Posts Tagged ‘daggerfall’

One For The Weekend: Daggerfall Tools For Unity

Here’s something rather natty. Some clever sort has created a thing called Daggerfall Tools for Unity. They describe it as “a code asset which acts as a bridge between Daggerfall’s binary data files and Unity3D.”

What this essentially seems to mean is that if you own a copy of Daggerfall – which Bethesda offer as a free download, bless ‘em – you can use Daggerfall Tools to import all manner of assets and content into Unity projects and then tinker as you like.

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Labyrinths: Deep In The Dungeons Of Daggerfall

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An exploration of the uncanny architecture of Daggerfall’s dungeons and the interconnected worlds of Dark Souls.

Dungeons, as a concept in games, are one of the great pillars from which disbelief is suspended like a ragged banner. They are functional objects, from the perspective of designer and player alike, but their function as part of a world is unclear. Occasionally, they are prisons of a sort, as their name suggests, but they are more likely to be ruins of uncertain utility. As to the question ‘why are ruins so often underground?’, we can perhaps answer by recognising that no visible architecture is required on the surface if such complex spaces are buried. The conjuring of the momumental without the pesky need to build the monument.

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Mods And Ends: Daggerfall & The XL Engine


I haven’t been adding to the well of words about Skyrim, mostly because I haven’t actually managed to play it yet. Every day I think that I’ll put aside part of my evening for it but what I really need is a 48 hour period with no commitments so that my exploration can properly begin. Being a contrary entity, I have been thinking about Daggerfall this week though and talking with friends about the excitement of stepping onto that immense continent for the first time led me to check on its current status.

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