Tomb Raider
3D Game Comparison - Game vs. game. No hype; just facts.™
Contents |
engine
- collision detection: mostly 2D, Lara slides down vertically angled slopes
- lighting: static, white
- physics: Lara, NPCs, Thor's hammer, sand
- shadows: polygonal, ovalular, horizontal, flat (2D)
- size: width/length adjustment
- Lara: dynamic
- NPCs/darts: static
- size: width/length adjustment
- texture
- transparency: full (masks)
- camera: underwater distortion
atmospheric/environmental effects
- dust: shooting darts
- shooting lava
- particle effects: shooting lava
character
- footsteps: land, water
- # polygons: 380
- textures/skin: normal, grey tanktop
- view: 3rd-person
- water tinting
non-player characters
- alligators/crocodiles, bats, bears, cats (cougars, lions, panthers), centaurs, demons, dinosaurs (Tyrannosaurus Rexes, Velocoraptors), gorillas, humans, mummies, rats, wolves
- AI: attack immediately
environment
design
- # levels: 15
- cutscenes: 4
- FMVs: 10
- level editor: Room Editor
- linear level progression
- locations: Atlantis, Egypt, Greece (St. Francis' Folly), Peru (Qualopec)
- outdoor terrain/landscaping: gridlike
damage
- arrows (shooting), blades (floor, rolling, vertically swinging), boulders (rolling), darts (shooting), doors (split-shutting), fire, floors (crumbling, falling-anchored), lava, lightning bolts, Midas' golden hand (crushing), swords (falling), spikes (ceiling, floor, wall), Thor's hammer
puzzles
- find keys/items, gears, ordered levers/switches, pressure-sensitive floors, timed doors/levers
interaction
- buttons, levers/switches
- collapsable scenery
- pick up: ammo, artifacts, keys, weapons
- pull: levers, switches, stone/wood blocks/crates
- push: pullable objects
weapons
inventory
- design: passport, rings
- store and use
- objects: artifacts, bars (gold, lead), cogs, compass, flares, keys, weapons/ammo
- pickups: sprites