Daggerfall Mod:DFRemake/Roadmap

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The following is a basic development roadmap, without any time estimates, of how we see the project being done. Keep in mind that this is currently a rough guide only and subject to change.


v0.1[edit]

Goal: Playable exploration of a dungeon spanning multiple blocks, with collision, water, sound, and scripted objects such as elevators. No equipment, inventory, chargen, enemies, etc.

Assets:

  • Loading of a Daggerfall dungeon with 3d objects, sprites (flats), lights, and water data.
  • Collision functioning on dynamically selected world objects.
  • World block handling system (loading and dropping dungeon blocks as necessary).
  • Dynamic lighting system.
  • Rudimentary scripting system handling dynamic objects (elevators).
  • Water physics as with Daggerfall.
  • Sounds for footsteps and swimming; dynamic dungeon sounds, etc; possibly EAX implemented.
  • Doors.
  • Wide variety of display options, remappable controls, etc.
  • Climbing (not skill controlled).


v0.2[edit]

Goal: Playable exploration of a dungeon as before with character generation, statistics and skills, inventory, equipment, item piles, and damage from falling and drowning.

Assets:

  • Character generation with all races, appearances, allotted items, etc.
  • Item system, including leveled random item generation, gold, equipment, and tracking pregenerated items out of active world range.
  • Statistics and skills affecting gameplay, as with speed and running dictating movement speed, jumping controlling jump height and distance, etc.
  • Health and stamina dynamic loss and recovery with resting.


v0.3[edit]

Goal: Playable exploration and combat in a dungeon, as before with enemies, weapons, stealth, working combat skills, and skill increases with leveling.

Assets:

  • "Enemy-class" dynamic sprites loading and displaying in the world.
  • AI working for multiple enemies at once, with path finding, LOD, vision range, etc.
  • Stealth based on movement speed, stealth skill and lighting.
  • All weapon classes, including bows, functioning in the game world.
  • Backstabs, critical strikes, blocking, dodging, and all other combat-oriented skills working.
  • All skills increase with use; leveling up with allotting statistics implemented.


v0.4[edit]

Goal: Playable dungeon as before, with spellmaking, enchanted items, enemy casting and magical effects, item enchanting, and game saving/loading.

Assets:

  • Most to all spell effects planned working and able to be used in the spellmaker, including soul trapping, mark and recall, etc.
  • Enchanting system with all enchantment effects and support for soul gems.
  • Use of magic items and casting affected by spell skills.
  • Enemy AI takes into account magic and uses it.
  • Enemies use magic system effects such as spider's paralysis.
  • Saving and loading of games, ideally in a modular system that can be supported by later versions.


v0.5[edit]

Goal: Complete exploration of the game world with fast travel, overland and dungeons, without cities, taverns, temples or covens.

Assets:

  • Dynamic world system with support for climate-based decals, textures and height and dungeon entrances.
  • Day/night and year cycles affecting the sky, fog, ambience, and weather.
  • Fast travel map allowing travel to any location in the game world instead of sites.
  • Climate-based overland enemy generation.
  • Memory and save system handling the entire world.


v0.6[edit]

Goal: As before with all sites and 'flat' NPCs with dialogue and working shops, banks, and trainers, spellmakers and enchanters; no guild system, exterior 'walking NPCs', or justice system.

Assets:

  • Loading of exterior world cells such as cities with 3d objects and flats.
  • Fast movement between interiors of houses and the exterior game world.
  • Fast travel to specific sites.
  • Basic dialogue including asking about places and rumors, affected by persuasion skills and reputations.
  • Buying and selling of items through store shelves and merchants, calculating shop quality.
  • Full working bank system, including letters of credit.


v0.7[edit]

Goal: Addition of exterior NPCs, taverns, guards and a justice system and basic dungeon quests.

Assets:

  • Affiliations with guilds, with advancement and quests given; access must now be earned to guild assets.
  • Dungeons are now hidden by default.
  • Scripting system to handle basic quests revealing dungeon locations with item and monster goals.
  • Quest objects supported by the inventory.
  • Exterior NPCs with very basic AI, guards, and PC crime level.
  • City gates close at night, loitering is a crime.
  • Inn rooms can be rented.


v0.8[edit]

Goal: Addition of general quests from commonfolk and nobility, a complete scripting system with all types of quests from guilds supported, guild affiliations affecting NPC reactions, and complete NPC memory.

Assets:

  • Support for asking after work in dialogue.
  • Quests from general and noble types.
  • Solid scripting system capable of very complex quests.
  • Area-based reactions and individual memory for NPC memory make NPC reactions as in the final game.
  • Rumor system.
  • Logbook and notebook working as in the final game.


v0.9[edit]

Goal: "Feature Complete" working game.

Assets:

  • Lycanthropy and vampirism with cinematics, gameplay effects, quests, etc.
  • Daedra summoning with requisite quests and artifacts.
  • All artifacts implemented into the game.
  • Main quest complete to finish.


v1.0[edit]

Goal: Complete, stable, modifiable game, ideally with prepared translated versions.

Assets:

  • A lot of testing and fixing.