Thief: The Dark Project
3D Game Comparison - Game vs. game. No hype; just facts.™
Contents |
Engine
- shadows: pre-rendered, static; buldings/objects
- texture: 8-bit depth
- transparency: fire, gas, glass, ice, smoke, steam, water, water arrow quivers
effects
- particle effects: gas, lava (shooting), smoke, sparks, splash, spray, steam, swarms (insects), water (drops, falling, fountains)
- smoke: fire, lava
- sparks: fire, streetlights
- steam: some pipes
- water: current, drops, falling, fountains
- wind: pulsating plants?
- other: blood puddles, fire, gas (Burrick poison); see particle effects, physics, and sound
lighting
physics
- gravity: characters
- air density, bouyancy, friction, inertia, momentum, weight
- characters and some objects can block doors from opening/closing fully and/or can be pushed by doors (small objects only)
- collision detection: 2D
- deployed rope arrows settle into place
- floating barrels, crates, & rubble
- most arrows arc when shot
- objects: stackable, fall down (but don't usually angle correctly), fly through air, impact, move other objects slightly (depending on size)
- weight-sensitive columns & floor tiles
Character
player character
- thief
- stamina: holding bow
- light gem
- actions: block, climb, crouch (+ run/walk), drink, eat, jump, pick lock/pocket, lean (sideways, forward), open/close, pick up/drop/throw object/body, ready/sheath weapon, run, swim, swing blackjack/sword, walk
- footsteps: carpet, dirt, gravel, metal rock/stone, tile, water, wood
- view: 1st-person
NPCs
- bug beasts, burricks (dog-lizards), fire (elementals, shadows--Thief Gold), frogs, ghosts, humans, mosquitoes, spiders, zombies
AI
- awareness degrees
- light-sensitive
- patrols
- sound-reactive
- call for backup & sound alarms
- Thief Gold: zombies don't rebound instantly after severe damage
Environment
- # levels: 12 missions + training level
- locations: canals, city, prison
- level editor: DromEd
- linear level progression
- puzzles: breaking and entering, evade detection (sneak), find/steal items, follow/trail people, kidnapping, pick pockets, plant evidence
- traps/hazards: arrows (shooting), blades (horizontally/vertically swinging), falling, fire, pressure-sensitive floors, mines (explosions), getting burnt/cut/hit/shot
interaction
- break: crates (wood), doors (wood), glass (window panes), ice, tapestries
- climb: ladders, wall (mantle)/rope
- drop: anything pickupable (-loot)
- explode: barrels
- pick up: ammo, barrels (small), basketball, bedroll, bodies, crates, glass (broken), hammers (large)
- open/close: chests, coffin lid, doors, manhole covers
- pull: levers/switches
- push: barrels, buttons, crates, rocks (boulders), sandbags
- ride: lifts
- throw: anything pickupable (-loot, papyrus/parchments/scrolls)
- other:
- bloodstains (+ washawayable)
- explode red barrels (with fire arrows)
- extinguish fire
- hit gong
- pick locks
- fire elementals: relight torches?, fire arrows grow?, hitting shrinks?
- knock human enemies unconcious by landing on their heads?
Inventory
objects
- ammo (arrows: broadhead, fire, gas, moss, noise, rope, water), compass, flash bombs
- flasks/potions: breath, health, holy water, speed
- food: apples, bread, carrots, cheese, deer legs
- lockpicks, keys, papyrus/parchments/scrolls
- loot: coins (gold, silver), goblets, gold/gem vases, tiaras
- weapons: blackjack, bow, hammers, mines (explosive, gas)
Other
- arrows stick in dirt/grass/wood surfaces/objects; retrievable
- manual targeting
- sound: Thief Gold: body drop and different food eating sounds