Heavy Metal: F.A.K.K.²
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
Revision as of 22:22, 13 January 2010 (edit) Eep² (t|c) {{game |year=2000 |genre=action-adventure |publisher=Sierra Entertainment |developer=Ritual Entertainment |engine=Quake III |engine_type=polygon |character=Julie Strain}} ==Effects== * [[collis... ← Previous diff |
Current revision (21:38, 28 February 2010) (edit) (undo) Eep² (t|c) links/cleanup |
||
(2 intermediate revisions not shown.) | |||
Line 2: | Line 2: | ||
|year=2000 | |year=2000 | ||
|genre=action-adventure | |genre=action-adventure | ||
+ | |theme=fantasy,futuristic | ||
|publisher=Sierra Entertainment | |publisher=Sierra Entertainment | ||
|developer=Ritual Entertainment | |developer=Ritual Entertainment | ||
|engine=Quake III | |engine=Quake III | ||
|engine_type=polygon | |engine_type=polygon | ||
- | |character=Julie Strain}} | + | |character=Julie Strain |
+ | }} | ||
- | ==[[Effects]]== | + | ==[[Engine]]== |
- | * [[collision detection]]: mostly 2D (Julie adjusts feet & legs on slopes when standing) | + | ===[[Effects]]=== |
- | * lighting: dynamic, colored | + | * [[lighting]]: [[dynamic light|dynamic]], [[colored light|colored]] |
- | ** asteroid fragments, crystals (some), explosions, flamethrower, lightning | + | ** [[asteroid fragments]], [[crystals]] (some), [[explosions]], [[flamethrower]], [[lightning]] |
- | * [[particle effects]]: blowing leaves, explosion debris, fly swarms, settling feathers after giant bird deaths, some weapon effect | + | * [[particle effects]]: [[blowing leaves]], [[explosion debris]], fly [[swarms]], settling [[feathers]] after giant bird deaths, some weapon effects |
* [[physics]] | * [[physics]] | ||
+ | ** [[collision detection]]: mostly 2D (Julie adjusts feet & legs on slopes when standing) | ||
** knock asteroid fragments off ledges which break on hitting ground | ** knock asteroid fragments off ledges which break on hitting ground | ||
+ | ** rope-suspended platforms pivot from Julie's [[weight]] | ||
** sliding doors push Julie | ** sliding doors push Julie | ||
- | ** rope-suspended platforms pivot from Julie's weight | + | * [[reflection]]: metallic surfaces, non-translucent glass, many other things |
- | * reflection: metallic surfaces, non-translucent glass, many other things | + | * [[shadows]]: [[polygonal shadows|polygonal]] |
- | * shadows: polygonal | + | ** [[#Character|characters]]: horizontal, flat (2D); dynamic |
- | ** player character, NPCs, aliens/enemies: horizontal, flat (2D); dynamic | + | ** [[multiple light sources]]: position adjustment, distance lengthening & shortening |
- | ** multiple light source: position adjustment, distance lengthening & shortening | + | * [[texture]] |
- | * texture | + | ** [[texture filtering|filtering]]: [[bilinear]], [[trilinear]] |
- | ** filtering: bilinear, trilinear | + | ** [[texturemapping|mappping]]: [[mipmapping|mip]] |
- | ** mapping: mipmapping | + | ** [[detail textures|detail]]/procedural: flamethrower burns |
- | ** detail/procedural: flamethrower burns | + | * [[transparency]]: explosions, fire, ghosts, [[glass]] (glasses, health vials, water ampules, windows), [[hologram]] (Julie), [[lens flare]], lightning, [[light shafts]], plant/flower petals (some), [[smoke]], [[steam]], wasp [[wings]], water (+ dripping) |
- | * [[transparency]]: explosions, fire, ghosts, glass (glasses, health vials, water ampules, windows), hologram (Julie), lens flare, lightning, light shafts, plant/flower petals (some), smoke, steam, wasp wings, water (+ dripping) | + | * [[lens flare]], [[underwater distortion]] |
- | * [[lens flare]], underwater distortion | + | |
- | ===atmospheric/environmental=== | + | ====Atmospheric/environmental==== |
* [[water ripples]] | * [[water ripples]] | ||
* [[weather]]: [[moving clouds]], [[rain]] | * [[weather]]: [[moving clouds]], [[rain]] | ||
** [[weather transition|clear-cloudy transition]] | ** [[weather transition|clear-cloudy transition]] | ||
** [[lightning]]: strikes bridge (breaking) and tree (burning) | ** [[lightning]]: strikes bridge (breaking) and tree (burning) | ||
- | ** [[wind]]: leaves, tapestries | + | ** [[wind]]: leaves, [[tapestries]] |
