Drakan: Order of the Flame
3D Game Comparison - Game vs. game. No hype; just facts.™
Contents |
Effects
- particle effects: broken barrels/bodies, ice crystal sphere, falling ice sword crystals, fire. other falling things, smoke, steam, whirlwinds (mini-tornadoes)
- reflection: environment mapping
- skeletal animation
- transparency: dirt/dust (falling), fading (corpses, broken barrels/crates), fire, glass (cups, light panels), glow, grimstone, hair bangs, ice, plant leaves, shimmering/sparkles, smoke, soul shadow, steam, water, wings
- other: bloodstains
atmospheric/environmental
- shaking
- smoke: fire
- steam
- water: current, drops, ripples, splash (+ waves and underwater bubbles)
- weather: fog, lightning, rain, snow
- other: fire; see particle effects
lighting
physics
- collision detection: 2D
- gravity: characters
- friction, inertia, momentum
shadows
- masked textures
- dynamic, real-time (all characters)
- multiple light source position adjustment
- vertical angle adjustment
texture
- bit depth: 8/16/24/32
- filtering: bilinear
- mapping: environment
- decals/detail/procedural: blood
- multipass
Character
player character
- customizable (multiplayer)
- outfits: armorless (normal), armored
- skin (single)
- footsteps: land: dirt, grass, metal, rock, snow, wood; water; armor
- moves: block, climb ladder, crouch (+ 4-direction roll & "walk"), die, jump, pick up object, push, run, sneak, strafe, swim, swing weapon
- view: 1st-/3rd-person
NPCs
- dragons, dragonflies, giants, goblins, humans, orcs, scavengers, spiders, succubi, trolls, wartoks
- creature polygon count: 200-1000+
- AI
Environment
- # levels: 4 "worlds", 14 levels
- location: Drakan (fantasy-medieval world)
- cutscenes: 13+
- level editor
- linear level progression
- puzzles: find keys/items, pressure-sensitive floors/walls
- traps/hazards
- blades (track-spinning), darts (shooting), fire, floors (crumbling), lava, poison gas, rocks/rubble (falling)
- spikes: door, horizontally-triggered, swinging balls, vertically-falling
- stone blocks (ceiling-/wall-crushing)
environmental interaction
- break: bodies, dishes (glass cups, jugs, plates), rocks/snowballs, some walls, wood (barrels, some bridges, crates)
- burn: trees, wood (darkens after burnt)
- drop: anything pickupable
- open: chests, doors
- pickup: ammo/weapons, see inventory
- pull: levers
- push: barrels (broken pieces), body parts, rocks (boulders)/snowballs, some crates, some stone columns, some wall stones
- ride: anything falling, Arohk (dragon), lifts
Inventory
- store and use
- map: 2D, automatically updates objectives, precise position
- pickups: 3D
- ammo/weapons
- armor: leather, mail (banded, chain, plate)
- book (Atimar), crystals (Rift)
- potions: health, invisibility, invulnerability, life
- keys, runes
weapons
- axes: battle, flame, lightning
- bows: energy, heavy, long, speed
- arrows: explosive, ice, fire, magic, normal, poison
- cleaver, clubs
- crystals: fire, ice, lightning
- hammers, maces
- swords: flame, ice, scimitars, short, long
Other
- manual targeting
- arrows stick in NPCs & dirt/grass/wood; retrievable (some may be broken)