Wurm
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
Revision as of 21:12, 11 January 2010 (edit) Eep² (t|c) m →Other - fix spacing ← Previous diff |
Revision as of 09:02, 13 January 2010 (edit) (undo) Eep² (t|c) m →Engine - link fix Next diff → |
||
Line 53: | Line 53: | ||
==[[:cat:Engines|Engine]]== | ==[[:cat:Engines|Engine]]== | ||
- | * [[Java]] [[OpenGL]] | + | * [[Java OpenGL]] |
* [[collision detection]]: 2D (and missing with many objects) | * [[collision detection]]: 2D (and missing with many objects) | ||
* [[lighting]]: dynamic, colored, vertex; [[bloom]], [[day-night cycle]], [[flicker]]ing; [[fire]], [[lantern]]s, [[torch]]es | * [[lighting]]: dynamic, colored, vertex; [[bloom]], [[day-night cycle]], [[flicker]]ing; [[fire]], [[lantern]]s, [[torch]]es | ||
Line 73: | Line 73: | ||
* water: [[reflection]] | * water: [[reflection]] | ||
* [[weather]]: [[fog]], [[lightning]], [[rain]], [[wind]] (smoke, vegetation) | * [[weather]]: [[fog]], [[lightning]], [[rain]], [[wind]] (smoke, vegetation) | ||
- | * other: [[butterflies]], fire (campfires, forges, ovens, torches?), bushes/trees grow, objects [[decay]]; see particle effects | + | * other: [[butterflies]], fire (campfires, forges, ovens, torches?), bushes/trees grow, objects [[decay]]; see particle effects |
==Character== | ==Character== |
Revision as of 09:02, 13 January 2010
Contents |
Wikipedia:Wurm Online | }} | |
---|---|---|
year | 2006 | |
genre(s) | RPG, simulation, fantasy | |
developer(s) | OneTooFree | |
publisher(s) | OneTooFree | |
Engine
- Java OpenGL
- collision detection: 2D (and missing with many objects)
- lighting: dynamic, colored, vertex; bloom, day-night cycle, flickering; fire, lanterns, torches
- particle effects: fire, leaves (falling), smoke
- physics
- reflection: water--almost everything!
- shadows: characters (-1st-person view), fences, walls, buildings, trees, clouds--almost everything!
- skeletal animation: no
- texture: 16-/32-bit depth?
- filtering: bilinear
- mapping: mip, bump
- transparency: fire, smoke, water
- other: occlusion culling, LOD, usable object/tile highlight
Atmospheric/environmental effects
- smoke: fire
- water: reflection
- weather: fog, lightning, rain, wind (smoke, vegetation)
- other: butterflies, fire (campfires, forges, ovens, torches?), bushes/trees grow, objects decay; see particle effects
Character
Player character
- name/description: custom-named human male or female
- actions/moves: activate, attack, botanize, breed, build, burn, bury, carve, chip, chop up, climb, close, combine, crush, cultivate, cut, cut down, destroy, dig, disarm, drag, drink, drop, eat, embark, emote, farm, feed, filet, fill, flatten, forage, groom, hammer, harvest, hitch, improve, lead, light, lock, lore, manage, meditate, milk, mine, mold, open, pack, pick flowers, pick seeds, pick sprout, pick up (take), plant, pour, prospect, prune, pull, punch, puppeteer, push, reinforce, repair, ride, sew, sleep, snuff, sow, spin, steal, string, run, strafe, target, taste, taunt, temper, throw, track, treat, tunnel, turn, wash, water
- body rendered in 1st-person view
- dying (and approaching it) causes screen to fade red in/out in a tunnel-like effect
- footprints: none
- footsteps: dirt, grass, stone
- needs to eat/drink or will lose water/food %
- nutrition
- stamina
- skill points
- view: 1st-person
- pan: mouse
NPCs
- bears, boars, bulls/cows, cave bugs, chickens (chicks, hens, roosters), crocodiles, deer, dogs, dragons, ghosts (spirit guards), goblins, gorillas (mountain), horses, humans, pheasants, rats (large), spiders (various), trolls, unicorns, wolves, undead/zombies
- non-threatening: depends on kingdom
- AI
- react to theft (guards only?)
