Gothic
3D Game Comparison - Game vs. game. No hype; just facts.™
Contents |
Effects
- lighting: dynamic, colored; fire, magic
- particle effects: blood spray, bubbles, fire, impact dust, liquid spray, picked ore fragments, rain(?), skeleton fragments, smoke, sparks, sparkles, steam, tree seeds
- shadows: horizontal angle adjustment, ovalular masks; characters, ladders
- skeletal animation
- transparency: arrow/bolt tracers, clouds, cobwebs, fire, glass, lightning shield, smoke, water, weapon swings
- other: lens flare (screen brightens when looking at sun), shaking (some monster footsteps), underwater distortion, usable object highlight
atmospheric/environmental
- smoke: fire, weed blunts
- sparkles: ore mound, pentagram
- sparks: anvil hammering, grinding stone, weapon-to-weapon clashes
- steam: boiling water, cooling hot metal
- water: current, ripples & splash (- walking)
- weather: lightning, dynamic rain (+ splash): in-/decreases
- clouds: dynamic (change when raining, clear at night), moving
- other: bubbles (boiling water, soap)
- day/night light cycle (sun/moon rise/set)
- impact dust: jump land
- explosions, fire, shooting stars
- see particle effects
physics
- collision detection: death vertical angle adjustment
- gravity: characters
- friction, inertia, momentum
texture
Character
player character
- unconsciousable
- outfits: different armor changes look
- facial animation
- feet jump-land impact dust
- footsteps: dirt, metal, sand, stone, water, wood
- shrugs if can't do something
- can turn into various animals, insects, and other creatures and play as them
- moves: block, drop/pick up object, hit, jump (- attack, +: alternate dive-jump after acrobatics skill learned, grab ledge, pull up), run, shoot/swing weapon, sneak, strafe, swim (dive underwater, stroke, surface, tread: + back), vault, wade, walk
- view: 1st-/3rd-person (smooth zoom)
NPCs
- birdlike creatures, demons, dogs, goblins, humans, insects, lizards, orcs, rats, skeletons, trolls, wolves, zombies
AI
- dodge, flank
- unconciousable
- drawn weapons and sneaking arouse reactions
- idle chit chat
- limited line-of-sight vision
- look at player while in range (+ some turn)
- steal ore after knocking player (or another character) unconscious
- stop following after certain distance and return to origin
- over 500 NPCs with daily routines (sleep, eat, work, play music, chat, etc) and memory (other NPCs of same type will act the same if player does something to one)
Environment
- # levels: 1 world (1km²) with 4 parts: graveyard, mines (2), temple
- location: Myrtana (mythical land); mostly outdoors but many buildings (huts, temple) and enclosed spaces (caves, mines, etc)
- cutscenes
- puzzles: find things/people, shoot/turn switches, tell people things
- traps/hazards: breakaway stone floor, drowning, gravity (falling), lava, lowering ceiling, spikes (floor/wall)
interaction
- drop: anything pickupable
- open/close: chests, doors, gates
- pickup: see inventory
- push: buttons
- ride: switch columns/stones
- other: beat drum, blow horn, cook food over pan, eat (various; see inventory), light torches
- make swords: heat raw steel, hammer on anvil, cool in water bucket, sharpen on grindstone
- pick locks/pockets, play lute, pull switches, pump bellows, read books/letters/maps/scrolls, sit, sleep, smoke joints/waterpipes, stir water in kettle, turn winches to raise/lower gates, turn on gas light
Inventory
- ammo
- animal parts: claws, horns, mandibles, skins, stings, teeth
- amphoras, armor, artifacts (amulets, rings), blades (+ glowing), books, candlesticks, coins, cutlery, eggs (minecrawler)
- food: animal meat (bug, raw, cooked), apples, beer, berries, bread, cheese, grapes, ham, herbs, mountain moss, mushrooms, rice, roots, seeds, schnapps, soup bowls, water, wine
- gear wheel, goblets, insect wings, jugs, keys, letter, lock picks, magic items, maps, ore fragments, frying pans, plates, potions, razors, runes, scrolls, sketch, steel (raw, glowing), swampweed joints (3 kinds), tumblers (cups), wooden spoons