Short-term Roadmap

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luciusDXL
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Short-term Roadmap

Postby luciusDXL » Sun Dec 13, 2015 3:34 pm

I have started filling out "Issues" on GitHub so you guys can see what I'm planning on working on in the near future.

There are currently 5 milestones: Beta 1, Beta 2, Beta 3, Beta 4 and Beta 5.

Beta 1: the initial release, all the games previously stated should be working at 100% with the exception of multi-player. As stated before only software rendering will be available but higher resolutions will be supported.

Beta 2: the OpenGL 3.2 device should be implemented and true 3D hardware rendering support added - basically Daggerfall will surpass previous builds visually in addition to being gameplay complete.

Beta 3: the "Unified Sector Theory" release - perspective correct hardware rendering for 2.5D games. At this point Dark Forces should surpass the current build visually in addition to being gameplay complete.

Beta 4: will add support for Linux and OS X.

Beta 5: the "Multiplayer" release - add multiplayer framework and support for certain games (such as Blood).

The GitHub page now has the most up to date version of the roadmap.

Here is the GitHub link: github.com/luciusDXL/XL-Engine

Please read the XL Engine Source Code post is you have questions about pull requests, the source code, etc. before asking. Thanks. :)
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greenlight
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Re: Short-term Roadmap

Postby greenlight » Mon Dec 14, 2015 7:03 am

This is just fantastic to see, finally our beloved project takes a leap forward.

Will features like an increased view distance be supported by the Beta 1 build? Or is it purely vanilla Daggerfall minus bugs plus higher resolution?

Then you mentioned a scripting interface to allow for mods. Have you decided yet which language you will use or at which stage such an interface is planned to be implemented?
In Soviet Russia books burn nazis...
luciusDXL
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Re: Short-term Roadmap

Postby luciusDXL » Mon Dec 14, 2015 9:46 pm

greenlight wrote:This is just fantastic to see, finally our beloved project takes a leap forward.

Will features like an increased view distance be supported by the Beta 1 build? Or is it purely vanilla Daggerfall minus bugs plus higher resolution?

Then you mentioned a scripting interface to allow for mods. Have you decided yet which language you will use or at which stage such an interface is planned to be implemented?

Thanks. :)

For the initial release, here are the goals in regards to Daggerfall, in addition to the obvious goals implied by being 100% gameplay complete and running through the XL Engine:

* Support higher resolutions.
* Fix timing issues - run the game logic at the optimal framerate to achieve solid collision detection, avoid gameplay bugs and play sound properly.
* Change defaults to View based controls (like previous builds but the other Arena-like scheme will be available of course).
* Fix obvious bugs, especially crash or memory corruption bugs.

Features such as Hardware rendering, enhanced view distance, improved lighting, etc. will be re-integrated and/or implemented for Beta 2. Note that there will probably be additional Beta 1 builds beforehand to fix XL Engine bugs, crashes and other issues that always crop up with a major new release.
luciusDXL
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Re: Short-term Roadmap

Postby luciusDXL » Thu Dec 31, 2015 2:09 pm

I have updated this post several times and made it a sticky post. As we go down the "road map" I will continue to update the post.
SubCog
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Re: Short-term Roadmap

Postby SubCog » Sat Jan 02, 2016 2:12 pm

Awesome news! 'Can't wait to play through DF in its entirety with proper mouselook support. I'm sure it will be worth the wait!
Nightwolf
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Re: Short-term Roadmap

Postby Nightwolf » Sun Jan 03, 2016 3:15 pm

How nice to see an update. Thank you Lucius!
Manhs
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Re: Short-term Roadmap

Postby Manhs » Sun Jan 03, 2016 10:37 pm

Thank you very much, i hope you will be able to make a v1, i will spread the word about your version of the game !!

Do you want still make a multiplayer/level editor for it ? It could be awesome?
Im not a pro mapper, but i could make deathmatch map for it ! It could be awesome, the weapons are so badass in this game !

I will post your project in some others forums!
DF2 is very cool but DF1 is so much like DOOM, we need more stuff for it! :D

I have refinished the game in hard mod, and the last battle was epic, i used this remix beside: https://youtu.be/BC5CxNtNO_Y?list=PLFBCDB466FCB9C66C


Kyle Katar and Dark Forces rules! :)
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MrFlibble
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Re: Short-term Roadmap

Postby MrFlibble » Thu Jan 07, 2016 11:29 am

I wanted to ask, since games like Daggerfall and Dark Forces use VGA mode (320x200x256) how does XL Engine handle aspect ratio correction for them?
luciusDXL
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Re: Short-term Roadmap

Postby luciusDXL » Thu Jan 07, 2016 10:03 pm

MrFlibble wrote:I wanted to ask, since games like Daggerfall and Dark Forces use VGA mode (320x200x256) how does XL Engine handle aspect ratio correction for them?

Essentially they are rendered at the correct resolution (or a multiple) and then scaled up to a 4:3 viewport. For a widescreen view this means that the view is pillarboxed when rendering fullscreen.

Widescreen support will also be available, though the UI will need tweaking for most games.
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BrotherBrick
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Re: Short-term Roadmap

Postby BrotherBrick » Fri Jan 08, 2016 1:56 am

Sorry... dare I ask about a time frame for beta 1? How close do you think you are in terms of % of completeness for your goals set out for beta1? :D

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