Wurm
3D Game Comparison - Game vs. game. No hype; just facts.™
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* [[Java OpenGL]] | * [[Java OpenGL]] | ||
* [[collision detection]]: 2D (and missing with many objects) | * [[collision detection]]: 2D (and missing with many objects) | ||
- | * [[lighting]]: dynamic, colored, vertex; [[bloom]], [[day-night cycle]], [[flicker]]ing; [[fire]], [[lantern]]s, [[torch]]es | + | * [[lighting]]: [[dynamic light|dynamic]], [[colored light|colored]], [[vertex light|vertex]]; [[bloom]], [[day-night cycle]], [[flicker]]ing; [[fire]], [[lantern]]s, [[torch]]es |
* [[particle effects]]: [[fire]], [[leaves (falling)]], [[smoke]] | * [[particle effects]]: [[fire]], [[leaves (falling)]], [[smoke]] | ||
* [[physics]] | * [[physics]] | ||
- | ** [[gravity]]: characters | + | ** [[gravity]]: [[#Character|characters]] |
** [[friction]], [[inertia]], [[momentum]] | ** [[friction]], [[inertia]], [[momentum]] | ||
- | * [[reflection]]: [[reflection/water|water]]--almost everything! | + | * [[reflection]]: [[water reflection|water]]--almost everything! |
- | * [[shadows]]: characters (-1st-person view), fences, walls, buildings, trees, clouds--almost everything! | + | * [[shadows]]: [[character shadows|characters]] (-1st-person view), [[object shadows|fences, walls, buildings]], [[tree shadows|trees]], [[cloud shadows|clouds]]--almost everything! |
* skeletal animation: no | * skeletal animation: no | ||
- | * texture: 16-/32-bit depth? | + | * [[texture]]: 16-/32-bit depth? |
- | ** filtering: [[bilinear]] | + | ** [[texture filtering|filtering]]: [[bilinear]] |
- | ** mapping: [[mipmapping|mip]], [[bumpmapping|bump]] | + | ** [[texturemapping|mapping]]: [[mipmapping|mip]], [[bumpmapping|bump]] |
- | * [[transparency]]: fire, smoke, water | + | * [[transparency]]: [[fire]], [[smoke]], [[water]] |
* other: [[occlusion culling]], [[LOD]], usable object/tile highlight | * other: [[occlusion culling]], [[LOD]], usable object/tile highlight | ||
===Atmospheric/environmental [[effects]]=== | ===Atmospheric/environmental [[effects]]=== | ||
- | * [[smoke]]: fire | + | * [[smoke]]: [[fire]] |
- | * water: [[reflection]] | + | * [[water]]: [[reflection]] |
- | * [[weather]]: [[fog]], [[lightning]], [[rain]], [[wind]] (smoke, vegetation) | + | * [[weather]]: [[fog]], [[lightning]], [[rain]], [[wind]] ([[smoke]], [[vegetation]]) |
- | * other: [[butterflies]], [[fire]] (campfires, forges, ovens, torches?), [[vegetation growth|bushes/trees grow]], objects [[decay]]; see particle effects | + | * other: [[butterflies]], [[fire]] ([[campfires]], [[forges]], [[ovens]], torches?), [[vegetation growth|bushes/trees grow]], objects [[decay]]; see [[#Engine|particle effects]] |
==Character== | ==Character== | ||
===[[Player character]]=== | ===[[Player character]]=== | ||
- | * name/description: custom-named human male or female | + | * name/description: custom-named humanoid ("Wurmian") male or female |
* [[action]]s/moves: [[activate]], [[attack]], [[botanize]], [[breed]], [[build]], [[burn]], [[bury]], [[carve]], [[chip]], [[chop up]], [[climb]], [[close]], [[combine]], [[crush]], [[cultivate]], [[cut]], [[cut down]], [[destroy]], [[dig]], [[disarm]], [[drag]], [[drink]], [[drop]], [[eat]], [[embark]], [[emote]], [[farm]], [[feed]], [[filet]], [[fill]], [[flatten]], [[forage]], [[groom]], [[hammer]], [[harvest]], [[hitch]], [[improve]], [[lead]], [[light]], [[lock]], [[lore]], [[manage]], [[meditate]], [[milk]], [[mine]], [[mold]], [[open]], [[pack]], [[pick flowers]], [[pick seeds]], [[pick sprout]], [[pick