Severance: Blade of Darkness
3D Game Comparison - Game vs. game. No hype; just facts.™
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* {{iawm|http://web.archive.org/web/20010807022002/www.rebelact.com/darkness/tech.shtml|Rebel Act proprietary}} | * {{iawm|http://web.archive.org/web/20010807022002/www.rebelact.com/darkness/tech.shtml|Rebel Act proprietary}} | ||
* Atmospheric/environmental effects | * Atmospheric/environmental effects | ||
- | ** water: reflection, waterfall splash | + | ** [[water]]: [[reflection]], [[waterfall splash]] |
- | ** weather: clouds | + | ** [[weather]]: [[clouds]] |
- | * lighting: dynamic, colored; flickering; candles, torches | + | * [[lighting]]: dynamic, colored; [[flickering]]; [[candles]], [[torches]] |
- | * reflection: wavy water | + | * reflection: [[wavy water]] |
- | * shadows: real-time, projected, dynamic, multiple light sources, fade, scale, vertical angle adjustment--<i>everything!</i> | + | * [[shadows]]: real-time, projected, dynamic, multiple light sources, fade, scale, [[vertical angle adjustment]]--<i>everything!</i> |
- | * physics: thrown/knocked objects bounce and ricochet off other objects; fluid | + | * [[physics]]: thrown/knocked objects bounce and ricochet off other objects; fluid |
- | * transparency: blood, cobwebs, fading broken objects, water | + | * [[transparency]]: [[blood]], [[cobwebs]], fading broken objects, water |
- | * other: dust: falling wall stones, breaking objects, sword impact (+ sparks & surface debris: wood, stone), eating food crumbs | + | * other: [[dust]]: falling wall stones, breaking objects, [[sword impact]] (+ [[sparks]] & surface [[debris]]: wood, stone), eating food crumbs |
==Player character== | ==Player character== | ||
* name: Tukaram (barbarian), Naglfar (dwarf), Sargon (knight), and Zoe (adventurer) | * name: Tukaram (barbarian), Naglfar (dwarf), Sargon (knight), and Zoe (adventurer) | ||
- | * character: incremental body damage, stamina (can only attack so much before needing to rest) | + | * character: [[incremental body damage]], [[stamina]] (can only attack so much before needing to rest) |
- | * moves: attack (swing weapon in at least 4 ways), block, climb, duck, jump, pick up, ready/stow shield/weapon, run, sneak, throw (+ drop), walk | + | * moves: [[attack]] (swing weapon in at least 4 ways), [[block]], [[climb]], [[duck]], [[jump]], [[pick up]], ready/stow shield/weapon, [[run]], [[sneak]], [[throw]] (+ [[drop]]), [[walk]] |
- | * view: 1st-/3rd-person, seamless transition, body and shadows rendered in 1st-person, camera moves with character's breathing | + | * [[view]]: 1st-/[[3rd-person]], [[seamless transition]], body and shadows rendered in 1st-person, camera moves with character's [[breathing]] |
==Level design== | ==Level design== | ||
- | * environmental interaction | + | * [[environmental interaction]] |
- | ** breakable objects: wood (barrels, crates, tables) | + | ** [[break]]: wood ([[barrels]], [[crates]], [[tables]]) |
- | ** eat: apples, bread crust, cheese, meat | + | ** [[eat]]: [[apples]], [[bread crust]], [[cheese]], [[meat]] |
- | ** light on fire: barrels, crates, torches | + | ** [[light on fire]]: [[barrels]], [[crates]], [[torches]] |
- | ** other: pull levers; push loose wall stones | + | ** other: [[pull levers]]; push loose wall stones |
- | ==NPCs== | + | ==[[NPCs]]== |
* incremental body damage | * incremental body damage | ||
- | * AI: dodge, duck, evade, encircle | + | * [[AI]]: [[dodge]], [[duck]], [[evade]], [[encircle]] |
==Other== | ==Other== | ||
- | * sound: stereo, EAX | + | * [[sound]]: [[stereo]], [[EAX]] |
Revision as of 09:18, 14 August 2007
Wikipedia:Severance: Blade of Darkness | }} | |
---|---|---|
year | 2001 | |
genre(s) | Action role-playing game | |
developer(s) | Rebel Act Studios | |
publisher(s) | Codemasters | |
engine | Proprietary | |
Character | ||
name | Various |
Engine
- Rebel Act proprietary at Internet Archive Wayback Machine
- Atmospheric/environmental effects
- lighting: dynamic, colored; flickering; candles, torches
- reflection: wavy water
- shadows: real-time, projected, dynamic, multiple light sources, fade, scale, vertical angle adjustment--everything!
- physics: thrown/knocked objects bounce and ricochet off other objects; fluid
- transparency: blood, cobwebs, fading broken objects, water
- other: dust: falling wall stones, breaking objects, sword impact (+ sparks & surface debris: wood, stone), eating food crumbs
Player character
- name: Tukaram (barbarian), Naglfar (dwarf), Sargon (knight), and Zoe (adventurer)
- character: incremental body damage, stamina (can only attack so much before needing to rest)
- moves: attack (swing weapon in at least 4 ways), block, climb, duck, jump, pick up, ready/stow shield/weapon, run, sneak, throw (+ drop), walk
- view: 1st-/3rd-person, seamless transition, body and shadows rendered in 1st-person, camera moves with character's breathing
Level design
- environmental interaction
- break: wood (barrels, crates, tables)
- eat: apples, bread crust, cheese, meat
- light on fire: barrels, crates, torches
- other: pull levers; push loose wall stones