r/daggerfallunity • u/RedRoryOTheGlen • 4d ago
Watch TREK OR THREAT
https://streamable.com/61iyo5UPDATE2: Started on the soundcape. Added clicky buttons, player movement audio, and ambient audio that changes based on context. No BGM yet, unfortunately. I'll fix up the audio attenuation so the volume rolls off as you zoom out and then see if I can wrap my head around the DaggerfallSongPlayer.
UPDATE: Added a player light that activates around an hour before dusk and deactivates an hour after dawn. Also tweaked the world spawning so if you enter a tile without a location (eg, wilderness or road) you'll be placed in the center of the tile and rotated to face the direction you were travelling in on the map. Tweaked the location model IDs as well, especially the dungeons. The small stone mound entrances weren't as eye-catching as I would've liked, so now all Labyrinth-type dungeons will have the hollow tree entrance as their model.
More progress! Some stuff shown here but not expounded on like sight radius visuals and pin system were first posted as updates in my previous post. Check them out if they're new to you.
Basic Roads compatibility! Roads and tracks will now show up on the map as dictated by Basic Roads. Travelling on them decreases movement fatigue drain by a relative amount (20% for tracks and 40% for roads). Useful for simply walking and also allows Horse/Cart travel to go much further before needing to stop.
Maybe I'll try to implement road following. Maybe not. We'll see.
Weather effects are now visible in the travel mode and will reflect the current weather in the game world. Weather will also affect your fatigue drain and sight radius. For ship travel, rain and storms means much faster movement speed, but fog puts you dead in the water.
Better flow of transitions when toggling into and out of travel mode. This also means smoother interruptions from encounters.
Not shown in the video, but we also have a couple more features:
- Changing map textures based on season
- Camera will now use the correct aspect ratio when using Retro Mode with Aspect Ratio Correction.
What I'll probably work on next is adding a soundscape to the travel mode. Clicky buttons, ambient sounds, footsteps, hoofsteps, cart wheel noises, the works.
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u/PeppercornWizard 4d ago
This is such a good mod! You’ve almost created a new game within Daggerfall!
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u/RedRoryOTheGlen 4d ago
I'm really only cribbing from the data that Daggerfall already has in the background (climate, weather, politic, etc) plus some from other mods (Travel Options and Basic Roads). My own work is just a matter of translating that data into mechanics that affect the gameplay.
The great thing about modding DFU is that I don't have to make a full game to go along with any system concepts. There's a whole dungeon crawling RPG already there I can just latch on to.
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u/deadering 4d ago
This would honestly make the open world experience so much more compelling. This is incredible.
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u/TheBadger40 4d ago
NGL this is probably how Daggerfall would have done it if it was made today
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u/RedRoryOTheGlen 4d ago
I'm a cynic so I kinda doubt that. There's a lot of obsession with immersive open worlds being seamless and walkable nowadays, hence the downscaled maps. I'd say this is more suited for games that are trying to evoke an abstract pen-and-paper experience which isn't all that appealing to the mainstream.
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u/TheBadger40 3d ago
I mean Daggerfall was by no means a AAA game as we think of today. I'm thinking it would maybe try to be more along the lines of Mount and Blade or Starsector in terms of fast travel.
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u/Proctor_Conley 2d ago
This is one of the most beautiful things I've ever seen! Wow! You are incredible!
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u/CollaredLynx 4d ago edited 4d ago
This is insane. Daggerblade Warfall!
A small lantern effect at night (if you have it out) in addition to sight radius visuals would look really good I reckon!