Severance: Blade of Darkness
3D Game Comparison - Game vs. game. No hype; just facts.™
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+ | <img src=http://tnlc.com/eep/blade.gif title="Severance: Blade of Darkness"> | ||
{{game | {{game | ||
|year=2001 | |year=2001 | ||
- | |genre=Action role-playing game | + | |genre=action role-playing game |
|publisher=Codemasters | |publisher=Codemasters | ||
|developer=Rebel Act Studios | |developer=Rebel Act Studios | ||
- | |engine=Proprietary | + | |engine=proprietary |
- | |character=Various | + | |character=various |
+ | |engine type=polygon | ||
}} | }} | ||
- | {{engine | + | ==[[Engine]]== |
- | |engine type polygon=yes | + | |
- | |engine type voxel=no | + | |
- | |engine type NURBS=no | + | |
- | }} | + | |
- | + | ||
- | http://tnlc.com/eep/blade.gif | + | |
- | + | ||
- | ==Engine== | + | |
* {{iawm|http://web.archive.org/web/20010807022002/www.rebelact.com/darkness/tech.shtml|Rebel Act proprietary}} | * {{iawm|http://web.archive.org/web/20010807022002/www.rebelact.com/darkness/tech.shtml|Rebel Act proprietary}} | ||
- | * Atmospheric/environmental effects | + | * Atmospheric/environmental [[effects]] |
- | ** water: reflection, waterfall splash | + | ** [[dust]]: falling [[wall]] [[stones]], [[break]]ing [[objects]], [[sword]] [[impact]] |
- | ** weather: clouds | + | ** [[water]]: [[reflection]], [[waterfall]] [[splash]] |
- | * lighting: dynamic, colored; flickering; candles, torches | + | ** [[weather]]: [[clouds]] |
- | * reflection: wavy water | + | * [[lighting]]: [[dynamic light|dynamic]], [[colored lighting|colored]]; [[flickering]]; [[candles]], [[torches]] |
- | * shadows: real-time, projected, dynamic, multiple light sources, fade, scale, vertical angle adjustment--<i>everything!</i> | + | * [[reflection]]: [[wavy water]] |
- | * physics: thrown/knocked objects bounce and ricochet off other objects; fluid | + | * [[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!'' |
- | * transparency: blood, cobwebs, fading broken objects, water | + | * [[physics]]: thrown/knocked objects bounce and [[ricochet]] off other objects; [[fluid physics|fluid]] |
- | * other: dust: falling wall stones, breaking objects, sword impact (+ sparks & surface debris: wood, stone), eating food crumbs | + | * [[transparency]]: [[blood]], [[cobwebs]], fading broken objects, [[water]] |
+ | * other: [[sword impact]] (+ [[sparks]] & [[surface]] [[debris]]: [[wood]], [[stone]]), eating [[food]] [[crumb]]s | ||
- | ==Player character== | + | ==[[Character]]== |
- | * name: Tukaram (barbarian), Naglfar (dwarf), Sargon (knight), and Zoe (adventurer) | + | ===[[player character]]=== |
- | * character: incremental body damage, stamina (can only attack so much before needing to rest) | + | * name: Tukaram ([[barbarian]]), Naglfar ([[dwarf]]), Sargon ([[knight]]), and Zoe (adventurer) |
- | * moves: attack (swing weapon in at least 4 ways), block, climb, duck, jump, pick up, ready/stow shield/weapon, run, sneak, throw (+ drop), walk | + | * character: [[incremental body damage]], [[stamina]] (can only attack so much before needing to rest) |
- | * view: 1st-/3rd-person, seamless transition, body and shadows rendered in 1st-person, camera moves with character's breathing | + | * [[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-person|1st-]]/[[3rd-person]], [[seamless transition]], body and shadows rendered in 1st-person, camera moves with character's [[breathing]] | ||
- | ==Level design== | + | ===[[NPCs]]=== |
- | * environmental interaction | + | * [[incremental body damage]] |
- | ** breakable objects: wood (barrels, crates, tables) | + | * [[AI]]: [[dodge]], [[duck]], [[evade]], [[encircle]] |
- | ** eat: apples, bread crust, cheese, meat | + | |
- | ** light on fire: barrels, crates, torches | + | |
- | ** other: pull levers; push loose wall stones | + | |
- | ==NPCs== | + | ==[[Environment]]== |
- | * incremental body damage | + | * [[interaction]] |
- | * AI: dodge, duck, evade, encircle | + | ** [[break]]: [[wood]] ([[barrels]], [[crates]], [[tables]]) |
+ | ** [[eat]]: [[apples]], [[bread crust]], [[cheese]], [[meat]] | ||
+ | ** [[light on fire]]: [[barrels]], [[crates]], [[torches]] | ||
+ | ** other: [[pull levers]]; [[push]] loose wall [[stones]] | ||
==Other== | ==Other== | ||
- | * sound: stereo, EAX | + | * [[sound]]: [[stereo]], [[EAX]] |
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