up]] ([[take]]), [[plant]], [[pour]], [[prospect]], [[prune]], [[pull]], [[punch]], [[puppeteer]], [[push]], [[reinforce]], [[repair]], [[ride]], [[sew]], [[sleep]], [[snuff]], [[sow]], [[spin]], [[steal]], [[string]], [[run]], [[strafe]], [[target]], [[taste]], [[taunt]], [[temper]], [[throw]], [[track]], [[treat]], [[tunnel]], [[turn]], [[wash]], [[water]] | * [[action]]s/moves: [[activate]], [[attack]], [[botanize]], [[breed]], [[build]], [[burn]], [[bury]], [[carve]], [[chip]], [[chop up]], [[climb]], [[close]], [[combine]], [[crush]], [[cultivate]], [[cut]], [[cut down]], [[destroy]], [[dig]], [[disarm]], [[drag]], [[drink]], [[drop]], [[eat]], [[embark]], [[emote]], [[farm]], [[feed]], [[filet]], [[fill]], [[flatten]], [[forage]], [[groom]], [[hammer]], [[harvest]], [[hitch]], [[improve]], [[lead]], [[light]], [[lock]], [[lore]], [[manage]], [[meditate]], [[milk]], [[mine]], [[mold]], [[open]], [[pack]], [[pick flowers]], [[pick seeds]], [[pick sprout]], [[pick up]] ([[take]]), [[plant]], [[pour]], [[prospect]], [[prune]], [[pull]], [[punch]], [[puppeteer]], [[push]], [[reinforce]], [[repair]], [[ride]], [[sew]], [[sleep]], [[snuff]], [[sow]], [[spin]], [[steal]], [[string]], [[run]], [[strafe]], [[target]], [[taste]], [[taunt]], [[temper]], [[throw]], [[track]], [[treat]], [[tunnel]], [[turn]], [[wash]], [[water]] | ||
- | * body rendered in 1st-person view | + | * [[body rendered in 1st-person view]] |
- | * dying (and approaching it) causes screen to fade red in/out in a tunnel-like effect | + | * dying (and approaching it) causes screen to fade <font color=red>red</font> in/out in a [[tunnel-like effect]] |
* footprints: none | * footprints: none | ||
- | * [[footstep]]s: dirt, grass, stone | + | * [[footstep]]s: [[dirt]], [[grass]], [[stone]] |
* needs to eat/drink or will lose water/food % | * needs to eat/drink or will lose water/food % | ||
* [[nutrition]] | * [[nutrition]] | ||
* [[stamina]] | * [[stamina]] | ||
- | * skill points | + | * [[skill points]] |
- | * view: 1st-person | + | * [[view]]: [[1st-person]] |
- | ** pan: mouse | + | ** [[pan]]: mouse |
===[[NPC]]s=== | ===[[NPC]]s=== | ||
* [[bear]]s, [[boar]]s, [[bull]]s/[[cow]]s, cave [[bug]]s, [[chicken]]s (chicks, hens, [[rooster]]s), [[crocodile]]s, [[deer]], [[dog]]s, [[dragon]]s, [[ghost]]s (spirit guards), [[goblin]]s, [[gorilla]]s (mountain), [[horses]], [[human]]s, [[pheasant]]s, [[rat]]s (large), [[spider]]s (various), [[troll]]s, [[unicorn]]s, [[wolves]], undead/[[zombie]]s | * [[bear]]s, [[boar]]s, [[bull]]s/[[cow]]s, cave [[bug]]s, [[chicken]]s (chicks, hens, [[rooster]]s), [[crocodile]]s, [[deer]], [[dog]]s, [[dragon]]s, [[ghost]]s (spirit guards), [[goblin]]s, [[gorilla]]s (mountain), [[horses]], [[human]]s, [[pheasant]]s, [[rat]]s (large), [[spider]]s (various), [[troll]]s, [[unicorn]]s, [[wolves]], undead/[[zombie]]s | ||
* non-threatening: depends on kingdom | * non-threatening: depends on kingdom | ||
- | * AI | + | * [[AI]] |
- | ** react to theft (guards only?) | + | ** [[react to theft]] (guards only?) |
** NPCs turn towards player when attacking (animals when being fed/groomed/tamed) | ** NPCs turn towards player when attacking (animals when being fed/groomed/tamed) | ||
** some animals can drag large carts and can be ridden | ** some animals can drag large carts and can be ridden | ||
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==[[Environment]]== | ==[[Environment]]== | ||
- | * # levels: 3 [[kingdoms]] (server-dependent), various [[homestead]]s/[[settlement]]s/[[village]]s | + | * [[# levels]]: 3 [[kingdoms]] (server-dependent), various [[homestead]]s/[[settlement]]s/[[village]]s |
- | * location: [[medieval]] time; [[caves]]/[[mines]], [[forests]], [[hills]], [[lakes]], [[mountains]], [[coasts]] | + | * [[location]]: [[medieval]] time; [[caves]]/[[mines]], [[forests]], [[hills]], [[lakes]], [[mountains]], [[coasts]] |
