Tes2Mod: Daggerfall Unity/Roadmap

Mods / Daggerfall: Tes2Mod: Daggerfall Unity

Below is the Roadmap, a high-level summary of work in Daggerfall Unity. The goal is to give newcomers and testers an idea of what has been completed and what still lies in the future. Any features not mentioned have not been implemented and may not be scheduled for some time.

This list is subject to change at any time. Upcoming features may be rescheduled or moved to a later version depending on available time and difficulty. Items are color-coded to the following legend:

  • Feature Complete (all done but subject to bug fixes and future refinements)
  • Mostly Complete (almost there, could be waiting on another system)
  • In Progress (work started but still has some way to go)
  • Not Started (work is yet to begin on this feature)

Please note this was last updated on the 9th of May, 2020, and might currently be outdated. The most recent version of the overall roadmap is here.

0.1 (Baseline)Edit

August 2014 – November 2015

  • Back-end tools and API for reading Daggerfall's binary files and importing into Unity
  • Support for key binary assets (images, models, blocks, maps, audio, videos, etc.)
  • Image processing
  • Sprite atlas generation
  • Billboard support
  • Import of textures
  • Import of individual models
  • Import of blocks
  • Import of exterior maps
  • Import of interior maps
  • Import of dungeon maps
  • Full streaming world, procedural terrain & locations
  • Tile map and billboard shaders
  • Object activation
  • Transitions between interior/exterior
  • Action objects (lifts, levers, etc.)
  • Basic enemies (follow, attack, death, etc.)
  • Animated weapons
  • Material re-coloring support (iron, ebony, etc.)
  • Simple combat
  • Core game framework
  • INI support
  • User interface system (custom UI needed)
  • JSON Formatter support
  • Serialization of game state for save/load
  • Entity system
  • Text.RSC support
  • Class support
  • Character creation
  • Classic save import
  • Quick save/load
  • Initial release with basic exploration and combat
0.2 (Items)Edit

November 2015 – April 2016

  • Enhanced action object support (implemented by Lypyl)
  • Setup helper
  • Travel map interface (implemented by Lypyl)
  • Dungeon and interior automap interface (implemented by Nystul)
  • Assorted mods integrated
  • Integrate horizontal floating origin
  • Item support
  • Inventory interface
0.3 (Loot)Edit

April 2016 – September 2016

  • Initial mod framework (implemented by Lypyl)
  • Serializable automap (implemented by Nystul)
  • Serializable loot containers
  • Initial loot
  • Random treasure
  • Drop items to ground
  • Drop gold to ground
  • Monster loot
  • Enhanced save/load interface
  • Rest interface
0.4 (Quests)Edit

September 2016 – February 2018

  • Quest file support
  • Initial quest virtual machine
  • Addition of world metadata to support questing
  • Initial faction support
  • NPC names, building names
  • Initial Info mode
  • Location exterior automap (implemented by Nystul)
  • Initial progression – increase skills, level up (implemented by Allofich)
  • Reputation gain/loss (simple)
  • First pass at non-mage playthrough of main quest
  • Serialization of quest state
  • Location and building discovery
  • Keybind interface (implemented by JustinS)
  • Book reader and books in random loot (implemented by InconsolableCellist)
  • Lockpick (implemented by Allofich)
  • Pickpocket (implemented by Allofich)
0.5 (Spells)Edit

February 2018 – October 2018

  • Magic system
  • Initial spells & effects support
  • Potion support
  • Enhanced effect-entity relationship
  • Spellbook interface
  • Refine town NPCs (behaviours, can kill, talk)
  • Initial "Talk" interface
  • Odd jobs (talk: tell me about work)
  • Random encounters on rest
  • Progress quest support
  • Updated character motor
  • Initial dungeon water
  • New motor states: swim, levitate, crush
  • Magic item support
  • Artifact support
  • Weapon material vs enemy handling
  • %var support in character sheet
0.6 (Shops & Banking)Edit

October 2018 – December 2018

  • All basic shop features (no item decay/repair yet)
  • Bank UI with ability to purchase ship/house
  • Transport UI (foot/horse/cart/ship)
  • Player housing (including ship)
  • Letters of credit
  • Gold to have weight
  • Enforce encumbrance and wagon limits
  • Progress related spell and quest support
0.7 (Guilds & Services)Edit

December 2018 – May 2019

  • Reputation gain/loss (full)
  • Join and progress in all guilds
  • Spell maker
  • Item maker
  • Potion maker
  • Item decay/repair
  • Basic guild services (no summoning)
  • Tavern services
  • Building schedules (e.g. door locked at night)
  • Building NPC schedules (e.g. shopkeep gone at night)
  • Progress related spell and quest support
0.8 (Crime & Punishment)Edit

June 2019 – June 2019

  • Working guards in towns (Allofich)
  • Pickpocketing (Allofich)
  • Steal button in shop trade window
  • Lockpick strength for town buildings
  • Guard response to detected breaking & entering
  • Skill check and guard response to detected theft of private property (Numidium)
  • Bash exterior doors to enter building (Numidium)
  • Court UI (Allofich)
  • Prison UI (Allofich)
  • cast aSpell spell on aFoe quest action
  • add foe aFoe face / drop foe aFoe face quest actions
  • Allocate time for refinement of magic and quest systems
0.9 (Character & World)Edit

July 2019 - July 2019

  • Vampirism
  • Lycanthropy
  • Custom class creator (Numidium)
  • Advantage/Disadvantage specific effects
  • Complete Magic items powers and side effects (26 of 26 completed)
  • Complete artifact specific effects (23 of 23 completed)
  • Complete levelling and character loop
  • Summoning services
  • Updated character motor
  • New motor states: swim, levitate, climb, crush (Allofich/MeteoricDragon)
  • Close city gates at 18:00 and open at 06:00
  • Implement pause menu detail slider to set quality level without restarting game
  • Allocate time for refinement of magic and quest systems

Daggerfall Unity ended pre-alpha in July 2019. Focus now shifts from core feature development into bug fixes and overall polishing. Some features unique to Daggerfall Unity, such as future mod and translation support, will continue development through to 1.0.

Once out of pre-alpha, I will start dividing my time between the final stages of Daggerfall Unity and early pre-production stages of my next game. I will continue to be an active part of the Daggerfall Unity project through to 1.0 and beyond, but my involvement will be required less and less over time as our wider community drives the project forward.


0.10 (Alpha)Edit

We are here now. August 2019 –

  • All core gameplay features now implemented
  • Decouple all game text from executable
  • Enhancements to translation mod support
  • Select class with questions
  • Large classic HUD with icons and mouse cursor toggle
  • Secondary keybind interface for keybinds not present in classic
  • Autorun key and Sneak toggle option
  • Controller support
  • Implement Jump skill’s influence on jumping behaviour
  • Refine movement speed and tune gravity to better match classic
  • Regional rumours/notices to display on city bulletin boards near entry gate
  • More classic quest fixes
  • Continue fixing bugs and refining systems
  • All game features now supported
  • Continue fixing bugs and refining systems
  • Final stages of development
1.0 (Release)Edit
  • Final milestones
  • Enter post-release support stage