Dungeon Hack

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Dungeon Hack does one thing, and it does it well: it provides the gamer with a dungeon crawl with all the fixings. The traditional character types such as fighters, clerics and mages are represented, as well as the standard race archetypes like human and elf. This is a single character-only adventure, so there is no managing a party. New 2021 AI Dungeon Hack Generator In this tutorial we will wangle you how to add essentially Resources thanks to our AI Dungeon Hack Tool. Thanks to our AI Dungeon Cheats Online ba can get it.

Welcome! Ours is an open-source project to create a large scale, sandbox, dynamic RPG world of characters, politics, and economies that don't passively revolve around the player.
We have drawn much inspiration from our experiences playing TES II: Daggerfall, Mount & Blade, and some other fondly remembered games, both for what they gave us and for what we wished they hadn't left out.

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Julian LeFay/Ted Peterson: Daggerfall Spiritual Successor

by Musk-of-Ephesus on Sat, 7 Sep 2019


https://forums.dfworkshop.net/viewtopic.php?f=8&t=1980

Daggerfall Spiritual Successor Project (Artists Needed!)
Post by Indigo ยป Fri Apr 12, 2019 4:38 am
Hello everyone!
My name is Ian, but you may or may not know me from my YouTube channel, Indigo Gaming.
I've covered Daggerfall and The Elder Scrolls over the past few years in a scripted videos, a documentary, interviews with two of its most influential creators, and several livestreams.
I'm pleased to reveal that I've been working with Julian Jensen (aka Julian LeFay), Ted Peterson, and a business analyst for the past two months on planning a new game development project.
Ted is best known as the lead designer of Daggerfall, additional design on Arena, and writer who contributed an estimated 200,000 words of lore and quest writing for Arena, Daggerfall, Morrowind and Oblivion. Julian was the project lead and technical director for Arena, Daggerfall and Battlespire, as well as being a technical consultant on Morrowind. Together, they form a much of the creative spark that formed what we know of The Elder Scrolls today.
We are currently planning, writing a game design document, developing engine-agnostic systems and putting together a team to develop a game prototype. This is intended to be a spiritual successor to the ideas, design goals and ambitions of Daggerfall, and as all of you know, that's a hell of a goal to achieve!
We're currently looking for talented concept and 3D artists that are passionate about the creating a new game in the vein of the deep roleplaying, dynamic storytelling and quests v and gigantic open world of games like Daggerfall. We will also need specialists (programmers, tool creators, etc) as well, but our primary need right now is artists.
We are currently working unpaid, until we acquire funding, a publisher or launch a crowdfunding project (all options are being considered at this point), so we have no immediate funds to hire you, but if you'd like to be a part of this team, and have art skills (both concept art OR 3D modeling or rigging), please contact me, and I'll share your information with the team. We are recording hours and contribution, with the idea of compensation for that time when we get funded.
This is a really exciting passion project, but it's no small feat to try to outdo a game so ambitious, while also updating the game's presentation to appease the expectations of a modern audience.
If you want to be part of this project, please contact me at ian@indigogaming.net with some examples of your work and a description of your skills and experience, and I'll forward your information on to the team. Thank you!
Ian @ Indigo Gaming
http://www.indigogaming.net

New registrations disabled

by 1Samildanach on Tue, 8 Jan 2013

I just deleted a couple of dozen spambots, which I don't mind doing, but it got me thinking a little. It's been a long while since the last genuine new person, and there isn't a whole lot for new people to be talking about -- at present the project is kinda dead in the water, though we do have a loose plan of transitioning to a different engine and all that. Untold tales for mac. So the main reason for this forum to continue to exist is to provide a place for the established crew to talk about getting things rolling again, and 'bout everyone who falls in that box already has an account.
The conclusion I came to is that we may as well flip the switch on new rego's and make it easier to keep the place clean. I'm happy to reverse this if anyone comes up with a reason to do so.
If any unregistered folks are keen to chat to us about something, they're welcome to track me down on the OpenMW* or Bethesda Softworks forums (or just about anywhere with an active user named 1Samildach; I'm fairly sure it's still a reasonably unique moniker) and I'll switch registrations back on for them (it takes all of ten seconds =) ).
*I should get an email notice if you send me a private message there, even if I haven't logged in for a while.

When the Phoenix respawns, I try again with a bucket of lava

by garvek on Mon, 23 Jan 2012

Scone to all, .. people still out of there.
Hem .. hello ?
I just wanted to know if we have to expect something out of here, or if people like Gladius and Freegamer should spent their ressources elsewhere, and/or reuse what they already done. Or if this site has eventually been buried away, under a pile of cobble and grass.
Personnaly I feel kinda responsible of this Berezina (not being the alone, though), but this guilt doesn't put me chains or whatever, so if we don't have responsiveness to elaborate a Nth reborn plan, it is fine to me to put an end and turn the page Feel free to comment on the matter.
And first of all, who's still here, and why ? ^^



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Dungeon hack, ostensibly, uses the Eye Of The Beholder III engine, although this is a much faster, much smoother version, avoiding the awful disk-accessing and mouse delays of its big brother. The whole thing has a much more polished feel, with a pleasant if hammy intro and all sorts of user-friendly title screens. Say: T shall see thee anon' to the elongated story sequences, multi-character parties, and enormous unmappable levels. Cheer: 'What ho!' to no storyline, a single character and automappable, auto-configurable, innumerable random dungeons.

