Devastation
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Revision as of 20:45, 14 January 2010 (edit) Eep² (t|c) m →level/world design - link fix ← Previous diff |
Revision as of 20:02, 1 March 2010 (edit) (undo) Eep² (t|c) cleanup, links Next diff → |
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|engine modified=yes | |engine modified=yes | ||
|#levels=20 | |#levels=20 | ||
+ | |sound=stereo | ||
}} | }} | ||
- | ==engine== | + | ==[[Engine]]== |
- | * atmospheric/environmental effects | + | * atmospheric/environmental [[effects]] |
** [[dust]]: [[impacts]] (bullets, feet) | ** [[dust]]: [[impacts]] (bullets, feet) | ||
** [[shaking]]: [[explosions]] | ** [[shaking]]: [[explosions]] | ||
Line 24: | Line 25: | ||
** other: explosions, fire, [[flies]] buzz around trash/turds, gas/toxic waste clouds; see particle effects | ** other: explosions, fire, [[flies]] buzz around trash/turds, gas/toxic waste clouds; see particle effects | ||
* [[collision detection]]: | * [[collision detection]]: | ||
- | * [[lighting]]: dynamic, colored, vertex & lightmap; coronas, flickering; fire, gunshots, lightning | + | * [[lighting]]: [[dynamic light|dynamic]], [[colored light|colored]], [[vertex light|vertex]] & [[lightmap]] |
+ | ** [[coronas]], [[flickering]], [[lens flare]] | ||
+ | ** fire, [[gunshots]], [[lightning]] | ||
* [[particle effects]]: explosions, [[debris]], flowing water, [[gas]], [[shards]], [[smoke]], [[sparks]], [[steam]] | * [[particle effects]]: explosions, [[debris]], flowing water, [[gas]], [[shards]], [[smoke]], [[sparks]], [[steam]] | ||
* [[physics]]: very realistic, [[ragdoll bodies]] | * [[physics]]: very realistic, [[ragdoll bodies]] | ||
- | ** [[gravity]]: player, NPCs | + | ** [[gravity]]: characters, objects |
** [[friction]], [[inertia]], [[momentum]], [[bouyancy]] | ** [[friction]], [[inertia]], [[momentum]], [[bouyancy]] | ||
** bullet impact force pushes objects | ** bullet impact force pushes objects | ||
** [[slippery]] [[water]] | ** [[slippery]] [[water]] | ||
* [[reflection]]: some water [[puddles]]; see [[environmental texture mapping]] | * [[reflection]]: some water [[puddles]]; see [[environmental texture mapping]] | ||
- | * [[shadows]]: fade, rotate, scale, [[vertical angle adjustment]]; [[#NPCs|NPCs]] | + | * [[shadows]]: [[shadow fade|fade]], [[shadow rotation|rotate]], [[shadow scaling|scale]], [[vertical angle adjustment]]; [[#NPCs|NPCs]] |
- | * [[skeletal animation]]: yes | + | * [[skeletal animation]] |
- | * texture: 16-/32-[[bit depth]] | + | * [[texture]]: 16-/32-[[bit depth]] |
- | ** filtering: bi-/[[trilinear]] | + | ** [[filtering]]: [[bi-]]/[[trilinear]] |
- | ** mapping: environmental, mip | + | ** [[texturemapping|mapping]]: [[environment map|environment]], [[mip]] |
** [[decals]]: [[blood]], [[bullet holes]], [[impact marks]] | ** [[decals]]: [[blood]], [[bullet holes]], [[impact marks]] | ||
* [[transparency]]: [[fire]], [[glass]], [[laser beams]], [[light beams]], [[smoke]], [[steam]], [[water]] | * [[transparency]]: [[fire]], [[glass]], [[laser beams]], [[light beams]], [[smoke]], [[steam]], [[water]] | ||
- | * other: [[lens flare]] | ||
- | ==characters== | + | ==[[Character]]== |
===[[player character]]=== | ===[[player character]]=== | ||
- | * character: blood splatters on view (camera), [[facial animation]] | + | * [[blood splatter]]s on view (camera) |
+ | * [[facial animation]] | ||
* [[footsteps]]: dirt, metal, rock, water | * [[footsteps]]: dirt, metal, rock, water | ||
* [[moves]]: [[crouch]], [[jump]], [[punch]]/[[shoot]], [[run]], [[strafe]], [[walk]] | * [[moves]]: [[crouch]], [[jump]], [[punch]]/[[shoot]], [[run]], [[strafe]], [[walk]] | ||
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* [[AI]]: [[take cover]], teammates (orderable: follow, hold, attack) | * [[AI]]: [[take cover]], teammates (orderable: follow, hold, attack) | ||
