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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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DungeonHack News || news archive

17 October 2009 Archwyrm

Well, it has been quite long enough since we last updated the news. In past months this has sometimes indicated a lack of progress, but since release we have been quite busy completing a number of things, and have simply forgotten to keep this space current! Since we have had a little prodding about this, we have resolved to do a better job of more frequent news postings. This should make keeping up with the project easier for more infrequent visitors. Otherwise, there is a ton of traffic going on in wiki changes, history, and of course the forums.

Here is what we have been up to since the last release:

  • Upgraded to Ogre 1.6
  • Identified or had reported a number of bugs and rough spots and some of these have already been resolved.
  • Interior doors have been restored (still needs tweaking)
  • Mostly completed a restructuring of our entity hierarchy as well as an improvement of encapsulation and organization. Also we have renamed a number of classes to more comfortable names and names that make better sense for their purpose. Not real visible work, but important nonetheless and the benefits will be great.
  • A few new art assets have been created and will appear in the game soon.
  • Improved the look and usability of the roadmap (in large part thanks to the Blender wiki)
  • Tasks for the next release have been re-organized a bit as we have begun our switch from XML to YAML. This is because 0.11 will require a good deal of flexible data input. Most NPC AI tasks have been delayed.

There are a bunch of other things in the works that aren't quite done yet, so we'll save those for another news post.

09 September 2009 Archwyrm

DungeonHack 0.10 released!

We are happy to announce the culmination of many months of hard work as we offer our first release since the 2007 demo. A number of important changes have happened since then, such as:

  • Native support for Linux
  • CMake build system implemented
  • Ported to Ogre 1.4 (from Ogre 1.2)
  • Physics system changed to Bullet Physics
  • GUI changed to MyGUI
  • Scripting system changed to Python
  • Sound system changed to OpenAL, ALURE, and OggVorbis
  • Much code has been restructured, rewritten, and documented

We are particularly excited about these changes because we are now in a better position to extend gameplay functionality and engine features than we were before. We will also now be able to "release early and release often". So, stay tuned for more releases in the near future!

For those of you not familiar with the old demo, here is an excerpt from our README which describes what you should expect in the release:

This release features procedurally generated, foliage populated terrain, along with one inn location and two dungeon locations. There are monsters to fight and one quest to take that is managed by the Python scripting system.

Please see the download page for the source tarball and the Windows and Linux binaries.

23 August 2009 Brendan

  • Work slowed to a trickle as the Project Leader was trying to nail a real-life management job and the Lead Programmer was on vacation in Europe. Brendan now turns to entrepreneurial ventures on his own schedule with room for the project, and Archwyrm has returned to his day job and us.
  • Ajuss has been working on rigging and animating human models loaned from Better Bodies for Morrowind by PsychoDog Studios. Rigging and animation are both very rare skills in the indie game dev scene, so we're more than glad to have ajuss helping us. His latest work is in our Gallery. But what we wouldn't give for a few more animators aboard...
    • New things posted in the Gallery, and some new screenshots.
  • The final hurdle to the 0.10 demo release is the Bullet Physics powered kinematic character controller. Bullet's performance is commercial-grade, but the system has proven too arcane for most of our programmers. Only Archwyrm has spent enough time to have learned how to work with it. If you're familiar with Bullet + Ogre and wanting to work with an appreciative, constructively abusive team, drop us a line in our programming sub-forum.


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