I interviewed Julian LeFay last week

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Jay_H
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Re: I interviewed Julian LeFay last week

Post by Jay_H » Tue Oct 31, 2017 6:37 pm

Thank you! I've begun to listen :)

Seriously, this is a moment of gaming history for me. He's one of the most skilled and mysterious figures at least in 90s gaming, and he's the major driving force of one of my all-time favorite games. This interview provides more from him than the last 20 years combined.
**INDEFINITE HIATUS** Current priority list: 1. Writing new DFU quests; 2. Writing Archaeologist content; 3. Revamping classic DF quests. Only in free time, no guarantees made.

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Arl
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Re: I interviewed Julian LeFay last week

Post by Arl » Tue Oct 31, 2017 6:54 pm

So this is Julian, and taking a 3 hour interview so nicely, what a nice guy.


Regarding the Daggerfall source code part of the interview, I wonder: what would it mean for DF Unity if the source code gets available right now?
My Deviantart page, I have some Daggerfall stuff in there.

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Interkarma
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Re: I interviewed Julian LeFay last week

Post by Interkarma » Tue Oct 31, 2017 9:35 pm

Awesome! Will watch through this soon. :)
Arl wrote:Regarding the Daggerfall source code part of the interview, I wonder: what would it mean for DF Unity if the source code gets available right now?
I haven't seen interview yet, so possibly responding without context here. Daggerfall Unity is so far along right now, with only one major system remaining, that Daggerfall's source code wouldn't change much at this stage. But it would still be useful to solve a few unknowns.

If you're thinking of others building something similar, keep in mind that Daggerfall's source code is still just straight Daggerfall. All the other stuff Daggerfall Unity has brought along won't be easily substituted. For example, smoother controls and timings, modability in a massive engine with millions of users, the new JIT-compiled quest system with plain-text scripts, scriptable spell effects, and so on. It's all the value added above just playing the base game that sets Daggerfall Unity apart from a straight source port.

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Jay_H
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Re: I interviewed Julian LeFay last week

Post by Jay_H » Tue Oct 31, 2017 10:19 pm

He had some clever thoughts about immersiveness and uniqueness in a game that would probably be highlight contributions. But he said he remembers almost nothing about how Daggerfall works. If he thought hard, he might be able to remember something.

If he came around to add some finishing touches later on, I think that would be awesome :D You're likely the most Daggerfall-literate person on the planet right now, though I don't know enough about Allofich to say that with certainty.
**INDEFINITE HIATUS** Current priority list: 1. Writing new DFU quests; 2. Writing Archaeologist content; 3. Revamping classic DF quests. Only in free time, no guarantees made.

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Interkarma
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Re: I interviewed Julian LeFay last week

Post by Interkarma » Tue Oct 31, 2017 10:28 pm

Yeah, Allofich is scary-good at picking apart the old .exe and file formats. I'm not bad at this myself, but nothing on that guy. Definitely wouldn't have made it this far so quickly without his help on formulas and much more.

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Arl
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Re: I interviewed Julian LeFay last week

Post by Arl » Tue Oct 31, 2017 10:35 pm

Interkarma wrote:Awesome! Will watch through this soon. :)
Arl wrote:Regarding the Daggerfall source code part of the interview, I wonder: what would it mean for DF Unity if the source code gets available right now?
I haven't seen interview yet, so possibly responding without context here. Daggerfall Unity is so far along right now, with only one major system remaining, that Daggerfall's source code wouldn't change much at this stage. But it would still be useful to solve a few unknowns.

If you're thinking of others building something similar, keep in mind that Daggerfall's source code is still just straight Daggerfall. All the other stuff Daggerfall Unity has brought along won't be easily substituted. For example, smoother controls and timings, modability in a massive engine with millions of users, the new JIT-compiled quest system with plain-text scripts, scriptable spell effects, and so on. It's all the value added above just playing the base game that sets Daggerfall Unity apart from a straight source port.

Yes, the first thing you responded is what I was wondering, what would happen to DFU in regards to the development. I'm glad that the current stage of things allows you to confidently be fine without the source code.

This year has been a blast of progress and goodies for DFU, this is the farthest any reincarnation attempt of Daggerfall has ever gotten, and I was very interested in knowing if Julian was aware of this, but it seems that he only knew about DaggerXL.
My Deviantart page, I have some Daggerfall stuff in there.

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Interkarma
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Re: I interviewed Julian LeFay last week

Post by Interkarma » Tue Oct 31, 2017 10:43 pm

Arl wrote: This year has been a blast of progress and goodies for DFU, this is the farthest any reincarnation attempt of Daggerfall has ever gotten, and I was very interested in knowing if Julian was aware of this, but it seems that he only knew about DaggerXL.
Thanks! :)

That second part is a shame, but can't have everything. Doing the work is what matters most. :)

divingkataetheweirdo
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Re: I interviewed Julian LeFay last week

Post by divingkataetheweirdo » Wed Nov 01, 2017 1:49 am

It's not surprising he's forgotten how Daggerfall works if he's lost of the source code. It's likely neither the original design or tech documents survive, if they were even made to begin with.

CM August
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Re: I interviewed Julian LeFay last week

Post by CM August » Wed Nov 01, 2017 11:18 am

Watched it throughout the day. VERY interesting. And very revealing. I'll be eyeing that Reddit thread like a hawk; already the follow up questions are firing in my head.

Well done to Indigo, there wasn't a dull moment in the whole thing. :)

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Biboran
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Re: I interviewed Julian LeFay last week

Post by Biboran » Thu Nov 02, 2017 12:08 am

I really hope he will visit our forums

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