Wurm
3D Game Comparison - Game vs. game. No hype; just facts.™
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Revision as of 17:29, 28 February 2010 (edit) Eep² (t|c) theme, split genres, make: arrow heads/shafts ← Previous diff |
Current revision (18:23, 28 February 2010) (edit) (undo) Eep² (t|c) -non-existent features |
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* [[reflection]]: [[water reflection|water]]--almost everything! | * [[reflection]]: [[water reflection|water]]--almost everything! | ||
* [[shadows]]: [[character shadows|characters]] (-1st-person view), [[object shadows|fences, walls, buildings]], [[tree shadows|trees]], [[cloud shadows|clouds]]--almost everything! | * [[shadows]]: [[character shadows|characters]] (-1st-person view), [[object shadows|fences, walls, buildings]], [[tree shadows|trees]], [[cloud shadows|clouds]]--almost everything! | ||
- | * skeletal animation: no | ||
* [[texture]]: 16-/32-bit depth? | * [[texture]]: 16-/32-bit depth? | ||
** [[texture filtering|filtering]]: [[bilinear]] | ** [[texture filtering|filtering]]: [[bilinear]] | ||
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* [[# levels]]: 3 [[kingdoms]] (server-dependent), various [[homestead]]s/[[settlement]]s/[[village]]s | * [[# levels]]: 3 [[kingdoms]] (server-dependent), various [[homestead]]s/[[settlement]]s/[[village]]s | ||
* [[location]]: [[medieval]] time; [[caves]]/[[mines]], [[forests]], [[hills]], [[lakes]], [[mountains]], [[coasts]] | * [[location]]: [[medieval]] time; [[caves]]/[[mines]], [[forests]], [[hills]], [[lakes]], [[mountains]], [[coasts]] | ||
- | * cutscenes: no | ||
* [[level editor]]: integrated | * [[level editor]]: integrated | ||
- | * puzzles: none | ||
* [[hazard]]s: [[#NPCs|NPCs]], gravity ([[falling]]), other players, [[thorn]] bushes, [[trap]]s | * [[hazard]]s: [[#NPCs|NPCs]], gravity ([[falling]]), other players, [[thorn]] bushes, [[trap]]s | ||
Current revision
Contents |
Wikipedia:Wurm Online | }} | |
---|---|---|
year | 2006 | |
genre(s) | role-playing game, simulation | |
theme(s) | 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!
- texture: 16-/32-bit depth?
- 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 humanoid ("Wurmian") 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
- 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, pigs, 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
- level editor: integrated
- hazards: NPCs, gravity (falling), other players, thorn bushes, traps
interaction
- break (destroy): gates, fences, walls
- combine objects
- create/make
- altars, arrows (arrowheads, arrow shafts), anvils, armor/shields, blades, buildings (stone, wood)
- boats: rowboat, sailboat, corbita, etc
- carts, catapults, charcoal, cheese drills
- cloth: armor, bandages, clothing, rags, satchels, sheets, string
- compasses
- containers: backpacks, barrels (small/large), bowls, buckets, flasks, jars, quivers, satchels, water skins
- dye, fences (stone, wood), fishing hooks (iron/wood), fishing rods (fishing pole + rope), floor boards (planks + nails)
- food: bread + dough, casseroles, cheese, dishwater, gulasch, juice (apple, blueberry, cherry, grape, strawberry), lemonade, meals, porridge, stews, wine
- fruit press
- furniture: armchairs, chairs, stools, tables
- handles, healing cover
- jewelry: necklaces, rings, statuettes
- key forms/molds, keys, lamps, lanterns
- leather: armor, backpacks, quivers, toolbelts
- locks, maple syrup
- metal: alloys (brass, bronze, steel), armor (chain, plate, etc)
- mortar (clay + sand), nails, olive oil, pans (frying, sauce), pottery (see containers), practice/training dolls, rafts, rivets, rope, rugs (meditation), sheets (cloth/steel), signs, spirit cottages (mailboxes), statues
- stone: bricks, grindstones, slabs, statues, whetstones
- string (bow, cloth, wemp), support beams
- tools: chisels (stone), clay shapers, iron files, knives (butchering, carving, leather), lockpicks, looms, mallets, needles, pickaxes, rakes, saws, scissors, scythes, shovels, sickles, spatulas, spindles
- 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: butcher corpses (for pelts, hides, and other animal parts), cut down trees and chop up wood, drag carts, lead/groom/tame animals, spin yoyos
Inventory
- animal parts: bladders, cochineals, eyes, fat, furs, hides, hooves, horns, paws, scales, tails, teeth
- arrows, clay, cotton, dirt
- food: casseroles, dishwater, gulasch, meals, porridge
- gems (emeralds, rubies, sapphires), gold/iron/copper/silver (coins, ore, shards), maple sap, moss, ore (lumps, scraps), peat, plants (flowers, healing herbs), rock shards, salt, sand
- seeds: barley, cotton, pumpkin, oats, rye, wheat
- shields, tar, tools, water
- weapons: axes (+ pick-), bows (short, long), fists, hammers, knives, mauls, spells, swords
- wood: kindling, logs, planks, scraps, shafts
- see createable objects
- combine objects
- containers hold liquid/objects