circa: 2001
genre: fantasy-strategy
developer: Lionhead Studios
engine: proprietary
- atmospheric/environmental effects
- clouds (dynamic: in-/decrease, dark-/lightening overall light; moving)
- water: ripples (animals, hand, objects, people) & splash
- weather: lightning, dynamic rain (+ impact ripples): in-/decreases and localized, snow (gradually covers things)
- wind: trees
- other: burnable (buildings, trees; rocks heat up and glow), day/night light cycle (sun/moon rise/set), dust (collisions, impact: jump/land; tree plants/uproots), explosions, fire, shaking, smoke (chimneys, fire), sparks, sparkles (scrolls), steam (rain on hot objects), trees grow; see particle effects
- collision detection: incremental building damage, trees move when hand (while carrying something) and objects move through them,
- lighting: dynamic, colored; fire, fireballs, fireworks, hand, hot glowing rocks, lightning, magic
- particle effects: debris, dust, fire, fireballs, fireworks, fish, flying birds, insects: (butterflies, fireflies), lightning(?), liquid spray, pile pickups (grains, fish, wood planks), rain(?), smoke, snowflakes, sparks, sparkles, steam
- physics
- gravity: animals, creatures, humans, leashes, rocks--everything!
- friction, inertia, momentum
- dropped/thrown objects bounce off things
- rocks can break on impact
- reflection: citadel floors, water
- shadows: vertical angle adjustment, ovalular masks and polygonal; animals, anything pickupable, creatures, hand, leashes, scrolls, villagers
- skeletal animation: yes
- texture: 16-/32-bit depth
- filtering: bi-/trilinear
- mapping: mip
- decals: creature footprints
- transparency: clouds, creeds, fire, glass, influence boundary, light beams, miracle spheres, mist, portal vortex, smoke, souls, spell shields, water
- other: lens flare (screen brightens when looking at sun), LOD
player character
- character: god & creature (ape, cow, gorilla, horse, leopard, lion, mandrill, polar bear, rhino, sheep, tiger, tortoise, wolf, zebra); facial animation, feet jump-land impact dust, footsteps (dirt, water), grows, tattooable
- moves: god (cast spells--"miracles": food, grow forest, heal, lightning, rain, wood; see environmental interaction); creature: block, cast spells, drink/eat, drop/pickup/throw object, hit/kick, poop, run, walk
- view: 1st-person
level/world design
- # levels: 5 lands (+ citadel)
- location: Eden (mythical land); mostly outdoors but can also go inside citadel
- cutscenes: yes
- level editor: no
- environmental interaction
- drop: anything pickupable
- pick up: animals (cows, horses, pigs, sheep, turtles), beachball, bushes/trees, feces ("turds"), fish piles, grain piles, rocks, shovel, skeletons, villagers, wood (barrels, fences, logs, piles, scaffolds)
- other: break (rocks, scaffolds), combine scaffolds, knock on homes, open chests, grab/pull ground, put fence sections in ground, raise/lower temple totem
- puzzles: gain influence through belief, provide: food, shelter, wood; poke fish into specific area, tree pull-matching, move modular building up poles, follow a person without being spotted, put out fires, stop wolves
- traps/hazards: god (none), creature (other creatures)
weapons: spells ("miracles")
other
- enemies: creatures, gods
- AI
- creatures: dodge, can knock creatures unconcious
- fish move away from water pokes
- villagers: chill out, chop down trees, dance, eat, flee, herd animals, mourn, pray, plant/harvest crops, put out fires by beating, sleep
- inventory: none
- sound: stereo
- tactile mouse support