Daggerfall Mod:DFRemake/Roadmap
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.