Thief: The Dark Project
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
Revision as of 15:04, 28 February 2010 (edit) Eep² (t|c) m →Other - link ← Previous diff |
Current revision (19:16, 2 March 2010) (edit) (undo) Eep² (t|c) more interactions, links |
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|developer=Looking Glass Studios | |developer=Looking Glass Studios | ||
|engine=Dark Engine | |engine=Dark Engine | ||
- | |character=Garrett the Thief | + | |character=Garrett |
|engine type polygon=yes | |engine type polygon=yes | ||
|engine optimization portal rendering=yes | |engine optimization portal rendering=yes | ||
+ | |sound=stereo | ||
}} | }} | ||
Line 39: | Line 40: | ||
* [[collision detection]]: 2D | * [[collision detection]]: 2D | ||
* deployed rope arrows settle into place | * deployed rope arrows settle into place | ||
- | * floating barrels, crates, & rubble | + | * [[floating]] barrels, crates, & rubble |
* most arrows arc when shot | * most arrows arc when shot | ||
* objects: stackable, fall down (but don't usually angle correctly), fly through air, impact, move other objects slightly (depending on size) | * objects: stackable, fall down (but don't usually angle correctly), fly through air, impact, move other objects slightly (depending on size) | ||
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==[[Character]]== | ==[[Character]]== | ||
===[[player character]]=== | ===[[player character]]=== | ||
+ | * [[thief]] | ||
* [[stamina]]: holding bow | * [[stamina]]: holding bow | ||
* [[light gem]] | * [[light gem]] | ||
- | * [[actions]]: [[block]], [[climb]]: ladder, wall (mantle)/rope; [[crouch]] (+ run/walk), [[drink]], [[eat]], [[jump]], [[pick lock]]/[[pickpocket|pocket]], [[lean]] (sideways, [[lean forward|forward]]), [[open]]/[[close]] doors & manhole covers, [[pick up]]/[[drop]]/[[throw]] object/body, [[ready]]/[[sheath]] weapon, [[run]], [[swim]], [[swing]] [[#objects|blackjack/sword]], [[walk]] | + | * [[actions]]: [[block]], [[climb]], [[crouch]] (+ run/walk), [[drink]], [[eat]], [[jump]], [[pick lock]]/[[pickpocket|pocket]], [[lean]] (sideways, [[lean forward|forward]]), [[open]]/[[close]], [[pick up]]/[[drop]]/[[throw]] object/body, [[ready]]/[[sheath]] weapon, [[run]], [[swim]], [[swing]] [[#objects|blackjack/sword]], [[walk]] |
* [[footsteps]]: [[carpet]], [[dirt]], [[gravel]], [[metal]] [[rock]]/[[stone]], [[tile]], [[water]], [[wood]] | * [[footsteps]]: [[carpet]], [[dirt]], [[gravel]], [[metal]] [[rock]]/[[stone]], [[tile]], [[water]], [[wood]] | ||
* [[view]]: [[1st-person]] | * [[view]]: [[1st-person]] | ||
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====[[AI]]==== | ====[[AI]]==== | ||
- | * awareness degrees | + | * [[awareness degrees]] |
* [[light-sensitive]] | * [[light-sensitive]] | ||
* [[patrol]]s | * [[patrol]]s | ||
* [[sound-reactive]] | * [[sound-reactive]] | ||
- | * call for backup & sound alarms | + | * [[call for backup]] & [[sound alarms]] |
* ''Thief Gold'': zombies don't rebound instantly after severe damage | * ''Thief Gold'': zombies don't rebound instantly after severe damage | ||
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* [[level editor]]: [[DromEd]] | * [[level editor]]: [[DromEd]] | ||
* [[linear level progression]] | * [[linear level progression]] | ||
- | * [[puzzles]]: [[breaking and entering]], evade detection (sneak), find/steal items, follow/trail people, [[kidnap]]ping, pick pockets, plant evidence | + | * [[puzzles]]: [[breaking and entering]], [[evade]] detection (sneak), [[find]]/[[steal]] items, [[follow]]/trail people, [[kidnap]]ping, pick pockets, plant evidence |
* [[traps/hazards]]: [[arrows (shooting)]], [[blades]] (horizontally/vertically swinging), [[falling]], [[fire]], [[pressure-sensitive floors]], mines ([[explosions]]), getting [[burnt]]/[[cutting|cut]]/[[hit]]/[[shot]] | * [[traps/hazards]]: [[arrows (shooting)]], [[blades]] (horizontally/vertically swinging), [[falling]], [[fire]], [[pressure-sensitive floors]], mines ([[explosions]]), getting [[burnt]]/[[cutting|cut]]/[[hit]]/[[shot]] | ||
===[[interaction]]=== | ===[[interaction]]=== | ||
