Which engine for a new Daggerfall game?

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Wysardry
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Which engine for a new Daggerfall game?

Post by Wysardry » Fri Jul 06, 2018 5:44 am

This is mostly a question for Interkarma, as he knows so much about the internal workings of Daggerfall, but I would also appreciate answers from those who have helped with Daggerfall Unity...

If you were to create a spiritual successor to Daggerfall - or a game of a similar size and scope - that included new and original content (so you wouldn't need to use Daggerfall files), which game engine would you choose and why?

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Interkarma
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Re: Which engine for a new Daggerfall game?

Post by Interkarma » Sat Jul 07, 2018 3:36 am

Welcome to the forums. :)

I think any of the major engines could do this easily, at least within an indie scale. With the right amount of care and attention to detail, most users probably wouldn't know or care which engine its running on.

I had some good reasons for choosing Unity for this project and I will probably use Unity again for my next game now that I'm so comfortable with it. But if someone was starting from scratch on their own game, they could choose whichever engine they liked. Engines by themselves aren't particularly interesting - they're just a toolkit. It's what you build on top of the engine that really matters.

Wysardry
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Re: Which engine for a new Daggerfall game?

Post by Wysardry » Sat Jul 07, 2018 4:21 am

When I last compared the most popular game engines a couple of years or so ago, only Unreal Engine 4 could handle massive terrains by loading and unloading each section when needed, and resetting the world origin to avoid floating point inaccuracies.

Cryengine was going to add a similar feature, but I didn't see any mention of it in the feature list on their site when I checked a few weeks ago.

Most of the game engine sites only mention being able to handle "large terrains" without mentioning how large they can actually be. Even when they use the word "unlimited" it generally turns out that they would have problems handling a map the size of London, let alone England.

Did you have to modify Unity's source to allow it to handle Daggerfall's map size or was it done with scripting alone?

When Daggerfall Unity is completed, you should consider writing a book on how you did it and what you learned. It would be an invaluable resource for so many people.

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Interkarma
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Re: Which engine for a new Daggerfall game?

Post by Interkarma » Sat Jul 07, 2018 10:25 pm

Wysardry wrote:
Sat Jul 07, 2018 4:21 am
Did you have to modify Unity's source to allow it to handle Daggerfall's map size or was it done with scripting alone?
It all done through scripting. The streaming world setup handles all the relevant parts like paging terrain tiles in and out, object pooling, dual coordinate system to fix floating origin, and stitching adjacent terrains together at the edges.

I'm happy enough with the setup for this project, but I'd do a few things differently if I was starting again knowing what I know now. Will get a chance to do better on my next large game after this one. But I might do a couple of smaller things first just to decompress.

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