* cutscenes: no | * cutscenes: no | ||
- | * level editor: integrated | + | * [[level editor]]: integrated |
* [[interaction]] | * [[interaction]] | ||
** [[break]] ([[destroy]]): [[gate]]s, [[fence]]s, [[wall]]s | ** [[break]] ([[destroy]]): [[gate]]s, [[fence]]s, [[wall]]s | ||
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** [[improve]]/[[repair]] objects: [[carve]], [[file]], [[hammer]], hand (clay), log (wood), ore (metal), [[polish]] (pelt), [[temper]] (water), etc | ** [[improve]]/[[repair]] objects: [[carve]], [[file]], [[hammer]], hand (clay), log (wood), ore (metal), [[polish]] (pelt), [[temper]] (water), etc | ||
** [[light]] (via [[steel and flint]] + [[kindling]]) and [[snuff]]: fires (campfires, forges, lanterns, lamps, stoves, torches) | ** [[light]] (via [[steel and flint]] + [[kindling]]) and [[snuff]]: fires (campfires, forges, lanterns, lamps, stoves, torches) | ||
- | ** [[lock]]/unlock doors/gates | + | ** [[lock]]/[[unlock]] [[doors]]/[[gates]] |
** look through [[spyglass]]es | ** look through [[spyglass]]es | ||
** [[mine]]: [[ore]] ([[coal]], [[gold]], [[iron]], [[lead]], [[silver]], [[tin]], [[zinc]]), [[rock]] ([[gems]]/[[gemstones]] randomly found)--pickaxe + rock tile | ** [[mine]]: [[ore]] ([[coal]], [[gold]], [[iron]], [[lead]], [[silver]], [[tin]], [[zinc]]), [[rock]] ([[gems]]/[[gemstones]] randomly found)--pickaxe + rock tile |
Revision as of 12:36, 12 February 2010
Contents |
Wikipedia:Wurm Online | }} | |
---|---|---|
year | 2006 | |
genre(s) | fantasy-role-playing-simulation | |
developer(s) | OneTooFree | |
publisher(s) | OneTooFree | |
Engine
- Java OpenGL
- collision detection: 2D (and missing with many objects)
- lighting: dynamic, colored, vertex; bloom, day-night cycle, flickering; fire, lanterns, torches
- particle effects: fire, leaves (falling), smoke
- physics
- reflection: water--almost everything!
- shadows: characters (-1st-person view), fences, walls, buildings, trees, clouds--almost everything!
- skeletal animation: no
- texture: 16-/32-bit depth?
- transparency: fire, smoke, water
- other: occlusion culling, LOD, usable object/tile highlight
Atmospheric/environmental effects
- smoke: fire
- water: reflection
- weather: fog, lightning, rain, wind (smoke, vegetation)
- other: butterflies, fire (campfires, forges, ovens, torches?), bushes/trees grow, objects decay; see particle effects
Character
Player character
- name/description: custom-named humanoid ("Wurmian") male or female
- actions/moves: activate, attack, botanize, breed, build, burn, bury, carve, chip, chop up, climb, close, combine, crush, cultivate, cut, cut down, destroy, dig, disarm, drag, drink, drop, eat, embark, emote, farm, feed, filet, fill, flatten, forage, groom, hammer, harvest, hitch, improve, lead, light, lock, lore, manage, meditate, milk, mine, mold, open, pack, pick flowers, pick seeds, pick sprout, pick up (take), plant, pour, prospect, prune, pull, punch, puppeteer, push, reinforce, repair, ride, sew, sleep, snuff, sow, spin, steal, string, run, strafe, target, taste, taunt, temper, throw, track, treat, tunnel, turn, wash, water
- body rendered in 1st-person view
- dying (and approaching it) causes screen to fade red in/out in a tunnel-like effect
- footprints: none
- footsteps: dirt, grass, stone
- needs to eat/drink or will lose water/food %
- nutrition
- stamina
- skill points
- view: 1st-person
- pan: mouse
NPCs
- bears, boars, bulls/cows, cave bugs, chickens (chicks, hens, roosters), crocodiles, deer, dogs, dragons, ghosts (spirit guards), goblins, gorillas (mountain), horses, humans, pheasants, rats (large), spiders (various), trolls, unicorns, wolves, undead/zombies
- non-threatening: depends on kingdom
- AI
- react to theft (guards only?)