- | * hit [[gong]] | ||
- | |||
* [[break]]: [[crates]] (wood), [[doors]] (wood), [[glass]] (window panes), [[ice]], [[tapestries]] | * [[break]]: [[crates]] (wood), [[doors]] (wood), [[glass]] (window panes), [[ice]], [[tapestries]] | ||
+ | * [[climb]]: [[ladders]], wall ([[mantle]])/[[rope]] | ||
* [[drop]]: anything pickupable (-loot) | * [[drop]]: anything pickupable (-loot) | ||
- | * [[explode]]: barrels | + | * [[explode]]: [[barrels]] |
- | <!-- | + | * [[pick up]]: [[ammo]], barrels (small), [[basketball]], [[bedroll]], [[bodies]], [[crates]], [[glass (broken)]], [[hammers]] (large) |
- | * [[move]]: [[barricades]], [[bed frames]], [[boats]], [[bodies]], [[broken objects]], [[cable spools]], [[cargo containers]], [[cars]], [[computer consoles]], [[couches]], [[crane]], [[drawer cabinets]], [[dressers]], [[dumpsters]], electronic equipment (oscilloscopes?), [[fan blades]], NPC machine parts, [[engines]], [[file cabinets]], ladder cage, [[luggage carts]], [[mattresses]], metal panels, pet transport [[crates]] (some), [[pods]], propane canisters/[[tanks]], [[radiators]], [[railings]], [[shelves]], [[signs]] (+ letters), [[stair steps]], [[tables]], [[toolchests]], train car [[doors]], [[turrets]], vehicle ([[axels]], bodies, [[doors]], [[mufflers]]), [[washing machines]], [[wheelbarrows]]; see pickupable objects | + | ** "junk": [[bottles]] (green glass, grey) |
- | * [[open]]: ammo crates, doors (normal, [[locker]], [[fence gates]]) | + | ** [[dishes]]: [[bowls]], [[cups]], [[pans]], [[plates]], [[pots]] |
- | * [[pick up]]: ammo/weapons, barrels, [[batteries]], [[bicycles]], [[bones]], [[binders]], [[boots]], [[bottles]] (glass beer/wine, plastic cleaning & soda), [[buckets]] (metal, plastic), [[cans]] (food, gas, paint, recycle, soda), [[cardboard boxes]] (large, small, nail/screw), [[cement blocks]], [[Chinese food boxes]], [[clipboard]], [[coffee mugs]], [[computers]] (cases, keyboards, monitors), [[concrete]] chunks, [[crates]] (plastic, wood), [[doll]], [[electronic equipment]] (receivers), flower pots, health (kits, [[vials]]), [[jars]] (plastic), ladel?, [[lamps]] (desk, floor), [[laundry machine drums]], [[luggage]], [[meathooks]], [[milk cartons]]/jugs, [[newspapers]], [[pallets]], [[paper bags]], parts [[cabinets]], [[payphone handsets]], [[picture frames]], pipe weapon (NPC), [[pots]], [[power plugs]], [[rocks]], [[sawblades]], shards, [[skulls]], [[statue busts]], tables, [[tires]], [[toilets]] (some), [[tools]] ([[pliers]], ''wrenches''), [[traffic cones]], vanities, [[watermelons]], [[wood]] ([[beams]], [[panels]], [[planks]], platforms); see movable objects for gravity gun-pickupable objects | + | ** [[goblets]], [[masks]], [[medallion]], [[trays]], [[vases]] |
- | * [[ride]]: [[airboat]], [[buggy]], [[cart]], [[crane]], [[elevator]]; anything moving | + | ** [[plants (potted)]], [[#weapons|weapons]], see [[#Inventory|inventory]] (- compass) |
- | * [[throw]]: pick upable objects | + | * [[open]]/[[close]]: [[chests]], [[coffin]] lid, [[doors]], [[manhole covers]] |
- | * other: [[activate]] (health/HEV chargers, [[soda machines]], [[teleporter]]), change security camera monitor video feeds, [[flush]] toilet (some), [[operate]] crane, (left/right, extend/retract arm, pick up/drop magnetic objects), [[plug in]] power plug, [[pull]] [[levers]], [[spin]] [[merry-go-round]] & [[tic-tac-toe]] markers, tap [[hula doll]], [[tilt]] picture frame, [[turn]] buttons/handles, TVs turn off when power plug pulled out of socket; see [[#physics]] | + | * [[pull]]: [[levers/switches]] |
- | --> | + | * [[push]]: barrels, buttons, crates, [[rocks]] (boulders), [[sandbags]] |
+ | * [[ride]]: [[lifts]] | ||
+ | * [[throw]]: anything pickupable (-loot, papyrus/parchments/scrolls) | ||
+ | * other: | ||
+ | ** [[bloodstains]] (+ [[wash away blood|washawayable]]) | ||
+ | ** explode red barrels (with fire arrows) | ||
+ | ** [[extinguish fire]] | ||
+ | ** hit [[gong]] | ||
+ | ** [[pick locks]] | ||
+ | ** fire elementals: relight torches?, fire arrows grow?, hitting shrinks? | ||
+ | ** knock human enemies unconcious by landing on their heads? | ||
==[[Inventory]]== | ==[[Inventory]]== | ||
