Tomb Raider
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
| Revision as of 03:35, 5 September 2007 (edit) Eep² (t|c) links ← Previous diff |
Revision as of 07:49, 11 September 2007 (edit) (undo) Eep² (t|c) environment, weapons, inventory Next diff → |
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| * [[collision detection]]: mostly 2D, Lara slides down vertically angled slopes | * [[collision detection]]: mostly 2D, Lara slides down vertically angled slopes | ||
| * [[lighting]]: static, white | * [[lighting]]: static, white | ||
| - | * [[physics]]: Lara, [[NPCs]], Thor's hammer, sand | + | * [[physics]]: Lara, [[NPCs]], [[Thor's hammer]], [[sand]] |
| - | * [[shadows]]: polygonal, ovalular, horizontal, flat (2D) | + | * [[shadows]]: [[polygon]]al, ovalular, horizontal, flat (2D) |
| ** size: width/length adjustment | ** size: width/length adjustment | ||
| *** Lara: dynamic | *** Lara: dynamic | ||
| Line 43: | Line 43: | ||
| * [[water tinting]] | * [[water tinting]] | ||
| - | ==[[level/world design]]== | + | ===[[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]]== | ==[[weapons]]== | ||
| - | ... | + | * [[guns]]: [[Colt pistols]], [[Magnums]], [[shotgun]], [[Uzis]] |
| ==[[inventory]]== | ==[[inventory]]== | ||
| - | ... | + | * design: [[passport]], rings |
| + | ** store and use | ||
| + | * [[objects]]: [[artifacts]], bars ([[gold bar|gold]], [[lead bar|lead]]), [[cogs]], [[compass]], [[flares]], [[keys]], weapons/[[ammo]] | ||
| + | * [[pickups]]: [[sprites]] | ||
| + | |||
| + | ==other== | ||
| + | * [[sound]]: [[stereo]] | ||
Revision as of 07:49, 11 September 2007
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

