8-Dec-2005: Dreams Eternal Dead, but read on...

You may probably have noticed already but Dreams Eternal is pretty much a dead project at this stage. However, I'm now managing a much more succesful new project which is called Crystal Core. This project uses the same principles as Dreams Eternals was based on (i.e. CEL + CS). In fact the plan for Crystal Core is to make it a very modular and extensible game. That way the Dreams Eternal project may in fact once be revived starting from the Crystal Core project. Crystal Core has a much bigger chance of succeeding because CEL and CS are now a lot more mature and I got a very good art team helping me out.
You can find the Crystal Core project at The Crystal Core Homepage.

- Jorrit Tyberghein -- Project Manager




19-Jul-2001: New Crystal Entity Layer Project

I started a new project called Crystal Entity Layer (or CEL). The goal of this project is to create a game entity system for controlling behaviour and interactions between entities (like payer, items, world, ...). This entity system will be a derivative from the entity system that is already in use with Dreams Eternal but it will be generalized. In the end Dreams Eternal itself will be modified to use CEL.
You can find the CEL project at The CEL Homepage. There is a design document there which is incomplete but complete enough to have an idea about the general ideas used in CEL and there are also instructions on how to subscribe to the CEL mailing list. Note that I will only start working on CEL fully after Crystal Space 0.90 is released. That release is still my first priority.

- Jorrit Tyberghein -- Project Manager




19-Jul-2001: Fixed Dreams Eternal for CS 0.19

Dreams Eternal works with latest CVS of CS.

- Jorrit Tyberghein -- Project Manager




13-Mar-2001: Fixed Dreams Eternal for CS 0.19

I fixed Dreams Eternal so that it works with Crystal Space 0.19 (CVS version of Crystal Space). However this means that DE will NOT work with CS 0.18!
In addition you should note that while work on Dreams Eternal is now suspended, I still plan to work on this after CS 1.0 is released. I'm currently working very hard towards CS 1.0 and this leaves me no time for Dreams Eternal unfortunatelly.

- Jorrit Tyberghein -- Project Manager




24-Nov-2000: Updated Screenshot

There was a bug in the CS software renderer which is now fixed. The result of this is that the inventory screen looks MUCH MUCH better now. In addition I also implemented two orbs for mental strength and stress. Check it out at the screenshot page.

- Jorrit Tyberghein -- Project Manager




22-Nov-2000: Added New Screenshot

I added a new screenshot to the screenshot page for the updated inventory system. We switched to a new overlayed inventory image. Check it out!

- Jorrit Tyberghein -- Project Manager




20-Nov-2000: Added Screenshot Page

I added a screenshot page containing the first two screenshots of Dreams Eternal. The first screenshot is of the current menu screen and the second of the play area overlayed with the inventory window. These are only the first screenshots of a very pre-alpha program. Keep that in mind when viewing them.

- Jorrit Tyberghein -- Project Manager




7-Nov-2000: Opened #DreamsEternal IRC Channel on irc.linux.com

There is now an IRC channel for DreamsEternal on irc.linux.com (Open Projects Network). I will usually be there during the week from 8:00 to 16:30 (GMT+1).

- Jorrit Tyberghein -- Project Manager




6-Nov-2000: New Menu System for DE and Update to Design Doc

I updated the Design Document with the information about the 'inventory' property class which was implemented today and I also added the 'teleport' dream power. I also got source code and artwork for the main menu ('New Game' , 'Load', 'Save', and 'Quit') from Wouter Wijngaards and integrated this with Dreams Eternal as well.

- Jorrit Tyberghein -- Project Manager




30-Oct-2000: Update to Design Document: Entity System

I updated the Design Document with a technical description of the C++/Python entity system that is used in Dreams Eternal. Read this if you want to get comfortable with how Dreams Eternal works internally.

- Jorrit Tyberghein -- Project Manager




30-Oct-2000: New Concept Art

The Concept Art page contains a new creature from Graham DeYoung.

- Jorrit Tyberghein -- Project Manager




24-Oct-2000: New Concept Art

Joao Nuno gave me four new pieces of Concept Art again. A proposal for the hero, the journalist, and some blind creature. And also a very nice background that could possibly be used for the menu system. I also grouped the concept art in the concept art page in logical units.

- Jorrit Tyberghein -- Project Manager




23-Oct-2000: New Concept Art

The Concept Art page contains a new creature from Joao Nuno.

- Jorrit Tyberghein -- Project Manager




20-Oct-2000: Title Screen

The Concept Art page contains a title screen from Wouter Wijngaards. I already included this title screen in the startup of the game.

- Jorrit Tyberghein -- Project Manager




19-Oct-2000: Update to Design Document

Again some updates to the Design Document. Mostly about the user interface but various other changes as well.

- Jorrit Tyberghein -- Project Manager




18-Oct-2000: Some Code Changes and New Concept Art

There have been several changes to the source code. The main thing is integration of the DE source with CSWS (Crystal Space Window System). We will use CSWS for the game windows. I also added new Concept Art from Karsten-A. Otto for a proposal on how the inventory could look like.

- Jorrit Tyberghein -- Project Manager




16-Oct-2000: Update to Design Document

I updated the Design Document with several new items: list of creatures, a new dream, table of contents, cutscenes, ...

- Jorrit Tyberghein -- Project Manager




2-Oct-2000: New Concept Art from Bill and Jim

Check out the Concept Art page for a new image from Bill. Also check out the same page for a music sample from Jim.

- Jorrit Tyberghein -- Project Manager




29-Sep-2000: New Dream Idea

I got a new dream idea from Karsten-A. Otto which I like very much. You can read it at the Dreams Page at the bottom.

- Jorrit Tyberghein -- Project Manager




21-Sep-2000: New Design Page and Concept Art

There is a new Design Page which is the first try at a design document for Dreams Eternal. It will eventually contain the full description of the entire game including all levels (dreams), items, creatures, scenarios, powers, character statistics, environmental effects, ... For now it contains a short description of the first three dreams/levels and some summary of all the above. I also added some new concept art from Thierry Tranchina to the Concept Art Page.

- Jorrit Tyberghein -- Project Manager




20-Sep-2000: New Page Containing Dream and Puzzle Ideas

There is a new page containing a set of ideas for dreams and puzzles that could be useful for the game. Have a look and mail me comments you might have.

- Jorrit Tyberghein -- Project Manager




The New Site!

As you can see, this is the new site. Atleast for now anyway, I plan to design a completly new site that looks a little better with the help of the other webmasters in this project, I'm hoping for a look that fits the Dreams Eternal game better. I put this site together rather quickly, it only took me about an hour and a half to do this main page. If you find any errors, bugs, or just think it looks like crap you can email me and let me know.

- Unchained -- Webmaster




Update #2

We are now in a planning stage. I got several offers from people interested in helping me. This does not mean that I don't want more help! It is just an indication to show you that there is considerable interest in this game. If you want to help (both with programming as with graphics or sound) then I propose you subscribe to the mailing list on This Page . You can also read the archives there to see what we already discussed.

- Jorrit Tyberghein -- Project Manager




Update #1

I received the first concept art From Wouter Wijngaards. It represents a nightmare level that could be in the game. Have a look at the image here. Note that this is only a sketch. It is not supposed to represent how the final level could look. Just to give a general feeling.

- Jorrit Tyberghein -- Project Manager