- NPCs turn towards player when attacking (animals when being fed/groomed/tamed)
- some animals can drag large carts and can be ridden
- tamable animals can be lead/ordered
Environment
- # levels: 3 kingdoms (server-dependent), various homesteads/settlements/villages
- location: medieval time; caves/mines, forests, hills, lakes, mountains, coasts
- cutscenes: no
- level editor: integrated
- environmental interaction
- break (destroy): gates, fences, walls
- create/make: altars, ammo, anvils, armor/shields, blades, buildings (stone, wood), boats (rowboat, sailboat, corbita, etc), carts, catapults, charcoal, cheese drills, chisels (stone), clay shapers, cloth (armor, bandages, clothing, satchels, sheets, string), compasses, containers: (backpacks, barrels--small/large, bowls, buckets, flasks, jars, satchels, water skins), dye, fences (stone, wood), fishing rods (fishing pole + rope), floor boards (planks + nails), food (bread + dough, casseroles, cheese, dishwater. gulasch, juice, lemonade, meals, porridge, stews, wine), fruit presses, furniture (armchairs, chairs, stools, tables), handles, healing cover, hooks (fishing; iron/wood), iron files, jewelry (necklaces, rings, statuettes), juice (apple, blueberry, cherry, grape, strawberry), key forms/molds, keys, knives (butchering, carving, leather), kindling, lamps, lanterns, leather (armor, backpacks, quivers, toolbelts), lockpicks, locks, looms, mallets, maple syrup, metal alloys (brass, bronze, steel), mortar (clay + sand), nails, needles, olive oil, pans (frying, sauce), pelts, planks, pottery (see containers), practice/training dolls, presses (cheese, fruit), quivers, rags, rafts, rakes, rivets, rope, rugs (meditation), pickaxes, saws, scissors, scythes, shafts, sheets (cloth/steel), shovels, sickles, signs, spatulas, spindles, spirit cottages (mailboxes), statues, stone (bricks, grindstones, slabs, statues), string (bow, cloth, wemp), support beams, tools, torches, weapons (+ enchanted), wheels, wheel axels, whetstones, wires, yoyos; see inventory
- drop/pick up (take): chairs, chest (1, small), corpses, forks, iron files, jars, "kitchen utensils" (bowls, containers, holder, pots), shields, stone blocks, stools, sword blades, tokens, troll art; see inventory
- cook food: berries, bread dough, chicken, fish, herbs, meat, nuts, vegetables
- dig: clay, dirt, peat, marsh, moss, sand, etc; lower/raise ground
- drink from, and fill (or pour out) containers with water (and other liquid) from, other containers, fountains, lakes (water tiles), etc
- eat: see #Inventory
- farm/harvest/sow fields
- fish
- harvest bushes/trees
- improve/repair objects: carve, file, hammer, hand (clay), log (wood), ore (metal), polish (pelt), temper (water), etc
- light (via steel and flint + kindling) and snuff: fires (campfires, forges, lanterns, lamps, stoves, torches)
- lock/unlock doors/gates
- look through spyglasses
- mine: ore (coal, gold, iron, lead, silver, tin, zinc), rock (gems/gemstones randomly found)--pickaxe + rock tile
- open/close: barrels, bowls, campfires, carts, chests, flasks, forges, fountains, jugs, NPCs (+ corpses), ovens
- pick locks: chests, doors, gates
- plant: flowers, signs, sprouts
- pull/push (small increments): barrels, forges, looms, ovens, signs, spirit cottages, etc
- ride: some animals
- turn (small increments): practice/training dolls; see push/pull
- other: cut down trees and chop up wood, drag carts, lead/groom/tame animals, spin yoyos
- puzzles: none
- hazards: animals/enemies, gravity (falling), other players, thorn bushes, traps
Weapons
- axes (+ pick-), bows (short, long), fists, hammers, knives, mauls, spells, swords
Inventory
- animal parts: bladders, cochineals, eyes, fat, furs, hides, hooves, horns, paws, scales, tails, teeth
- clay, cotton, dirt
- food: acorns, apples, belladonna, blueberries, cherries, chicken?, corn, fish, garlic, grapes, lemons, lingonberries, meat, mushrooms?, oats, olives, onions, oregano, parsley, potatos, pumpkins, rye, sage, sassafrass, strawberries, water, wheat, woad
- gems (emeralds, rubies, sapphires), gold/iron/copper/silver (coins, ore, shards), herbs, maple sap, moss, ore (lumps, scraps), peat, plants (flowers, healing herbs), rock shards, salt, sand, seeds (cotton, pumpkin), tar, water
- wood: kindling, logs, planks, scraps, shafts, shields, tools, weapons
- see createable objects
- combine objects
- containers hold liquid/objects