GUN
3D Game Comparison - Game vs. game. No hype; just facts.™
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New page: {{game |year=2005 |genre=Action-Adventure |publisher=Activision |developer=Neversoft Entertainment |engine=Proprietary |engine type polygon=yes |engine type voxel=no |engine type NURBS=no ...
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Revision as of 11:58, 24 August 2007
Contents |
Wikipedia:GUN | }} | |
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year | 2005 | |
genre(s) | Action-Adventure | |
developer(s) | Neversoft Entertainment | |
publisher(s) | Activision | |
engine | Proprietary | |
engine
- propietary (modified Tony Hawk Pro Skater?)
- collision detection:
- lighting: dynamic, colored, vertex & lightmap; coronas, flickering; fire (arrows), gunshots?
- particle effects: blood, debris, dust, leaves, mist, shards, smoke, sparks, steam
- physics
- gravity: player, NPCs; see movable objects
- friction, inertia, momentum
- reflection: see environmental texture mapping
- shadows: vertical angle adjustment, polygonal; player, NPCs, animals (-pigs only?), buildings, fences, cliffs/rocks, etc
- player/NPCs?/animals?: darken underneath
- skeletal animation: yes
- texture: 16-/32-bit depth
- filtering: bi-/trilinear
- mapping: bump, mip
- decals: blood, bullet holes
- transparency: fire, glass, light beams, smoke, steam, water
- lens flare
atmospheric/environmental effects
- dust: footsteps (player, NPCs, animals, etc), gold pickaxing, wheels (stagecoach), wind (roads)
- shaking: explosions?
- shards: gold mining
- smoke: chimney
- sparks: shot arrows
- steam: hot springs
- water: ripples, splash (-jump), waterfall mist
- weather
- clouds (moving)
- wind: dust, trees, tumbleweeds
- other: blood spurts, body gibs, explosions, fire, gold sparkles; see particle effects
character
player character
- facial animation
- footsteps: dirt, water
- moves: crouch, grab (+ kill, scalp, subdue), jump, lean (left/right), run, shoot, sprint, strafe, walk
- view: 1st-person (guns only?), 3rd-person
- pan: keyboard/mouse
- zoom: ?
NPCs
- animals (birds, cattle, buffalo, dogs, pigs, wolves), humans
- AI: run away from horse
- cattle: herd
- dogs: approach player
- humans: attack each other, civilians run away from player when targeted
level/world design
- location: Wild West, USA, 1880s: Montana; Dodge City, Kansas; Empire, New Mexico?
- cutscenes: yes
- level editor: no
- puzzles: find/kill/protect people, protect stagecoach
- traps/hazards: arrows, fire
environmental interaction
- break: barrels, glass (bottles, window panes)
- explode: gunpowder barrels (solo, on stagecoaches)
- move: ax (wood cutting), barrels (flour, gunpowder), bottles (large milk only?), chairs, crates (some), hatrack, hats, lights (ceiling-hung), tumbleweeds, wood beams
- open: ?
- pickup: ammo/weapons, barrels (gunpoweder only?), health (bottles)
- ride: barge, canoe?, horses, stage coach, tram
- other: herd cattle, mine gold, play poker?
weapons
- bow, explosives (dynamite, gunpowder barrels), guns (Gatling, pistols, rifles, shotguns), knives (hatchet, standard, tomahawk)
inventory
- ammo/weapons, health, pickax
other
- sound: stereo