Firstly, you define your character, either from a dubious Stock of 'ones they did earlier' (in-built elves, trolls and mages), or through the usual choices of class (fighter, thief, cleric etc.), sex, alignment and portrait. Next: you make your first grownup choice. Are you to experience an easy, moderate, hard or random dungeon? The choice for any self-respecting Dungeon Master is, of course, Random (see the 16 Million-Billion-Zillion panel) but let's just suppose you're just interested in the game and have plumped for the Moderate level, being, as you are, a little middle-of-the-road.

In the game..

The first thing you'll notice is that the playing area (usually one third) has been reduced to cram in all the elements which, before, were only a flick of the mouse away. The inventory now Stands vertically on the left on the screen, leaving room for a stat box, an automap, a compass and the usual direction click-box. The in-game graphics also show signs of cramming. The customary four-framed animations are now down to two, with goblins, ghouls and trolls flicking: robotically as they try to turn 90 degrees. The usual flotilla of doors, panels, keys and illusionary walls make up the trappings, along with the potions, scrolls and magical objects.

Gameplay-wise there are no surprises. Shunt around with the cursor keys or mouse. Click on objects to carry them over to your inventory. Right-button your combat hands to attack a foe. Right-button your spellbook to unleash a magic missile or lightning bolt. You can rest to recover from wounds or heal yourself via the arcane arts. Keys open doors. Doors lead to caverns. Caverns thin into passageways. Passageways end in junctions. Junctions connect with: doors. Etc. leads to etc.

Vitriol

Dungeon hack and slash games

Dungeon Hack

The concept behind Hack is a sound one. Nigh-on infinite dungeons for those Beholder-starved adventurers. Can't go wrong. Portable codes to pass on to your friends. Lovely. Endless entertainment. Er..

It seems they've put Hack up in a half-way house between a full blown dungeon-o-rama and the Unlimited Adventures system. The latter simply took the old-fashioned Bard's Tale engine (ye may ken it with some disdain) and revitalised it in one fell swoop by giving the player full freedom to design everything - graphics, mazes, title screen, plot - the whole er nine furlongs. Hack misses the point totally; it's all or nothing in this game. By only being able to increase or decrease various elements in the game and not, as we all want, completely design our own adventure in the Eye Of The Beholder mould - maps, puzzles and all - Hack confines itself to a very limited audience.

Who, realistically, is going a play a dungeon drafted by their 'chum' when you know the only variation will be the number of illusionary walls or magic traps or pits or whatever? Who, realistically, is going to find increasing the number of undead or puzzles in a dungeon tantamount to actually, creatively making a dungeon all on their lonesome? Only a very sad, limited and unimaginitive person, that's who. We, the thinking majority, want to design our own puzzles, our own encounters, our own storyline and not simply minutely vary somebody else's theme.And, anyway, people only put themselves through these dungeon epics, not because the 'action' keeps their backside hovering precariously over the lip of their chair, but because they feel the excitement of exploration and are given the sense that they are testing their limits and, most importantly, because they feel they are part of some great plan. The dungeon has been cleverly orchestrated, the puzzles and monsters neatly choreographed, the whole thing set up by some unseen foe to test their mettle. A randomly-generated dungeon, which can be different each time, doesn't present these essentials. It doesn't present anything except the chance of more random dungeons beyond, with no great script or purpose to bind it together or encourage you to go on.

Overall

If you're looking for the next great dungeon epic, a sort of Lands of Lore married to Dungeon Master but copping off with Eye Of The Beholder on the sly, then you'll have to look much further. Hack offers no more than a continuous and unimaginative outpouring of atypical dungeons which, minus the gelling agents (plot, sense of purpose, clever human programmer sticking in some bastard puzzles), doesn't really hold together as a dungeon adventure or a dungeon designer.

Dungeon Hack Gog

16 Million-Billion-Zillon

Pokemon Mystery Dungeon Hack

ack offers you the chance of spontaneously creating a squillion random dungeons, each one constructed around the needs of your character's class (mage dungeons are packed with scrolls; thieves' labyrinths are chock-a-block with pickable doors). In addition, with some deft handling of the sliders, you can increase the number of levels (from ten to 25), the number of monsters, food availability, key frequency and, indeed, all the things on the accompanying screenshot. The Death Real option ups the excitement factor of a dungeon by preventing load-a-saved-game-when-you-pop-your-clogs possibilities. Once you've set up your elements, a code (or 'seed') is generated which can then be given to your chums (as if).