Thief: The Dark Project

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

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Revision as of 10:44, 27 February 2010 (edit)
Eep² (t|c)
objects - arrows to ammo
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Line 101: Line 101:
==Other== ==Other==
-* arrows stick in dirt/grass/wood surfaces/objects; [[retrievable arrows|retrievable]]+* [[arrows stick]] in dirt/grass/wood surfaces/objects; [[retrievable ammo|retrievable]]
* [[manual targeting]] * [[manual targeting]]
* [[sound]]: [[stereo]] * [[sound]]: [[stereo]]
** ''Thief Gold'': body drop and different food eating sounds ** ''Thief Gold'': body drop and different food eating sounds

Revision as of 15:04, 28 February 2010

Contents

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



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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