Heavy Metal: F.A.K.K.²

3D Game Comparison - Game vs. game. No hype; just facts.™

Revision as of 10:36, 14 January 2010 by Eep² (t|c)
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Wikipedia:Heavy Metal: F.A.K.K.²
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year  2000
genre(s)  action-adventure
developer(s) Ritual Entertainment
publisher(s) Sierra Entertainment
engine Quake III
engine type polygon
Character
name  Julie Strain



Engine

Effects

  • collision detection: mostly 2D (Julie adjusts feet & legs on slopes when standing)
  • lighting: dynamic, colored
    • asteroid fragments, crystals (some), explosions, flamethrower, lightning
  • particle effects: blowing leaves, explosion debris, fly swarms, settling feathers after giant bird deaths, some weapon effect
  • physics
    • knock asteroid fragments off ledges which break on hitting ground
    • sliding doors push Julie
    • rope-suspended platforms pivot from Julie's weight
  • reflection: metallic surfaces, non-translucent glass, many other things
  • shadows: polygonal
    • player character, NPCs, aliens/enemies: horizontal, flat (2D); dynamic
    • multiple light source: position adjustment, distance lengthening & shortening
  • texture
    • filtering: bilinear, trilinear
    • mapping: mipmapping
    • detail/procedural: flamethrower burns
  • transparency: explosions, fire, ghosts, glass (glasses, health vials, water ampules, windows), hologram (Julie), lens flare, lightning, light shafts, plant/flower petals (some), smoke, steam, wasp wings, water (+ dripping)
  • lens flare, underwater distortion

Atmospheric/environmental

Character

Player

Non-player

  • aliens, birds (giant), shglieks (when mad), plants (arrow-shooting, eating, strangling vines)
  • AI
    • shglieks: distract (training area only?), knock unconscious, aggressive when hurt
    • birds move out of Julie's way
    • cave claw hand can kill NPCs

Environment

Interaction

Inventory

Sound

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