- NPCs turn towards player when attacking (animals when being fed/groomed/tamed)
- some animals can drag large carts and can be ridden
- tamable animals can be lead/ordered
Environment
- # levels: 3 kingdoms (server-dependent), various homesteads/settlements/villages
- location: medieval time; caves/mines, forests, hills, lakes, mountains, coasts
- cutscenes: no
- level editor: integrated
- interaction
- break (destroy): gates, fences, walls
- combine objects
- create/make
- altars, arrows, anvils, armor/shields, blades, buildings (stone, wood)
- boats: rowboat, sailboat, corbita, etc
- carts, catapults, charcoal, cheese drills
- cloth: armor, bandages, clothing, rags, satchels, sheets, string
- compasses
- containers: backpacks, barrels (small/large), bowls, buckets, flasks, jars, quivers, satchels, water skins
- dye, fences (stone, wood), fishing hooks (iron/wood), fishing rods (fishing pole + rope), floor boards (planks + nails)
- food: bread + dough, casseroles, cheese, dishwater, gulasch, juice (apple, blueberry, cherry, grape, strawberry), lemonade, meals, porridge, stews, wine
- fruit press
- furniture: armchairs, chairs, stools, tables
- handles, healing cover
- jewelry: necklaces, rings, statuettes
- key forms/molds, keys, lamps, lanterns
- leather: armor, backpacks, quivers, toolbelts
- locks, maple syrup
- metal: alloys (brass, bronze, steel), armor (chain, plate, etc)
- mortar (clay + sand), nails, olive oil, pans (frying, sauce), pottery (see containers), practice/training dolls, rafts, rivets, rope, rugs (meditation), sheets (cloth/steel), signs, spirit cottages (mailboxes), statues
- stone: bricks, grindstones, slabs, statues, whetstones
- string (bow, cloth, wemp), support beams
- tools: chisels (stone), clay shapers, iron files, knives (butchering, carving, leather), lockpicks, looms, mallets, needles, pickaxes, rakes, saws, scissors, scythes, shovels, sickles, spatulas, spindles
- torches, weapons (+ enchanted), wheels, wheel axels, wires
- wood: kindling, planks, shafts
- yoyos; see inventory
- drop/pick up (take): chairs, chest (1, small), corpses, forks, iron files, jars, "kitchen utensils" (bowls, containers, holder, pots), shields, stone blocks, stools, sword blades, tokens, troll art; see inventory
- cook food: berries, bread dough, chicken, fish, herbs, meat, nuts, vegetables
- dig: clay, dirt, peat, marsh, moss, sand, etc; lower/raise ground
- drink from, and fill (or pour out) containers with water (and other liquid) from, other containers, fountains, lakes (water tiles), etc
- eat: see #Inventory
- farm/harvest/sow fields
- fish
- harvest bushes/trees
- improve/repair objects: carve, file, hammer, hand (clay), log (wood), ore (metal), polish (pelt), temper (water), etc
- light (via steel and flint + kindling) and snuff: fires (campfires, forges, lanterns, lamps, stoves, torches)
- lock/unlock doors/gates
- look through spyglasses
- mine: ore (coal, gold, iron, lead, silver, tin, zinc), rock (gems/gemstones randomly found)--pickaxe + rock tile
- open/close: barrels, bowls, campfires, carts, chests, flasks, forges, fountains, jugs, NPCs (+ corpses), ovens
- pick locks: chests, doors, gates
- plant: flowers, signs, sprouts
- pull/push (small increments): barrels, forges, looms, ovens, signs, spirit cottages, etc
- ride: some animals
- turn (small increments): practice/training dolls; see push/pull
- other: butcher corpses (for pelts, hides, and other animal parts), cut down trees and chop up wood, drag carts, lead/groom/tame animals, spin yoyos
- puzzles: none
- hazards: NPCs, gravity (falling), other players, thorn bushes, traps
Inventory
- animal parts: bladders, cochineals, eyes, fat, furs, hides, hooves, horns, paws, scales, tails, teeth
- arrows, clay, cotton, dirt
- food: casseroles, dishwater, gulasch, meals, porridge
- gems (emeralds, rubies, sapphires), gold/iron/copper/silver (coins, ore, shards), maple sap, moss, ore (lumps, scraps), peat, plants (flowers, healing herbs), rock shards, salt, sand
- seeds: barley, cotton, pumpkin, oats, rye, wheat
- shields, tar, tools, water
- weapons: axes (+ pick-), bows (short, long), fists, hammers, knives, mauls, spells, swords
- wood: kindling, logs, planks, scraps, shafts
- see createable objects
- combine objects
- containers hold liquid/objects