Severance: Blade of Darkness

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

Revision as of 02:03, 24 July 2007 by Eep² (t|c)
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blade.gif

Contents

Engine

  • Rebel Act proprietary at wmicon1.gif Internet Archive Wayback Machine
  • Atmospheric/environmental effects
    • water: reflection, waterfall splash
    • weather: clouds
  • lighting: dynamic, colored; flickering; candles, torches
  • reflection: wavy water
  • shadows: real-time, projected, dynamic, multiple light sources, fade, scale, vertical angle adjustment--everything!
  • physics: thrown/knocked objects bounce and ricochet off other objects
  • transparency: blood, cobwebs, fading broken objects, water
  • other: dust: falling wall stones, breaking objects, sword impact (+ sparks & surface debris: wood, stone), eating food crumbs

Player character

  • character: incremental body damage, stamina (can only attack so much before needing to rest)
  • moves: attack (swing weapon in at least 4 ways), block, climb, duck, jump, pick up, ready/stow shield/weapon, run, sneak, throw (+ drop), walk
  • view: 1st-/3rd-person, seamless transition, body and shadows rendered in 1st-person, camera moves with character's breathing

Level design

  • environmental interaction
    • breakable objects: wood (barrels, crates, tables)
    • other: eat (apples, bread crust, cheese, meat), light on fire: barrels, crates, torches; pull levers; push loose wall stones

NPCs

  • incremental body damage
  • AI: dodge, duck, evade, encircle

Other

  • sound: stereo, EAX
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