Assassin's Creed
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
Revision as of 00:15, 9 March 2010 (edit) Eep² (t|c) →physics - reorganize ← Previous diff |
Current revision (13:35, 9 March 2010) (edit) (undo) Eep² (t|c) move basic character info into table |
||
Line 1: | Line 1: | ||
{{game | {{game | ||
- | |year= 2008 | + | |year=2008 |
|genre=action-adventure | |genre=action-adventure | ||
|publisher=Ubisoft | |publisher=Ubisoft | ||
|developer=Ubisoft Montreal | |developer=Ubisoft Montreal | ||
|engine=Scimitar | |engine=Scimitar | ||
+ | |character=Altair | ||
+ | |character description=assassin | ||
}} | }} | ||
Line 50: | Line 52: | ||
==[[Character]]== | ==[[Character]]== | ||
===[[player character]]=== | ===[[player character]]=== | ||
- | * character: [[Altair]], an [[assassin]] | ||
* [[blinking]], [[facial animation]], [[idle animations]] (stretch) | * [[blinking]], [[facial animation]], [[idle animations]] (stretch) | ||
* [[footsteps]]: [[dirt]], [[gravel]], [[metal]], [[sand]], [[stone]], [[tile]], [[water]], [[wood]] | * [[footsteps]]: [[dirt]], [[gravel]], [[metal]], [[sand]], [[stone]], [[tile]], [[water]], [[wood]] |
Current revision
Contents |
Wikipedia:Assassin's Creed | }} | |
---|---|---|
year | 2008 | |
genre(s) | action-adventure | |
developer(s) | Ubisoft Montreal | |
publisher(s) | Ubisoft | |
engine | Scimitar | |
Character | ||
name | Altair |
Effects
- particle effects: debris, dust, hay, leaves, mist, smoke, splash, steam, swarms (birds, insects)
- reflection: floors (marble, metal), most metallic surfaces, walls (marble only?), water (+ puddles), weapons; pixel shaders; see environmental texture mapping
- shadows: vertical angle adjustment, fading; NPCs, moving objects, clouds
- skeletal animation
- transparency: fire, glass, light beams, projectile trails, smoke, steam, water
- other: blurring, depth of field, pixel/vertex shaders (reflections)
atmospheric/environmental
- dust: footsteps, impacts, light beams
- lightbeams: vents, windows (some)
- shards: ceramic, wood
- smoke: burnt rubble, cauldrons, chimneys, fire, incense burners
- steam: animus underfloor machinery, vents
- water: puddles, splash, spray
- weather: fog/haze
- clouds (moving)
- wind: dust, fabric, hay
- other: fire, projectile trails; see particle effects, physics, and sound
lighting
physics
- engine: Havok
- gravity: player, NPCs
- friction, inertia, momentum, weight (see breakable objects)
- collision detection
- hay stacks bounce when jumped into and out of
- swaying fabric
- swinging lights/signs
- ragdoll bodies
texture
Character
player character
- blinking, facial animation, idle animations (stretch)
- footsteps: dirt, gravel, metal, sand, stone, tile, water, wood
- moves: climb, drop, grab, jump, punch, run, sprint (arms in/out), throw, walk
- view: 3rd-person (1st-person in "eagle vision"--blurred, distorted colors)
- pan: keyboard/mouse (+ vehicles)
- pain: black & white, flickering red
NPCs
AI
- friendly NPCs help player by blocking enemy NPCs
- object impact reaction
- pigeons fly away when approached
Environment
- levels: 7 memory blocks, 5 cities, 1 kingdom
- location: Middle East, 1191 AD during the Crusades, cities (Acre, Damascus, Jerusalem, Masyaf; ~500m² each), coast, Arsuf; 2012 corporate building
- cutscenes: yes
- level editor: no
- puzzles: climb view points, destroy merchant stands, eavesdrop, interrogate, pick pockets, kill people, save citizens
- traps/hazards: drowning, falling, getting cut/hit
interaction
- break: bowls, crates, merchant stands, pots (flower, normal), stools, vases, watermelons (some)
- move: bows (dead enemies only), incense burners, people, swords (dead enemies only); see breakable objects
- ride: horses
- throw: knives, people
- other: activate (computers, keypads); see physics
Inventory
Other
- sound: stereo, multi-channel (2, 4, 4.1, 5.1)