circa: 2002
genre: action-adventure-RPG (fantasy)
engine: NDL NetImmerse
- atmospheric/environmental effects
- clouds (moving, fade in/out, thicken/thin)
- water: fog (underwater), mist, ripples (+ rain), waves; pixel-shaded
- weather: dust storms, fog, lightning, rain; dynamic, gradual
- wind: lanterns, signs, tapestries, windchimes; changes with weather
- other: explosions, fire, smoke (chimneys, fire), steam (hotsprings, lava, machines, pipes); rotating stars; see particle effects
- collision detection: 2D; character/NPCs can block doors
- lighting: dynamic, colored, day-night cycle, looking at sun brightens view, flickering; fire, lanterns, lightning, spells, torches
- particle effects: blood, fire (+ embers), gas, magical effects, mud splashes, poison, smoke, steam, water mist
- physics
- gravity: player, NPCs
- friction, inertia, momentum
- reflection: see environmental texture mapping; pixel-shaded water
- shadows: adjustment: length & vertical angle, polygonal, fading (whole); NPCs
- skeletal animation: ?
- skin: yes (but not all joints)
- texture: 32-bit depth
- filtering: bilinear
- mapping: environmental (enchanted items), mip
- decals: ?
- transparency: cobwebs, blood, crystals, fire, glass, magical effects, poison, smoke, steam, water (+ mist)
- other: pixel-shading
player character
- customizable (race: 10, sex: multiple face/hair styles, class: 21, skills: 27, outfit: armor, clothing)
- diseaseable/poisonable (which affects stats immediately/gradually)
- falls in battle when out of fatigue and staggers when hit
- persuade others through admiration, intimidation, and taunting
- raises arm to shield face during ash/blight storms
- moves: cast spell, jump, run, hit/shoot, sneak, strafe, swim, walk
- view: 1st-/3rd-person
- pan: mouse (no keyboard turning)
- zoom: 3rd-person view (auto-resets)
level/world design
- # levels: cells; 16km²(?) world split up into many cells
- location: Morrowind (fantasy world); castles, caverns, caves, cliffs, dungeons (400?), hills, ruins, tombs, urban cities & villages (30?), volcano
- cutscenes: 1?
- full-motion videos (FMVs): yes
- level editor: yes
- linear progression: no
- environmental interaction
- breakable: ?
- movable: reposition (but not push/pull) anything pickupable
- pickupable (+ drop): see inventory
- rideable: gondolas (stationary)
- searchable: baskets, barrels, bodies, cauldrons, chests (normal, small, drawer), closets, crates, cupboards, desks, hutches, kegs, sacks, tables (some), urns
- other: create potions/spells, disarm traps, eat, enchant items, open/close doors, pick locks/pockets, push buttons, raise/lower bar door, read books/notes, repair armor/weapons, rest, turn crank
- outdoor landscaping/terrain design: indoors and outdoors, very natural/organic
- puzzles: perform quests (find/retrieve items & people, kill things, learn about and report about things, etc)
- traps/hazards: blight storms (disease), falling, lava, trapped locks
weapons: axes (battle, pick, etc), bows (cross, long, etc), clubs, daggers, hammers, maces, spears, staffs, swords (claymore, halberd, katana, saber, wakizashi), throwing darts/knives/stars; ammo: arrows (Chitin, glass, iron, silver, steel), bolts
NPCs
- beetles, Cliff Racers (giant birds), crabs, elves, ghosts, hounds, humans, orcs, rats, reptiles, vampires, worms, zombies; various
- 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: alchemy equipment (alembics, calcinators, mortar & pestels, retorts), ammo/weapons (see weapons), armor (boots, bracers, gauntlets, helmets, pauldrons, shields), artifacts (cogs, coheres, cylinders, tubes), beakers, bellows, books, bottles, bowls, bread, brooms, candles (+ sticks), cloth (bolts, folded), clothing (belts, gloves, hats, robes, pants, shirts, shoes, skirts), cups/glasses, cuttle, drums, dust (grave, vampire), eggs, ectoplasm, fishing poles, flasks, gems/jewles (diamonds, ebony, emeralds, rubies), glass, goblets, gold, grain, hearts, herbs, hides, inkwells, jelly, jewelery (amulets, charms, lockets, rings), jerky, jugs, ladels, lamps, lanterns (glass, paper, travel), leather, leaves, lockpicks, lutes, keys, meat, nuts, paper (blank, notes), pearls, petals (bittergreen), pillows (burlap, cloth), pitchers, plants (lichen: black, green, red; various), plates, plumes (racer), pods (ampoule, spore), potions, pots, probes, quill pens, repair hammers/prongs, resin, rolling pins, roots, salts (ash, fire, frost, void), scales, scrap metal, scrolls, shears, skin, skulls, soap, soul gems, spools (thread), tankards, torches, utensils (forks, knives, spoons), vases, vials, wax, yams
other