Severance: Blade of Darkness

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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...
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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

blade.gif

Contents

Engine

  • Rebel Act proprietary at wmicon1.gif 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
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