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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

18 November 2009 Archwyrm

Time for another news update! There is still a lot of activity in the project, but most of it is ongoing at this point. However, there is still news and a number of finished products worth mentioning:

  • Forums have been re-organized to reflect our (current) concentration on a single agreed upon setting for DungeonHack. This has in turn made room for discussion of future settings, or world modules.
  • Also speaking of communication, we have been testing out Google Wave as a tool for collaboration that would unify and perhaps replace communication by forums/IRC/e-mail/voice chat. Good things have already come out of this, but the system (and protocol) as a whole still needs work and we as users must also find the best way of using the tool.
  • As visible in the screenshots section, we have a nice new sign from Phlogios. Makes all the other models in the game look bad to be honest. However, properly shading it is a work in progress as we currently lack anyone with extensive shader/graphics programming expertise.
  • Our lore team has been busily penning rich descriptions of their world. This stuff can be read in the lore forum, but is not recommend reading if you want to be surprised while playing the game (contains no major spoilers, however).
  • Work on our Python scripting system has been underway and the first thing to be added is Python powered tree dialogue (something that many people will find familiar from other RPGs) and this completes another roadmap item. We aren't set on using tree dialogue forever as it is the most work for writers (while also being the richest form of dialogue), but we certainly will for the time being.

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.


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