Severance: Blade of Darkness
3D Game Comparison - Game vs. game. No hype; just facts.™
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Revision as of 14:39, 20 July 2007 (edit) Eep² (t|c) New page: Severance: Blade of Darkness circa: 2001<br> genre: action-RPG <b>engine</b>: <a href=http://rebelact.com/darkness/tech.shtml>Rebel... ← Previous diff |
Current revision (00:11, 2 February 2010) (edit) (undo) Eep² (t|c) moved logo to top, links, section cleanup |
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- | [[image|../../blade.gif|width=261|height=89|border=0|Severance: Blade of Darkness]] | + | <img src=http://tnlc.com/eep/blade.gif title="Severance: Blade of Darkness"> |
+ | {{game | ||
+ | |year=2001 | ||
+ | |genre=action role-playing game | ||
+ | |publisher=Codemasters | ||
+ | |developer=Rebel Act Studios | ||
+ | |engine=proprietary | ||
+ | |character=various | ||
+ | |engine type=polygon | ||
+ | }} | ||
- | circa: 2001<br> | + | ==[[Engine]]== |
- | genre: action-RPG | + | * {{iawm|http://web.archive.org/web/20010807022002/www.rebelact.com/darkness/tech.shtml|Rebel Act proprietary}} |
+ | * Atmospheric/environmental [[effects]] | ||
+ | ** [[dust]]: falling [[wall]] [[stones]], [[break]]ing [[objects]], [[sword]] [[impact]] | ||
+ | ** [[water]]: [[reflection]], [[waterfall]] [[splash]] | ||
+ | ** [[weather]]: [[clouds]] | ||
+ | * [[lighting]]: [[dynamic light|dynamic]], [[colored lighting|colored]]; [[flickering]]; [[candles]], [[torches]] | ||
+ | * [[reflection]]: [[wavy water]] | ||
+ | * [[shadows]]: [[real-time shadows|real-time]], [[projected shadows|projected]], [[dynamic shadows|dynamic]], [[multiple light sources]], [[fading shadows|fade]], [[scaling shadows|scale]], [[vertical angle adjustment]]--''everything!'' | ||
+ | * [[physics]]: thrown/knocked objects bounce and [[ricochet]] off other objects; [[fluid physics|fluid]] | ||
+ | * [[transparency]]: [[blood]], [[cobwebs]], fading broken objects, [[water]] | ||
+ | * other: [[sword impact]] (+ [[sparks]] & [[surface]] [[debris]]: [[wood]], [[stone]]), eating [[food]] [[crumb]]s | ||
- | <b>engine</b>: <a href=http://rebelact.com/darkness/tech.shtml>Rebel Act proprietary</a> <a href=http://web.archive.org/web/20010807022002/www.rebelact.com/darkness/tech.shtml><img src=../../wmicon1.gif align=absmiddle border=0 width=16 height=16 alt="Internet Archive Wayback Machine"></a> | + | ==[[Character]]== |
- | <ul><li>atmospheric/environmental effects | + | ===[[player character]]=== |
- | <ul type=disc><li>water: reflection, waterfall splash | + | * name: Tukaram ([[barbarian]]), Naglfar ([[dwarf]]), Sargon ([[knight]]), and Zoe (adventurer) |
- | <li>weather: clouds | + | * character: [[incremental body damage]], [[stamina]] (can only attack so much before needing to rest) |
- | </ul> | + | * [[moves]]: [[attack]] ([[swing]] weapon in at least 4 ways), [[block]], [[climb]], [[duck]], [[jump]], [[pick up]], [[ready]]/[[stow]] [[shield]]/weapon, [[run]], [[sneak]], [[throw]] (+ [[drop]]), [[walk]] |
- | <li>lighting: dynamic, colored; flickering; candles, torches | + | * [[view]]: [[1st-person|1st-]]/[[3rd-person]], [[seamless transition]], body and shadows rendered in 1st-person, camera moves with character's [[breathing]] |
- | <li>reflection: wavy water | + | |
- | <li>shadows: real-time, projected, dynamic, multiple light sources, fade, scale, vertical angle adjustment--<i>everything!</i> | + | |
- | <li>physics: thrown/knocked objects bounce and ricochet off other objects | + | |
- | <li>transparency: blood, cobwebs, fading broken objects, water | + | |
- | <li>other: dust: falling wall stones, breaking objects, sword impact (+ sparks & surface debris: wood, stone), eating food crumbs | + | |
- | </ul> | + | |
- | <b>player character</b> | + | ===[[NPCs]]=== |
- | <ul><li>character: incremental body damage, stamina (can only attack so much before needing to rest) | + | * [[incremental body damage]] |
- | <li>moves: attack (swing weapon in at least 4 ways), block, climb, duck, jump, pick up, ready/stow shield/weapon, run, sneak, throw (+ drop), walk | + | * [[AI]]: [[dodge]], [[duck]], [[evade]], [[encircle]] |
- | <li>view: 1st-/3rd-person, seamless transition, body and shadows rendered in 1st-person, camera moves with character's breathing | + | |
- | </ul> | + | |
- | <b>level design</b> | + | ==[[Environment]]== |
- | <ul><li>environmental interaction | + | * [[interaction]] |
- | <ul type=disc><li>breakable objects: wood (barrels, crates, tables) | + | ** [[break]]: [[wood]] ([[barrels]], [[crates]], [[tables]]) |
- | <li>other: eat (apples, bread crust, cheese, meat), light on fire: barrels, crates, torches; pull levers; push loose wall stones | + | ** [[eat]]: [[apples]], [[bread crust]], [[cheese]], [[meat]] |
- | </ul> | + | ** [[light on fire]]: [[barrels]], [[crates]], [[torches]] |
- | </ul> | + | ** other: [[pull levers]]; [[push]] loose wall [[stones]] |
- | <b>other</b> | + | ==Other== |
- | <ul><li>enemies: incremental body damage | + | * [[sound]]: [[stereo]], [[EAX]] |
- | <ul type=disc><li>AI: dodge, duck, evade, encircle | + | |
- | </ul> | + | |
- | <li>sound: stereo, EAX | + | |
- | </ul> | + | |
- | + | ||
- | [[Category:Games]] | + |
Current revision
Wikipedia:Severance: Blade of Darkness | }} | |
---|---|---|
year | 2001 | |
genre(s) | action role-playing game | |
developer(s) | Rebel Act Studios | |
publisher(s) | Codemasters | |
engine | proprietary | |
Character | ||
name | various |
Engine
- Rebel Act proprietary at Internet Archive Wayback Machine
- Atmospheric/environmental effects
- lighting: dynamic, colored; flickering; candles, torches
- reflection: wavy water
- shadows: real-time, projected, dynamic, multiple light sources, fade, scale, vertical angle adjustment--everything!
- physics: thrown/knocked objects bounce and ricochet off other objects; fluid
- transparency: blood, cobwebs, fading broken objects, water
- other: sword impact (+ sparks & surface debris: wood, stone), eating food crumbs
Character
player character
- name: Tukaram (barbarian), Naglfar (dwarf), Sargon (knight), and Zoe (adventurer)
- character: incremental body damage, stamina (can only attack so much before needing to rest)
- moves: attack (swing weapon in at least 4 ways), block, climb, duck, jump, pick up, ready/stow shield/weapon, run, sneak, throw (+ drop), walk
- view: 1st-/3rd-person, seamless transition, body and shadows rendered in 1st-person, camera moves with character's breathing