Thief: The Dark Project

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

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Revision as of 15:04, 28 February 2010 (edit)
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|developer=Looking Glass Studios |developer=Looking Glass Studios
|engine=Dark Engine |engine=Dark Engine
-|character=Garrett the Thief+|character=Garrett
|engine type polygon=yes |engine type polygon=yes
|engine optimization portal rendering=yes |engine optimization portal rendering=yes
 +|sound=stereo
}} }}
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* [[collision detection]]: 2D * [[collision detection]]: 2D
* deployed rope arrows settle into place * deployed rope arrows settle into place
-* floating barrels, crates, & rubble+* [[floating]] barrels, crates, & rubble
* most arrows arc when shot * most arrows arc when shot
* objects: stackable, fall down (but don't usually angle correctly), fly through air, impact, move other objects slightly (depending on size) * objects: stackable, fall down (but don't usually angle correctly), fly through air, impact, move other objects slightly (depending on size)
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==[[Character]]== ==[[Character]]==
===[[player character]]=== ===[[player character]]===
 +* [[thief]]
* [[stamina]]: holding bow * [[stamina]]: holding bow
* [[light gem]] * [[light gem]]
-* [[actions]]: [[block]], [[climb]]: ladder, wall (mantle)/rope; [[crouch]] (+ run/walk), [[drink]], [[eat]], [[jump]], [[pick lock]]/[[pickpocket|pocket]], [[lean]] (sideways, [[lean forward|forward]]), [[open]]/[[close]] doors & manhole covers, [[pick up]]/[[drop]]/[[throw]] object/body, [[ready]]/[[sheath]] weapon, [[run]], [[swim]], [[swing]] [[#objects|blackjack/sword]], [[walk]]+* [[actions]]: [[block]], [[climb]], [[crouch]] (+ run/walk), [[drink]], [[eat]], [[jump]], [[pick lock]]/[[pickpocket|pocket]], [[lean]] (sideways, [[lean forward|forward]]), [[open]]/[[close]], [[pick up]]/[[drop]]/[[throw]] object/body, [[ready]]/[[sheath]] weapon, [[run]], [[swim]], [[swing]] [[#objects|blackjack/sword]], [[walk]]
* [[footsteps]]: [[carpet]], [[dirt]], [[gravel]], [[metal]] [[rock]]/[[stone]], [[tile]], [[water]], [[wood]] * [[footsteps]]: [[carpet]], [[dirt]], [[gravel]], [[metal]] [[rock]]/[[stone]], [[tile]], [[water]], [[wood]]
* [[view]]: [[1st-person]] * [[view]]: [[1st-person]]
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====[[AI]]==== ====[[AI]]====
-* awareness degrees+* [[awareness degrees]]
* [[light-sensitive]] * [[light-sensitive]]
* [[patrol]]s * [[patrol]]s
* [[sound-reactive]] * [[sound-reactive]]
-* call for backup & sound alarms+* [[call for backup]] & [[sound alarms]]
* ''Thief Gold'': zombies don't rebound instantly after severe damage * ''Thief Gold'': zombies don't rebound instantly after severe damage
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* [[level editor]]: [[DromEd]] * [[level editor]]: [[DromEd]]
* [[linear level progression]] * [[linear level progression]]
-* [[puzzles]]: [[breaking and entering]], evade detection (sneak), find/steal items, follow/trail people, [[kidnap]]ping, pick pockets, plant evidence+* [[puzzles]]: [[breaking and entering]], [[evade]] detection (sneak), [[find]]/[[steal]] items, [[follow]]/trail people, [[kidnap]]ping, pick pockets, plant evidence
* [[traps/hazards]]: [[arrows (shooting)]], [[blades]] (horizontally/vertically swinging), [[falling]], [[fire]], [[pressure-sensitive floors]], mines ([[explosions]]), getting [[burnt]]/[[cutting|cut]]/[[hit]]/[[shot]] * [[traps/hazards]]: [[arrows (shooting)]], [[blades]] (horizontally/vertically swinging), [[falling]], [[fire]], [[pressure-sensitive floors]], mines ([[explosions]]), getting [[burnt]]/[[cutting|cut]]/[[hit]]/[[shot]]
===[[interaction]]=== ===[[interaction]]===
-* hit [[gong]] 
- 
* [[break]]: [[crates]] (wood), [[doors]] (wood), [[glass]] (window panes), [[ice]], [[tapestries]] * [[break]]: [[crates]] (wood), [[doors]] (wood), [[glass]] (window panes), [[ice]], [[tapestries]]
 +* [[climb]]: [[ladders]], wall ([[mantle]])/[[rope]]
* [[drop]]: anything pickupable (-loot) * [[drop]]: anything pickupable (-loot)
-* [[explode]]: barrels+* [[explode]]: [[barrels]]
-<!--+* [[pick up]]: [[ammo]], barrels (small), [[basketball]], [[bedroll]], [[bodies]], [[crates]], [[glass (broken)]], [[hammers]] (large)