- | ==level/world design== | + | ==[[Environment]]== |
- | * [[location]]: future San Francisco Bay Area, USA; Taipei, Taiwan | + | * [[location]]: [[future]] [[San Francisco]] Bay Area, [[USA]]; [[Taipei, Taiwan]] |
- | * [[cutscenes]]: yes | + | * [[cutscenes]] |
- | * [[level editor]]: DEd (UnrealEd) | + | * [[level editor]]: DEd ([[UnrealEd]]) |
- | * environmental [[interaction]] | + | |
- | ** [[break]]: [[boxes]] (most), [[chairs]] (some), [[cigarette packs]], [[crates]], [[glass]] ([[bottles]]), [[microwave ovens]], [[monitors]], [[vending machines]] | + | |
- | ** [[explode]]: [[batteries]] (some), [[fire extinguishers]], [[gas cans]]/tanks, microwaves, [[oil drums]], [[propane tanks]], vending machines | + | |
- | ** [[move]]: [[ballasts]] (+ hanging fall when shot), [[basketballs]], batteries, bottles, boxes (cardboard, Chinese food), [[cans]] (gas, tin), chairs, [[construction cones]], [[containers]], crates, [[milk cartons]], [[mop buckets]], oil drums, propane tanks, [[toolboxes]], [[tubes]], [[turds]], [[TVs]] | + | |
- | ** [[open]]: [[doors]] | + | |
- | ** [[pickup]]: [[ammo]]/weapons, [[decoder]], health ([[first-aid kits]], food/ration packets), wire cutters; see moveable objects | + | |
- | ** [[ride]]: subway? | + | |
- | ** [[shoot]]: barrel/drums leak (oil, water), fire hydrants spew water, [[lanterns]] sway, [[pipes]] vent steam | + | |
- | ** [[throw]]: anything pickupable (except ammo, health, decoder, and wire cutters) | + | |
- | ** other: flush [[toilets]]/urinals, hack [[computers]], look through [[microscopes]] and [[video cameras]], set explosives, place [[fuses]] in [[generators]], turn [[handles]], turn [[shower]]/[[sink]] [[faucets]] on/off, use wirecutters on [[locks]] | + | |
* [[puzzles]]: [[find]] items (wirecutters, codes, parts, people), [[disable]] defenses (laser beams, [[turret guns]], etc) | * [[puzzles]]: [[find]] items (wirecutters, codes, parts, people), [[disable]] defenses (laser beams, [[turret guns]], etc) | ||
* [[traps/hazards]]: [[droids]], [[falling]], [[fire]], getting shot/eaten (pirahna, sharks), [[poison gas]], [[toxic waste]] | * [[traps/hazards]]: [[droids]], [[falling]], [[fire]], getting shot/eaten (pirahna, sharks), [[poison gas]], [[toxic waste]] | ||
- | ==[[weapons]]== | + | ===[[environmental interaction]]=== |
+ | * [[break]]: [[boxes]] (most), [[chairs]] (some), [[cigarette packs]], [[crates]], [[glass]] ([[bottles]]), [[microwave ovens]], [[monitors]], [[vending machines]] | ||
+ | * [[explode]]: [[batteries]] (some), [[fire extinguishers]], [[gas cans]]/tanks, microwaves, [[oil drums]], [[propane tanks]], vending machines | ||
+ | * [[move]]: [[ballasts]] (+ hanging fall when shot), [[basketballs]], batteries, bottles, boxes (cardboard, Chinese food), [[cans]] (gas, tin), chairs, [[construction cones]], [[containers]], crates, [[milk cartons]], [[mop buckets]], oil drums, propane tanks, [[toolboxes]], [[tubes]], [[turds]], [[TVs]] | ||
+ | * [[open]]: [[doors]] | ||
+ | * [[pickup]]: [[ammo]]/weapons, [[decoder]], health ([[first-aid kits]], food/ration packets), wire cutters; see moveable objects | ||
+ | <!--* [[ride]]: subway?--> | ||
+ | * [[shoot]]: barrel/drums leak (oil, water), fire hydrants spew water, [[lanterns]] sway, [[pipes]] vent steam | ||
+ | * [[throw]]: anything pickupable (except ammo, health, decoder, and wire cutters) | ||
+ | * [[turn]]: [[handles]], on/off ([[shower]]/[[sink]] [[faucets]]) | ||
+ | * other: [[flush]] [[toilets]]/urinals, [[hack]] [[computers]], [[look through]] [[microscopes]] and [[video cameras]], set explosives, place [[fuses]] in [[generators]], use wirecutters on [[locks]] | ||
+ | |||
+ | ==[[Inventory]]== | ||