* [[camera shaking]] | * [[camera shaking]] | ||
* [[dust]]: cave claw hand scraping, Julie (landing & shimmying) | * [[dust]]: cave claw hand scraping, Julie (landing & shimmying) | ||
- | * smoke (+ chainsaw, flame sword, Gruff's pipe) | + | * [[smoke]]: chainsaw, flame sword, Gruff's pipe |
* [[steam]] (some pipes) | * [[steam]] (some pipes) | ||
- | * water [[mist]]/[[spray]]: lawn sprinkler | + | * water [[mist]]/[[spray]]: lawn [[sprinkler]] |
- | ==[[character]]== | + | ==[[Character]]== |
+ | ===[[player character]]=== | ||
* [[facial animation]] | * [[facial animation]] | ||
* [[footsteps]]: various | * [[footsteps]]: various | ||
* head looks at pickups and scripted objects | * head looks at pickups and scripted objects | ||
- | * water level affects run speed & jump distance | + | * [[viscosity|water level affects run speed & jump distance]] |
* [[action]]s: [[climb]] (rope, wall), [[crouch]] (+ [[roll]]: 4 directions, walk), die (various), [[grab]] edge (while jumping or dropping) & horizontal pole (while jumping, + wrap legs around), hug wall (+ [[sidestep]]), [[jump]], [[pick up]] (by moving over object), place detonator, [[pull]] (+ up edges), [[push]], ready/store weapon (2 hands), [[run]], [[shimmy]] (horizontal edges/poles), [[shoot]] (+ alternate), [[strafe]], [[swing]] (rope, monkeybar, sling), [[turn]] (crank, handle), [[vault]], [[walk]] | * [[action]]s: [[climb]] (rope, wall), [[crouch]] (+ [[roll]]: 4 directions, walk), die (various), [[grab]] edge (while jumping or dropping) & horizontal pole (while jumping, + wrap legs around), hug wall (+ [[sidestep]]), [[jump]], [[pick up]] (by moving over object), place detonator, [[pull]] (+ up edges), [[push]], ready/store weapon (2 hands), [[run]], [[shimmy]] (horizontal edges/poles), [[shoot]] (+ alternate), [[strafe]], [[swing]] (rope, monkeybar, sling), [[turn]] (crank, handle), [[vault]], [[walk]] | ||
** combo weapon actions | ** combo weapon actions | ||
** [[dual wield]] | ** [[dual wield]] | ||
- | * clothing/skin: jumpsuit (+ rips & loses pieces); leather stirrups & thong | + | * clothing/skin: [[jumpsuit]] (+ rips & loses pieces); leather [[stirrups]] & [[thong]] |
* [[view]]: [[3rd-person]] (1st-person via console command) | * [[view]]: [[3rd-person]] (1st-person via console command) | ||
** [[view pan|pan]]: dynamic (keyboard- & mouse-controlled); around player: 360° horizontal, 180° vertical | ** [[view pan|pan]]: dynamic (keyboard- & mouse-controlled); around player: 360° horizontal, 180° vertical | ||
- | ==[[environment]]== | + | ===[[NPCs]]=== |
- | * [[:cat:levels]]: 24 [[map]]s + training | + | * [[aliens]], [[birds]] (giant), shglieks (when mad), [[plants]] (arrow-shooting, eating, strangling [[vines]]) |
+ | * [[AI]] | ||
+ | ** shglieks: [[distract]] (training area only?), knock unconscious, aggressive when hurt | ||
+ | ** birds move out of Julie's way | ||
+ | ** cave claw hand can kill NPCs | ||
+ | |||
+ | ==[[Environment]]== | ||
+ | * [[# levels]]: 24 [[map]]s + [[training]] | ||
* [[location]]: Eden (fantasy-futuristic world) | * [[location]]: Eden (fantasy-futuristic world) | ||
* [[cutscene]]s: many | * [[cutscene]]s: many | ||
* [[linear level progression]] | * [[linear level progression]] | ||
+ | * outdoor design: somewhat expansive but still claustrophobic | ||
+ | * [[puzzle]]s: [[find]] keys/items | ||
+ | * [[hazard]]s: [[acid]], [[closing sliding door]]s, [[gas]] (plant spores), rocks ([[falling rock|falling]] & [[rolling rock|rolling]]), [[spiked cylinder]]s (rolling) | ||
+ | |||
+ | ===[[Interaction]]=== | ||
+ | * [[collapsible scenery]] | ||
+ | * [[pick up]]: creepers, see [[#Inventory]] | ||
+ | * [[pull]]: [[buttons]], [[crates]], [[hay bales]], [[levers]], [[switches]] | ||
+ | * [[push]]: [[boulder]], crates, hay bales, [[tree trunk]] | ||
+ | * [[ride]]: dung [[cart]], hay (carried by crane), large machinery, sprinkler heads | ||
+ | * [[throw]]: shglieks | ||
+ | * dandelion-like flowers disperse seeds when walked into | ||
+ | |||
+ | ==[[Inventory]]== | ||
+ | * [[store and use]] | ||
