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Welcome to the development wiki for DungeonHack, an open-source project to create a large scale, open-ended role-playing game "forged in the Spirit of Daggerfall" (TES II).


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04 July 2010 Brendan

Our erstwhile Lead Programmer had to break a promise of a proof-of-concept demo for parts of the new architecture originally set for July 4th. But work continues. We trust Archwyrm to weigh options like the speed and concurrent handling of the Go language versus the vast number of programmers familiar with the popular C++ language that has been our core. Our friends at the OpenMW project had to step back from a love-affair with the exotic D programming language in large part due to not enough people knowing it.

Art Dept. Lead del_diablo continues to generate results, which I'm very happy with. Immediately after discussing in last week's dev chat the need for published guidelines on the workflow for making 3D art assets and adding them to the game, he went to work on start-to-finish instructions for adding art to DungeonHack. If you, as a contributor, do something "wrong" and we haven't provided documentation to tell you the right way, that is not your fault, but ultimately my own. Having gotten my degree in management, I am determined to have as little be my fault as possible. So I thank del_diablo for his help in this.
We also have a human model rigging and animation video courtesy of Zurnl. In addition this impressive recent creation, he has also made a newborn son! ...we'll be showing him the Blender beginner tutorial as soon as he's able to read.

I've been told that broodsugar, our Loremaster for Godhead, has been doing some writing on the character of Faoxin, the central leader of the slave revolts driving the Rat War, a secret proxy war among the landed nobles of Rhanesia who must appear unified in the face of an immanent invasion by their national arch-nemesis, Badaurang. And for the island that will be our first installment of Godhead, broodsugar invites you to create the people who will populate Hyalang.
His co-writer iburnaga has also been at work on pre-scripted dialog for our NPCs in our prototype setting Spider Forest. We're also working on quests that can be available quickly with the limited functionality we have so far.

And a Happy 134th Independence Day to our American devs and fans, which includes myself, Archwyrm, Leftiness, and some others.

15 May 2010 Leftiness

Oh, look at that... it's May!

Well, the human model is being textured and animated, and we've welcomed a new contributor, but the biggest news, by far, happens to come from the coders.

Maybe they realized they weren't getting any glory, but they really stepped it up since the last update! Work on the UI and the Linux client is notable, but the new architecture idea is huge! I won't even claim to understand half of it, but those who do are very excited as it seems this change will allow faster gameplay, an in-game editor, and even multiplayer possibilities!

There's also been thought on the future of Spider Forest, our short-term goal, and I can't wait to see what the more artsy contributors can do to reclaim the spotlight. Don't forget to watch the forums for the latest updates!

06 April 2010 Leftiness

March seems to have treated us well with new contributors and lots of contribution!

Work has continued on the Spider Forest module with some unique gameplay ideas, including trapdoor spiders, and a recent roleplay has loosely inspired a bit of dialog.

Most noticeably, or maybe just most visibly, we now have a fearsome modeled, textured, and animated spider, and the previously mentioned open-air shrine is all but completed! A sack, shelf, barrel, and more have been newly created, and a good number of usable art assets have been found on the web.

I'm sure the programming team has been up to something that hasn't been spotlighted, and there are murmurs around the forum about the beginning stages of a human model. Stay tuned!



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