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This is how Daggerfall Tools for Unity (DFTFU) was born. SAINTS ROW 2 MAP MODELS CODEBecause most of my code from 2009 was written in C#, it was fairly trivial to port it to Unity. My wife suggested I try porting some of my Daggerfall code into Unity, to use something familiar while learning a new tool. While learning Unity in 2014, I wanted something more challenging to work on. I even had a shot at recreating Daggerfall in 2005, but lacked the experience and community then to make much progress. I did this on and off for around 12 years, picking away at Daggerfall’s file formats and little mysteries just for my own amusement. I started with information on Daggerfall’s file formats available from the UESP and gradually built on this with my own discoveries. These were Daggerfall Explorer, Modelling, Imaging, Cartographer, and Jukebox. This all began in the year 2001 when I started building tools to explore Daggerfall’s textures, 3D models, map layouts, etc. If you had to give an estimation: how many hours/days/years would you say you have put into creating Daggerfall Unity and what kept you going during all this time? Daggerfall Unity is very flexible in what you can do with the game and most people can find a setup they enjoy playing.įrom what I have learned, the whole project has kept you busy for an unbelievable amount of time. SAINTS ROW 2 MAP MODELS MODWith a bit of patience, players can dial in either an pure retro experience, or mod things closer to Morrowind/Oblivion quality levels, or find something in between. Options like Retro Rendering mode are there to deliver a true 320x200 experience, most QoL features can be toggled on and off, and many control element can be finely tuned. But we’ve worked very hard to ensure the game can be enjoyed extremely closely to its roots. Usually, this is due to bug fixes in Daggerfall Unity, or platform differences as the result of playing on a different engine, modern hardware, or higher resolutions. SAINTS ROW 2 MAP MODELS MODSWith some of the mods available now, such as new guilds and airships, I feel like everything is working out even better than I’d hoped.ĭaggerfall Unity is very much its own game though and doesn’t always do things exactly the same way as classic. The default experience should look and feel a lot like classic, while providing for modders to remix, upgrade, and extend the base game in ways not possible in classic Daggerfall. The foundation of the idea was to port the classic Daggerfall experience into a modern game engine and give it modding support like later Elder Scrolls games. SAINTS ROW 2 MAP MODELS PLUSRather, it’s a ground-up recreation of the classic game plus quality of life features and modding capabilities. It’s not a remaster in the sense we’ve come to expect when this is done commercially. I like to describe it as “Classic Daggerfall Plus”. It’s only lately though that I really have the time and experience to make that a reality.įor those who have never heard of it, how would you describe what Daggerfall Unity is in your own words?ĭaggerfall Unity is a superset of classic Daggerfall. I’ve always wanted to create my own original games, and have dozens of ideas I want to work on. I didn’t make mods so much as hack around with code and try to understand how the original game was created. I kept doing this as I grew up, trying to rebuild small parts of other games to see if I could do it. I built tools like a sprite editor, ADSR sound editor, a basic word processor, and games like a side-scrolling shooter, that kind of thing. I had a tremendous amount of fun working out how these games did some of the things they were doing and used this to write my own small games and tools. Early on, I had an Action Replay cartridge for the family C64 that let me pause games at runtime, inspect their assembly code, make changes, rip out sprites, etc. Once I got into computers, I started doing that with software. I’ve always enjoyed pulling things apart to see how they work. But comics, board games, and books were usually there to fill in time. I often didn’t have any technology around, not even a television. Most of my early life was spent in rural/outback regions due to my father being an opal prospector. I was born in Australia and have lived here my entire life. First and foremost: could you give us a bit of an introduction to who you are and how you got into modding / programming? ![]()
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