle.

Combat resolution right now is more than adequate to support the core gameplay loop. It's all I require at this stage of development. Does that mean combat is done? Nope, it's going to be broken and rebuilt more times than you'll realize while implementing spells, level progression, and other related systems. What you have now is a placeholder to prop up early systems during development - and I'm not going to spend time dialing in a placeholder, if that makes sense?

Think of it like a sketch. First you block out the shapes, then you draw the outline, then comes the inking stage, then the coloring and final touches. Right now Daggerfall Unity is somewhere between blocking out shapes and drawing the outline. The finer details come later. Much, much, MUCH later. :)

I also suggest you read my Mission Statement. It will give you a better idea of my goals right now, and might help explain the order things are being done in.
User avatar
Nystul
Posts: 873
Joined: Mon Mar 23, 2015 8:31 am

Re: Next tasks?

Postby Nystul » Tue Nov 29, 2016 8:41 am

daggerdude wrote:I've been thinking a lot about this and it is this: your road map is a little problematic.


the roadmap is fine imho. interkarma's explaination is spot on ;)

Return to “Developer Discussion”

Who is online

Users browsing this forum: No registered users and 2 guests