-* [[move]]: [[barricades]], [[bed frames]], [[boats]], [[bodies]], [[broken objects]], [[cable spools]], [[cargo containers]], [[cars]], [[computer consoles]], [[couches]], [[crane]], [[drawer cabinets]], [[dressers]], [[dumpsters]], electronic equipment (oscilloscopes?), [[fan blades]], NPC machine parts, [[engines]], [[file cabinets]], ladder cage, [[luggage carts]], [[mattresses]], metal panels, pet transport [[crates]] (some), [[pods]], propane canisters/[[tanks]], [[radiators]], [[railings]], [[shelves]], [[signs]] (+ letters), [[stair steps]], [[tables]], [[toolchests]], train car [[doors]], [[turrets]], vehicle ([[axels]], bodies, [[doors]], [[mufflers]]), [[washing machines]], [[wheelbarrows]]; see pickupable objects+** "junk": [[bottles]] (green glass, grey)
-* [[open]]: ammo crates, doors (normal, [[locker]], [[fence gates]])+** [[dishes]]: [[bowls]], [[cups]], [[pans]], [[plates]], [[pots]]
-* [[pick up]]: ammo/weapons, barrels, [[batteries]], [[bicycles]], [[bones]], [[binders]], [[boots]], [[bottles]] (glass beer/wine, plastic cleaning & soda), [[buckets]] (metal, plastic), [[cans]] (food, gas, paint, recycle, soda), [[cardboard boxes]] (large, small, nail/screw), [[cement blocks]], [[Chinese food boxes]], [[clipboard]], [[coffee mugs]], [[computers]] (cases, keyboards, monitors), [[concrete]] chunks, [[crates]] (plastic, wood), [[doll]], [[electronic equipment]] (receivers), flower pots, health (kits, [[vials]]), [[jars]] (plastic), ladel?, [[lamps]] (desk, floor), [[laundry machine drums]], [[luggage]], [[meathooks]], [[milk cartons]]/jugs, [[newspapers]], [[pallets]], [[paper bags]], parts [[cabinets]], [[payphone handsets]], [[picture frames]], pipe weapon (NPC), [[pots]], [[power plugs]], [[rocks]], [[sawblades]], shards, [[skulls]], [[statue busts]], tables, [[tires]], [[toilets]] (some), [[tools]] ([[pliers]], ''wrenches''), [[traffic cones]], vanities, [[watermelons]], [[wood]] ([[beams]], [[panels]], [[planks]], platforms); see movable objects for gravity gun-pickupable objects+** [[goblets]], [[masks]], [[medallion]], [[trays]], [[vases]]
-* [[ride]]: [[airboat]], [[buggy]], [[cart]], [[crane]], [[elevator]]; anything moving+** [[plants (potted)]], [[#weapons|weapons]], see [[#Inventory|inventory]] (- compass)
-* [[throw]]: pick upable objects+* [[open]]/[[close]]: [[chests]], [[coffin]] lid, [[doors]], [[manhole covers]]
-* other: [[activate]] (health/HEV chargers, [[soda machines]], [[teleporter]]), change security camera monitor video feeds, [[flush]] toilet (some), [[operate]] crane, (left/right, extend/retract arm, pick up/drop magnetic objects), [[plug in]] power plug, [[pull]] [[levers]], [[spin]] [[merry-go-round]] & [[tic-tac-toe]] markers, tap [[hula doll]], [[tilt]] picture frame, [[turn]] buttons/handles, TVs turn off when power plug pulled out of socket; see [[#physics]]+* [[pull]]: [[levers/switches]]
--->+* [[push]]: barrels, buttons, crates, [[rocks]] (boulders), [[sandbags]]
 +* [[ride]]: [[lifts]]
 +* [[throw]]: anything pickupable (-loot, papyrus/parchments/scrolls)
 +* other:
 +** [[bloodstains]] (+ [[wash away blood|washawayable]])
 +** explode red barrels (with fire arrows)
 +** [[extinguish fire]]
 +** hit [[gong]]
 +** [[pick locks]]
 +** fire elementals: relight torches?, fire arrows grow?, hitting shrinks?
 +** knock human enemies unconcious by landing on their heads?
==[[Inventory]]== ==[[Inventory]]==
* [[store and use]] * [[store and use]]
-* map: 2D, vague position+* [[map]]: 2D, [[vague position]]
===objects=== ===objects===
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* [[arrows stick]] in dirt/grass/wood surfaces/objects; [[retrievable ammo|retrievable]] * [[arrows stick]] in dirt/grass/wood surfaces/objects; [[retrievable ammo|retrievable]]
* [[manual targeting]] * [[manual targeting]]
-* [[sound]]: [[stereo]]+* [[sound]]: ''Thief Gold'': body drop and different food eating sounds
-** ''Thief Gold'': body drop and different food eating sounds+

Current revision

Contents

Wikipedia:Thief: The Dark Project
}}
year  1998
genre(s)  action-adventure
developer(s) Looking Glass Studios
publisher(s) Eidos Interactive
engine Dark Engine
Effects
sound  stereo
Character
name  Garrett



Engine

effects

lighting

physics

  • gravity: characters
  • air density, bouyancy, friction, inertia, momentum, weight
  • characters and some objects can block doors from opening/closing fully and/or can be pushed by doors (small objects only)
  • collision detection: 2D
  • deployed rope arrows settle into place
  • floating barrels, crates, & rubble
  • most arrows arc when shot
  • objects: stackable, fall down (but don't usually angle correctly), fly through air, impact, move other objects slightly (depending on size)
  • weight-sensitive columns & floor tiles

Character

player character

NPCs

AI

Environment

interaction

Inventory

objects

Other

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