+ | * [[ammo]]/weapons, [[decoder]], [[detpacks]], [[fuses]], [[wire cutter]] | ||
+ | |||
+ | ===[[weapons]]=== | ||
* [[blades]]: [[knife]], [[sword]] | * [[blades]]: [[knife]], [[sword]] | ||
* [[explosives]]: [[dynamite]], [[grenades]] | * [[explosives]]: [[dynamite]], [[grenades]] | ||
* [[guns]]: [[harpoon]], [[machineguns]], [[pistols]], [[rifles]], [[Uzis]] | * [[guns]]: [[harpoon]], [[machineguns]], [[pistols]], [[rifles]], [[Uzis]] | ||
* other: [[bottle]] (breaks after 1st use), rat [[drones]] | * other: [[bottle]] (breaks after 1st use), rat [[drones]] | ||
- | |||
- | ==[[inventory]]== | ||
- | * [[ammo]]/weapons, [[decoder]], [[detpacks]], [[fuses]], [[wire cutter]] | ||
- | |||
- | ==other== | ||
- | * [[sound]]: [[stereo]] |
Revision as of 20:02, 1 March 2010
Contents |
Wikipedia:Devastation | }} | |
---|---|---|
year | 2003 | |
genre(s) | action | |
developer(s) | Digitalo Studios | |
publisher(s) | ARUSH Entertainment | |
engine | Unreal Tournament 2003 | |
Effects | ||
sound | stereo | |
Engine
- atmospheric/environmental effects
- dust: impacts (bullets, feet)
- shaking: explosions
- shards: wood
- smoke: explosions, helicopter (damaged)
- sparks: bullet impacts
- steam: pipes, shower water, vats
- water: pipes, faucets, some drums leak, transport ship wave crashes, bubbles (fishtank filters), dam leaks, ocean foam/ripples, impact ripples/splash
- weather: rain
- clouds (moving)
- wind: tapestries
- other: explosions, fire, flies buzz around trash/turds, gas/toxic waste clouds; see particle effects
- collision detection:
- lighting: dynamic, colored, vertex & lightmap
- coronas, flickering, lens flare
- fire, gunshots, lightning
- particle effects: explosions, debris, flowing water, gas, shards, smoke, sparks, steam
- physics: very realistic, ragdoll bodies
- reflection: some water puddles; see environmental texture mapping
- shadows: fade, rotate, scale, vertical angle adjustment; NPCs
- skeletal animation
- texture: 16-/32-bit depth
- transparency: fire, glass, laser beams, light beams, smoke, steam, water
Character
player character
- blood splatters on view (camera)
- facial animation
- footsteps: dirt, metal, rock, water
- moves: crouch, jump, punch/shoot, run, strafe, walk
- view: 1st-person (3rd-person through console)
NPCs
- animals (rats), fish, humans, pirahna, sharks
- AI: take cover, teammates (orderable: follow, hold, attack)
Environment
- location: future San Francisco Bay Area, USA; Taipei, Taiwan
- cutscenes
- level editor: DEd (UnrealEd)
- puzzles: find items (wirecutters, codes, parts, people), disable defenses (laser beams, turret guns, etc)
- traps/hazards: droids, falling, fire, getting shot/eaten (pirahna, sharks), poison gas, toxic waste
environmental interaction
- break: boxes (most), chairs (some), cigarette packs, crates, glass (bottles), microwave ovens, monitors, vending machines
- explode: batteries (some), fire extinguishers, gas cans/tanks, microwaves, oil drums, propane tanks, vending machines
- move: ballasts (+ hanging fall when shot), basketballs, batteries, bottles, boxes (cardboard, Chinese food), cans (gas, tin), chairs, construction cones, containers, crates, milk cartons, mop buckets, oil drums, propane tanks, toolboxes, tubes, turds, TVs
- open: doors
- pickup: ammo/weapons, decoder, health (first-aid kits, food/ration packets), wire cutters; see moveable objects
- shoot: barrel/drums leak (oil, water), fire hydrants spew water, lanterns sway, pipes vent steam
- throw: anything pickupable (except ammo, health, decoder, and wire cutters)
- turn: handles, on/off (shower/sink faucets)
- other: flush toilets/urinals, hack computers, look through microscopes and video cameras, set explosives, place fuses in generators, use wirecutters on locks
Inventory
- ammo/weapons, decoder, detpacks, fuses, wire cutter