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The foundation of the idea was to port the classic Daggerfall experience into a modern game engine and give it modding support like later Elder Scrolls games.
SUBNAUTICA LEVIATHAN TIDDIES PLUS
Rather, it’s a ground-up recreation of the classic game plus quality of life features and modding capabilities. It’s not a remaster in the sense we’ve come to expect when this is done commercially. I like to describe it as “Classic Daggerfall Plus”. It’s only lately though that I really have the time and experience to make that a reality.įor those who have never heard of it, how would you describe what Daggerfall Unity is in your own words?ĭaggerfall Unity is a superset of classic Daggerfall. I’ve always wanted to create my own original games, and have dozens of ideas I want to work on.
SUBNAUTICA LEVIATHAN TIDDIES MODS
I didn’t make mods so much as hack around with code and try to understand how the original game was created. I kept doing this as I grew up, trying to rebuild small parts of other games to see if I could do it. I built tools like a sprite editor, ADSR sound editor, a basic word processor, and games like a side-scrolling shooter, that kind of thing. I had a tremendous amount of fun working out how these games did some of the things they were doing and used this to write my own small games and tools.
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Early on, I had an Action Replay cartridge for the family C64 that let me pause games at runtime, inspect their assembly code, make changes, rip out sprites, etc. Once I got into computers, I started doing that with software. I’ve always enjoyed pulling things apart to see how they work. But comics, board games, and books were usually there to fill in time. I often didn’t have any technology around, not even a television.
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Most of my early life was spent in rural/outback regions due to my father being an opal prospector. I was born in Australia and have lived here my entire life. First and foremost: could you give us a bit of an introduction to who you are and how you got into modding / programming?