ifkopifko wrote:Interkarma> I was under the impression, that just to make the "questing system" with all the quests (however monotone the quests are) work, requires an awful lot of manual work. I thought it's all in the original .exe file, so it can not be easily extracted to work on it. I'd be happy to hear it's in a better shape.
I have some great news for you.
You'll be happy to know that quest text and logic is totally decoupled from the .exe (in the QRC and QBN files respectively). Even better, these file formats are
well-understood. It's really just a matter of writing code to support quest logic, which InconsolableCellist has
made a start on. His early work may not look like much right now, but it's an important part of the process.
Beyond questing, many other details are laid out in the Daggerfall Chronicles. This guide book has a cornucopia of tables, formulas, and other information related to the combat and game systems. It will be necessary to fill in the blanks in several places, but nothing that can't be worked out through testing or approximated very closely.
I don't see many obstacles to implementing the majority of Daggerfall's gameplay. It will be rough at first of course, but should come together nicely after a few iterations. And don't forget: this is an open source project the whole community can get behind. With more than
two million Unity developers and growing, some of them are bound to be Daggerfall fans. That's a huge pool of potential contributors.
I think that's what make DFTFU unique. I'm not setting out to recreate Daggerfall myself, or with a small team that gets burned out after a while. In fact, the goal of DFTFU has never been to remake Daggerfall at all. Rather, the goal has been to create a bridge from Daggerfall into a major game engine. The remastering will grow organically from the community's desire to see it happen.