Updated Builds October 2018

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Interkarma
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Updated Builds October 2018

Post by Interkarma » Sat Oct 13, 2018 1:49 am

Another huge update this month. Devlog article below goes into detail.

https://www.dfworkshop.net/daggerfall-u ... ober-2018/

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pango
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Re: Updated Builds October 2018

Post by pango » Sat Oct 13, 2018 7:25 am

That was a long read, thanks to everyone involved!
Updated roadmap is looking good.

I'll need to experiment with the magic improvements, that looks awesome!

And I had a lot of fun with darker dungeons! Actually I think they're two ways to use that feature.
First you can turn dungeons ambient lights very low. In this case I keep some player light to simulate touch sense. Still, all you can locate is corridor walls on each side, and you can only avoid falling into pits by walking carefully. When you enter a new room you can only stare at darkness, having no idea what's ahead. And you have to memorize exit paths at all times in case you make a bad encounter. Crushing, but fun. But crushing. I'd take more ways to make light than spells though, if you're not a caster life can become difficult with that feature on.

Second way is to leave some ambient light (0.5-0.6). The "Midnightprince way" you can then totally turn off player light, to get a more natural lighting. You can see dungeon around, at least to some distance, so it plays more like classic. Still, if the light is low enough (exact setting depends on your gamma, etc.) your eyes do not register as well, and you can start "seeing things", specially since you're always scrutinizing screen for enemies and loot. It's less hardcore than the first way, but an interesting one nonetheless. I think it makes dungeons more believable than bright lighting, and visually it's great with a good set of textures.

Low light in exterior environments is visually good too, but can be punishing, because enemies with missile weapons spot you just as well but they're almost impossible to locate... And trees give you no protection, better run away!

I've been surprised by the amount of torches and their careful positioning into dungeons. It seems obvious that, while Daggerfall was released with a rather bright lighting, they must have toyed with the idea of darker dungeons, then backed off. I assume it was deemed too hardcore, specially with 256 colors, I'm not sure. But in short, I don't think it's going too far off the design of Daggerfall classic.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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King of Worms
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Re: Updated Builds October 2018

Post by King of Worms » Sat Oct 13, 2018 8:09 pm

I love these updates, Im affraid of what will fill the gap when this project is completed :) Im very glad I joined relatively soon and I could witness this whole madness!! Its like a boiling pot now, so fast progress. At the end, the project will just arise from this underground forge and ppl outside will be like "what the f???". Its gonna be big. This will be a 1st TES Remaster EVER. Its a big deal. Good job guys!!

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Interkarma
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Re: Updated Builds October 2018

Post by Interkarma » Sat Oct 13, 2018 10:07 pm

Thanks pango and KoW! I like the analogy of a boiling bot, it certainly feels that way sometimes. :)

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Jukic
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Re: Updated Builds October 2018

Post by Jukic » Sun Oct 14, 2018 3:16 pm

Without too many words.... Simply Amazing!

Congrats to Inter-man and whole team!

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NikitaTheTanner
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Re: Updated Builds October 2018

Post by NikitaTheTanner » Fri Oct 19, 2018 1:07 pm

Well, umm :shock: Amazing! Can't believe how much is actually done. Good job, guys! Feature I await the most - dark dungeons and light source from player are even here! :D Though I must admit, candle floating in player's face is super distracting, it's still looks superb! (I do hope it can be changed to something a little less annoying though :roll: maybe an invisible light source near the player?) Really, thank you to everyone who contibutes to the project and to Gavin for starting and leading the whole thing where it actually is now.

P.S. OMG! Creatures fighting! I can see Conjuration and Necromancy in the future :twisted:

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Jay_H
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Re: Updated Builds October 2018

Post by Jay_H » Fri Oct 19, 2018 1:39 pm

NikitaTheTanner wrote:
Fri Oct 19, 2018 1:07 pm
(I do hope it can be changed to something a little less annoying though :roll: maybe an invisible light source near the player?)
You can increase the player's torch light inside the settings :)
Try over 90 all-new quests in the first Daggerfall Unity Quest Pack.

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NikitaTheTanner
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Re: Updated Builds October 2018

Post by NikitaTheTanner » Fri Oct 19, 2018 2:08 pm

Oh, I see, so from gameplay point of view it's perfect already! I will definitely have to replay the game soon with darker dungeons. Still, I think the idea for a spell is pretty good, it just appears too distracting to me, at least on the video - I'll have to try it myself in game. Can already see the future with torches, attachable lamps, etc. :lol: That's definitely a mod stuff though.

As for magic, it would probably be great to see Night Eye in the future, now that such darkness is in the game. I personally think Morrowind solution with ambient light was pretty smart, it allowed to have night vision of various strengths and still preserved the shadows, while Oblivion and Skyrim had a more monochrome filter which is really tiring for longer amounts of times.

Detection spells are pretty awesome too! Would it be possible to implement Oblivion's glow through walls? It doesn't have to be as obnoxious, just a little golden glow for treasure, light blood red for living creatures (excellent for vampire roleplay), etc.

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