circa: 2002
genre: action-adventure-RPG (fantasy)
engine: Gas Powered Games Siege Engine
- atmospheric/environmental effects
- water: mist, ripples, splash
- weather: fog, rain; dynamic, gradual
- other: explosions, fire, smoke (chimneys, fire, smouldering bridge), steam; see particle effects
- collision detection: 2D; character/NPCs can block doors
- level of detail (LOD): popup, fading (transparent)
- lighting: dynamic, colored, day-night cycle; fire, spells, torches
- particle effects: bats, blood, butterflies, chicken feathers, debris, explosions, fire, gold shimmer, magical effects, rain, smoke, steam, water mist, wood shards
- physics: friction/gravity (player, enemies)
- reflection: see environmental texture mapping
- shadows: adjustment (length & vertical angle), polygonal, fading (whole); NPCs
- skeletal animation: ?
- skin: yes
- texture: 16-/32-bit depth
- filtering: bilinear
- mapping: environmental, mip
- decals: blood
- transparency: cobwebs, fire, glass, LOD objects (ceilings, roofs, trees, etc.), magical effects, smoke, steam, water
player character
- character
- customizable (sex, outfit: armor, clothing)
- moves: cast spell, move, hit/shoot
- view: 3rd-person
- pan & zoom: keyboard/mouse
level/world design
- # levels: 1 continuous world
- location: fantasy world; caves, caverns, cliffs, dungeons, hills, ruins, tombs, urban cities & villages
- cutscenes: 1?
- full-motion videos (FMVs): yes
- level editor: Siege Editor
- linear progression: yes
- environmental interaction
- breakable: barrels, cages, crates, urns
- movable:
- pickupable (+ drop): see inventory
- rideable: lifts
- searchable: bookcases, cupboards
- other: light torches, open: doors, sarcophagi; push buttons, pull levers, read books, turn: statues
- outdoor landscaping/terrain design: outdoor; see location
- puzzles: perform quests (find/retrieve items, kill things)
- traps/hazards: falling, trapped chests/sarcophagi
weapons: axes (battle, pick, etc), bows (cross, long, etc), clubs, cudgels, daggers, hammers, hatchets, hoes, maces, pitchforks, rakes, shovels, spears, staffs, sticks, swords (claymore, halberd, katana, saber, wakizashi), throwing darts/knives/stars; ammo: none
other
- enemies/animals: bears, orcs, skeletons, wolves
- AI: alert nearby NPCs if notice thefts, attack when attacked (+ when teamed up with character), idle actions (look around, hum, whistle, make comments), look at player when entering room if noticed, NPC bodies/heads face/turn towards player, raise arm to shield face during ash/blight storms, react relative to disposition towards character; more info
- inventory: ammo/weapons (see weapons), amulets, armor (boots, gauntlets, helmets, robes, shields), books, gold, potions (health, mana), rings, spells
- sound: 3D stereo