+ | * [[pickups]]: 3D objects | ||
+ | * [[ammo]], [[health vial]]s, [[gas can]]s, quest items, [[shield]]s, Tiki [[runes]], water [[ampules]], weapons | ||
+ | * [[weapons]] | ||
+ | ** [[axe]], [[explosives]] (thermal detonator), [[guns]] ([[pistol]], [[shotgun]], [[Uzi]]), [[sling]] (rocks, explosive [[asteroid fragment]]s, [[gas spore]]), [[swords]] ([[chainsaw]]: requires gas; flame, normal) | ||
+ | ** [[bullet hole]]s | ||
+ | ** [[targeting]]: [[automatic targeting|automatic]] and [[manual targeting|manual]] | ||
+ | |||
+ | ==Other== | ||
+ | * [[sound]]: [[stereo sound|stereo]], [[A3D]], [[EAX]] |
Current revision
Contents |
Engine
Effects
- lighting: dynamic, colored
- asteroid fragments, crystals (some), explosions, flamethrower, lightning
- particle effects: blowing leaves, explosion debris, fly swarms, settling feathers after giant bird deaths, some weapon effects
- physics
- collision detection: mostly 2D (Julie adjusts feet & legs on slopes when standing)
- knock asteroid fragments off ledges which break on hitting ground
- rope-suspended platforms pivot from Julie's weight
- sliding doors push Julie
- reflection: metallic surfaces, non-translucent glass, many other things
- shadows: polygonal
- characters: horizontal, flat (2D); dynamic
- multiple light sources: position adjustment, distance lengthening & shortening
- texture
- transparency: explosions, fire, ghosts, glass (glasses, health vials, water ampules, windows), hologram (Julie), lens flare, lightning, light shafts, plant/flower petals (some), smoke, steam, wasp wings, water (+ dripping)
- lens flare, underwater distortion
Atmospheric/environmental
- water ripples
- weather: moving clouds, rain
- clear-cloudy transition
- lightning: strikes bridge (breaking) and tree (burning)
- wind: leaves, tapestries
- camera shaking
- dust: cave claw hand scraping, Julie (landing & shimmying)
- smoke: chainsaw, flame sword, Gruff's pipe
- steam (some pipes)
- water mist/spray: lawn sprinkler
Character
player character
- facial animation
- footsteps: various
- head looks at pickups and scripted objects
- water level affects run speed & jump distance
- actions: climb (rope, wall), crouch (+ roll: 4 directions, walk), die (various), grab edge (while jumping or dropping) & horizontal pole (while jumping, + wrap legs around), hug wall (+ sidestep), jump, pick up (by moving over object), place detonator, pull (+ up edges), push, ready/store weapon (2 hands), run, shimmy (horizontal edges/poles), shoot (+ alternate), strafe, swing (rope, monkeybar, sling), turn (crank, handle), vault, walk
- combo weapon actions
- dual wield
- clothing/skin: jumpsuit (+ rips & loses pieces); leather stirrups & thong
- view: 3rd-person (1st-person via console command)
- pan: dynamic (keyboard- & mouse-controlled); around player: 360° horizontal, 180° vertical
NPCs
- aliens, birds (giant), shglieks (when mad), plants (arrow-shooting, eating, strangling vines)
- AI
- shglieks: distract (training area only?), knock unconscious, aggressive when hurt
- birds move out of Julie's way
- cave claw hand can kill NPCs
Environment
- # levels: 24 maps + training
- location: Eden (fantasy-futuristic world)
- cutscenes: many
- linear level progression
- outdoor design: somewhat expansive but still claustrophobic
- puzzles: find keys/items
- hazards: acid, closing sliding doors, gas (plant spores), rocks (falling & rolling), spiked cylinders (rolling)
Interaction
- collapsible scenery
- pick up: creepers, see #Inventory
- pull: buttons, crates, hay bales, levers, switches
- push: boulder, crates, hay bales, tree trunk
- ride: dung cart, hay (carried by crane), large machinery, sprinkler heads
- throw: shglieks
- dandelion-like flowers disperse seeds when walked into
Inventory
- store and use
- pickups: 3D objects
- ammo, health vials, gas cans, quest items, shields, Tiki runes, water ampules, weapons
- weapons
- axe, explosives (thermal detonator), guns (pistol, shotgun, Uzi), sling (rocks, explosive asteroid fragments, gas spore), swords (chainsaw: requires gas; flame, normal)
- bullet holes
- targeting: automatic and manual