Severance: Blade of Darkness
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
Revision as of 14:39, 20 July 2007 (edit) Eep² (t|c) New page: Severance: Blade of Darkness circa: 2001<br> genre: action-RPG <b>engine</b>: <a href=http://rebelact.com/darkness/tech.shtml>Rebel... ← Previous diff |
Revision as of 02:03, 24 July 2007 (edit) (undo) Eep² (t|c) Next diff → |
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- | [[image|../../blade.gif|width=261|height=89|border=0|Severance: Blade of Darkness]] | + | http://tnlc.com/eep/blade.gif |
- | circa: 2001<br> | + | * circa: 2001 |
- | genre: action-RPG | + | * genre: action-RPG |
+ | * developer: Rebel Act Studios | ||
+ | * website: {{w|Severance: Blade of Darkness}} | ||
- | <b>engine</b>: <a href=http://rebelact.com/darkness/tech.shtml>Rebel Act proprietary</a> <a href=http://web.archive.org/web/20010807022002/www.rebelact.com/darkness/tech.shtml><img src=../../wmicon1.gif align=absmiddle border=0 width=16 height=16 alt="Internet Archive Wayback Machine"></a> | + | ==Engine== |
- | <ul><li>atmospheric/environmental effects | + | * {{iawm|http://web.archive.org/web/20010807022002/www.rebelact.com/darkness/tech.shtml|Rebel Act proprietary}} |
- | <ul type=disc><li>water: reflection, waterfall splash | + | * Atmospheric/environmental effects |
- | <li>weather: clouds | + | ** water: reflection, waterfall splash |
- | </ul> | + | ** weather: clouds |
- | <li>lighting: dynamic, colored; flickering; candles, torches | + | * lighting: dynamic, colored; flickering; candles, torches |
- | <li>reflection: wavy water | + | * reflection: wavy water |
- | <li>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> |
- | <li>physics: thrown/knocked objects bounce and ricochet off other objects | + | * physics: thrown/knocked objects bounce and ricochet off other objects |
- | <li>transparency: blood, cobwebs, fading broken objects, water | + | * transparency: blood, cobwebs, fading broken objects, water |
- | <li>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 |
- | </ul> | + | |
- | <b>player character</b> | + | ==Player character== |
- | <ul><li>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) |
- | <li>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 |
- | <li>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 |
- | </ul> | + | |
- | <b>level design</b> | + | ==Level design== |
- | <ul><li>environmental interaction | + | * environmental interaction |
- | <ul type=disc><li>breakable objects: wood (barrels, crates, tables) | + | ** breakable objects: wood (barrels, crates, tables) |
- | <li>other: eat (apples, bread crust, cheese, meat), light on fire: barrels, crates, torches; pull levers; push loose wall stones | + | ** other: eat (apples, bread crust, cheese, meat), light on fire: barrels, crates, torches; pull levers; push loose wall stones |
- | </ul> | + | |
- | </ul> | + | |
- | <b>other</b> | + | ==NPCs== |
- | <ul><li>enemies: incremental body damage | + | * incremental body damage |
- | <ul type=disc><li>AI: dodge, duck, evade, encircle | + | * AI: dodge, duck, evade, encircle |
- | </ul> | + | |
- | <li>sound: stereo, EAX | + | ==Other== |
- | </ul> | + | * sound: stereo, EAX |
[[Category:Games]] | [[Category:Games]] |
Revision as of 02:03, 24 July 2007
- circa: 2001
- genre: action-RPG
- developer: Rebel Act Studios
- website: Severance: Blade of Darkness
Contents |
Engine
- Rebel Act proprietary at Internet Archive Wayback Machine
- Atmospheric/environmental effects
- water: reflection, waterfall splash
- weather: clouds
- 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
- 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
- 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
- breakable objects: wood (barrels, crates, tables)
- other: eat (apples, bread crust, cheese, meat), light on fire: barrels, crates, torches; pull levers; push loose wall stones
NPCs
- incremental body damage
- AI: dodge, duck, evade, encircle
Other
- sound: stereo, EAX