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    1. action (5,686 bytes)
      9: ...dventure]]'' (1978) was the first game to feature objects that could be picked up, used, and dropped (and ...
      20: ...oves were (are) added, approaching the complexity level of [[w:human position|human position]]s, [[facial...
    2. Half-Life² (8,260 bytes)
      19: ...ading]]; [[NPCs]], [[moving object shadows|moving objects]]
      59: ** [[plastic crates]] hold objects ([[bottles]], [[cans]], etc)
      62: * [[explosion force]] pushes/breaks objects
      63: * [[fire]] breaks wooden objects
      65: * [[steam]] pushes objects
    3. Arx Fatalis (8,363 bytes)
      39: * other: [[usable objects highlight]]
      45: * [[steam]]: object-lava contact
      57: ** picked up objects from water causes ripple and splash
      68: * dropped/thrown objects [[bounce]] slightly
      86: * moves: [[drop]]/[[pickup]]/[[throw]] object, [[hit]], [[jump]], [[lean]] left/right, [[magic]...
    4. Wurm (11,297 bytes)
      39: |weapons pickupable objects=<smw_false_words>
      57: ...[collision detection]]: 2D (and missing with many objects)
      64: ...racter shadows|characters]] (-1st-person view), [[object shadows|fences, walls, buildings]], [[tree shadow...
      69: * other: [[occlusion culling]], [[LOD]], usable object/tile highlight
      75: ...rches?), [[vegetation growth|bushes/trees grow]], objects [[decay]]; see [[#Engine|particle effects]]
    5. Heavy Metal: F.A.K.K.² (4,727 bytes)
      49: * head looks at pickups and scripted objects
      50: * [[viscosity|water level affects run speed & jump distance]]
      51: ...idestep]]), [[jump]], [[pick up]] (by moving over object), place detonator, [[pull]] (+ up edges), [[push]...
      66: * [[# levels]]: 24 [[map]]s + [[training]]
      69: * [[linear level progression]]
    6. Trespasser (6,100 bytes)
      23: ** objects: stackable, fall over, fly through air, impact, ...
      57: |environment effects other=* object contact debris (dust)
      61: ** buildings/dinosaurs/objects
      78: |environment other=* # levels: 1 [[island]], 8 [[areas]]
      81: * [[linear level progression]]
    7. Thief: The Dark Project (5,716 bytes)
      14: * [[shadows]]: pre-rendered, static; buldings/objects
      39: ...losing fully and/or can be pushed by doors (small objects only)
      44: ...e correctly), fly through air, impact, move other objects slightly (depending on size)
      52: ...[sheath]] weapon, [[run]], [[swim]], [[swing]] [[#objects|blackjack/sword]], [[walk]]
      70: * [[# levels]]: 12 [[mission]]s + [[training level]]
    8. Assassin's Creed (4,027 bytes)
      14: ...ustment]], [[shadow fading|fading]]; NPCs, moving objects, [[clouds]]
      39: ...entum]], [[weight]] (see [[#interaction|breakable objects]])
      67: * [[object impact reaction]]
      71: * [[levels]]: 7 memory blocks, 5 [[cities]], 1 [[kingdom]]
      74: * level editor: no
    9. Dragon's Lair 3D (3,380 bytes)
      41: ...ck]], [[climb]], [[crouch]], [[drop]]/[[pick up]] object, [[jump]] (+: [[attack]], [[grab ledge]], [[pull ...
      51: * [[# levels]]: 1 [[castle]], 43 [[areas]], 250+ [[rooms]]
      54: * [[level editor]]: no
    10. Drakan: Order of the Flame (4,669 bytes)
      9: |#levels=14
      17: ...y]]: [[dirt]]/[[dust]] (falling), [[fading broken objects|fading (corpses, broken barrels/crates)]], [[fir...
      37: ** objects: body [[guts]], broken barrels, ice crystals, ro...
      59: ...[roll]] & "walk"), [[die]], [[jump]], [[pick up]] object, [[push]], [[run]], [[sneak]], [[strafe]], [[swim...
      74: * [[# levels]]: 4 "worlds", 14 levels

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