Postal²
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
Revision as of 00:13, 2 February 2010 (edit) Eep² (t|c) m logo, link ← Previous diff |
Revision as of 00:15, 2 February 2010 (edit) (undo) Eep² (t|c) m →other - pee color Next diff → |
||
Line 45: | Line 45: | ||
* [[gas]]: forms puddles (+ expands, fades away after awhile) | * [[gas]]: forms puddles (+ expands, fades away after awhile) | ||
* [[mist]]: waterfalls (napalm factory pipe breaks, rivers) | * [[mist]]: waterfalls (napalm factory pipe breaks, rivers) | ||
- | * [[pee]]: forms puddles (+ expands, fades away after awhile, bubbles & splash if on same spot); turns: red (blood) when player shot, orange (infected) after player visits Napalm factory | + | * [[pee]]: forms puddles (+ expands, fades away after awhile, bubbles & splash if on same spot); turns: <font color=red>red</font> (blood) when player shot, <font color=orange>orange</font> (infected) after player visits Napalm factory |
* [[smoke]]: chimneys, fire, exploded vehicles, gunshots | * [[smoke]]: chimneys, fire, exploded vehicles, gunshots | ||
* [[sparks]]: bullet impacts, napalm pours/vents (+ bounce) | * [[sparks]]: bullet impacts, napalm pours/vents (+ bounce) |
Revision as of 00:15, 2 February 2010
Contents |
Wikipedia:Postal² | }} | |
---|---|---|
year | 2003 | |
genre(s) | action | |
developer(s) | Running With Scissors | |
publisher(s) | Whiptail Interactive | |
engine | Unreal 2 | |
Engine
- collision detection: 2D, except bodies
- lighting: dynamic, colored, flickering
- particle effects: beer grain/hops, blood spurts, bubbles, cold air, crumbs, disease clouds, dust, electricity arcs, explosions, fire, glass shards (bottles, windows), liquid drops/splash, mist, smoke, sparks, steam
- physics: Karma engine
- friction/gravity: player, enemies
- explosion force blows out glass and up vehicles (+ debris)
- "ragdoll" (human bodies)
- reflection: mirrors; see environmental texture mapping
- shadows: in-texture (buildings)
- texture: 16-/32-bit depth
- filtering: bilinear
- mapping: environmental (some signs, statues, tile floors/walls)
- decals: barf, blood (puddles, splats), bullet holes, pee
- transparency: barf, fire, glass, light beams, pee, smoke, steam
- other: location-specific body damage (heads detach, blood spurts), skeletal animation, skin, pixel-shaded toxic waste
Atmospheric/environmental effects
other
- blood puddles/splats
- bodies: twitch when hit/kicked
- location-specific NPC body damage: heads detach, blood spurts, body falls over, twitching, crawling
- bubbles: hot beer, pee puddles
- cold air: meat freezer doors & vents, store dairy shelves
- crumbs: dog biscuits
- diseased cow head fly swarms and disease clouds
- drips: gas & pee (ceilings, objects, people), water (pipes, sprinklers)
- dust: feet/kick impacts
- electricity arcs: stungun
- explosions, fire; see particle effects
- gas: forms puddles (+ expands, fades away after awhile)
- mist: waterfalls (napalm factory pipe breaks, rivers)
- pee: forms puddles (+ expands, fades away after awhile, bubbles & splash if on same spot); turns: red (blood) when player shot, orange (infected) after player visits Napalm factory
- smoke: chimneys, fire, exploded vehicles, gunshots
- sparks: bullet impacts, napalm pours/vents (+ bounce)
- steam: grates, napalm, peeing on some hot things, stungun, vents
Character
Player character
- The Postal Dude
- breathes heavily when aiming rifle scope
- footstep sound: only 1 type
- outfits: (cop, gimp, normal)
- police wanted level (bar)
- moves: crouch, shoot, jump, pee, run, strafe, unzip/zip pants, walk
- view: 1st-person
- pan: keyboard/mouse
- zoom: fixed level (rifle scope)
- shakes on impacts (baton, kicks, shovel, etc)
NPCs
AI
- people
- attack when attacked
- chit-chat with other NPCs
- firing weapons/kicking causes some to cower, run away, scream, and/or shoot back
- face/look at player when he breaks glass
- peeing on causes comments, some to barf, shoot player, and/or cough and wipe pee off face
- running into causes comments
- cats: attracted to catnip, run away when approached too quickly (sometimes) or if peed on or something thrown at
- dogs: attack cats (sometimes), some growl and/or attack when approached, most will befriend (and attack enemies of) player if given a dog biscuit, pee on dead bodies, retrieve thrown objects (except food which they eat), sometimes take a crap after eating (I've seen the turds appear but haven't actually seen a dog leave one yet)
Environment
- levels: 5 days, 1 city, ~10 areas
- location: Paradise, Arizona, USA; urban
- cutscenes: yes
- full-motion videos (FMVs): no
- level editor: PostEd (modified UnrealEd)
- linear progression: no
- outdoor landscaping/terrain design: outdoor, indoor; LOD; see location
- puzzles: get things, go to places
- traps/hazards: barbed wire, beer crusher/rollers, cacti, disease, explosions, falling, fire, getting bit/hit/shot/trampled, hot beer, toxic waste
environmental interaction
- break: cars, chairs, barrels (some), beer boxes/kegs, bodies, bottles, gas pumps, glass windows, natural gas pipeline, propane tank
- knockover/move/push: cardboard boxes (most), casket, computer (cases, keyboards, monitors), hospital gurneys (some), human bodies, mailboxes (blue street only?), mayonnaise jar (1 only?), milk crates (some), pallets (some), podiums, tables (most), tampon box, TVs (some), tool cabinets, trash (bags, cans), water heaters (some), weapons (most)
- ride: beer stirrer, conveyor belts, crawling bodies, kicked objects (hospital gurney)
- other: kick ATMs causes sparks and dispenses money, pee on fires (+ self) to extinguish
inventory
- ammo, books, catnip cans, cats, citations, clothes (cop uniform, gimp bondage outfit, normal), Christmas tree, diseased cow heads, dog biscuits (+ boxes), food (chinese box, fast food bags, donuts, pizza slices, steaks), health pipes, map, money, newspapers, radar (+ bass and Pirahna addons)
- weapons: baton, foot, grenades, guns (pistol, machinegun, shotgun, sniper rifle), Molotov Cocktails, rocket launcher, scissors, shovel
- scissors bounce off and stick to surfaces (depending on how thrown)