* [[store and use]] | * [[store and use]] | ||
- | * map: 2D, vague position | + | * [[map]]: 2D, [[vague position]] |
===objects=== | ===objects=== | ||
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* [[arrows stick]] in dirt/grass/wood surfaces/objects; [[retrievable ammo|retrievable]] | * [[arrows stick]] in dirt/grass/wood surfaces/objects; [[retrievable ammo|retrievable]] | ||
* [[manual targeting]] | * [[manual targeting]] | ||
- | * [[sound]]: [[stereo]] | + | * [[sound]]: ''Thief Gold'': body drop and different food eating sounds |
- | ** ''Thief Gold'': body drop and different food eating sounds | + |
Current revision
Contents |
Engine
- shadows: pre-rendered, static; buldings/objects
- texture: 8-bit depth
- transparency: fire, gas, glass, ice, smoke, steam, water, water arrow quivers
effects
- particle effects: gas, lava (shooting), smoke, sparks, splash, spray, steam, swarms (insects), water (drops, falling, fountains)
- smoke: fire, lava
- sparks: fire, streetlights
- steam: some pipes
- water: current, drops, falling, fountains
- wind: pulsating plants?
- other: blood puddles, fire, gas (Burrick poison); see particle effects, physics, and sound
lighting
physics
- gravity: characters
- air density, bouyancy, friction, inertia, momentum, weight
- characters and some objects can block doors from opening/closing fully and/or can be pushed by doors (small objects only)
- collision detection: 2D
- deployed rope arrows settle into place
- floating barrels, crates, & rubble
- most arrows arc when shot
- objects: stackable, fall down (but don't usually angle correctly), fly through air, impact, move other objects slightly (depending on size)
- weight-sensitive columns & floor tiles
Character
player character
- thief
- stamina: holding bow
- light gem
- actions: block, climb, crouch (+ run/walk), drink, eat, jump, pick lock/pocket, lean (sideways, forward), open/close, pick up/drop/throw object/body, ready/sheath weapon, run, swim, swing blackjack/sword, walk
- footsteps: carpet, dirt, gravel, metal rock/stone, tile, water, wood
- view: 1st-person
NPCs
- bug beasts, burricks (dog-lizards), fire (elementals, shadows--Thief Gold), frogs, ghosts, humans, mosquitoes, spiders, zombies
AI
- awareness degrees
- light-sensitive
- patrols
- sound-reactive
- call for backup & sound alarms
- Thief Gold: zombies don't rebound instantly after severe damage
Environment
- # levels: 12 missions + training level
- locations: canals, city, prison
- level editor: DromEd
- linear level progression
- puzzles: breaking and entering, evade detection (sneak), find/steal items, follow/trail people, kidnapping, pick pockets, plant evidence
- traps/hazards: arrows (shooting), blades (horizontally/vertically swinging), falling, fire, pressure-sensitive floors, mines (explosions), getting burnt/cut/hit/shot
interaction
- break: crates (wood), doors (wood), glass (window panes), ice, tapestries
- climb: ladders, wall (mantle)/rope
- drop: anything pickupable (-loot)
- explode: barrels
- pick up: ammo, barrels (small), basketball, bedroll, bodies, crates, glass (broken), hammers (large)
- open/close: chests, coffin lid, doors, manhole covers
- pull: levers/switches
- push: barrels, buttons, crates, rocks (boulders), sandbags
- ride: lifts
- throw: anything pickupable (-loot, papyrus/parchments/scrolls)
- other:
- bloodstains (+ washawayable)
- explode red barrels (with fire arrows)
- extinguish fire
- hit gong
- pick locks
- fire elementals: relight torches?, fire arrows grow?, hitting shrinks?
- knock human enemies unconcious by landing on their heads?
Inventory
objects
- ammo (arrows: broadhead, fire, gas, moss, noise, rope, water), compass, flash bombs
- flasks/potions: breath, health, holy water, speed
- food: apples, bread, carrots, cheese, deer legs
- lockpicks, keys, papyrus/parchments/scrolls
- loot: coins (gold, silver), goblets, gold/gem vases, tiaras
- weapons: blackjack, bow, hammers, mines (explosive, gas)
Other
- arrows stick in dirt/grass/wood surfaces/objects; retrievable
- manual targeting
- sound: Thief Gold: body drop and different food eating sounds