Difference between revisions of "FEATURE SET"

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(New page: • Needs System: Players must balance their time to fulfill the basic needs of survival. • Expansive World: Snowy peaks to Humid Jungles • Day/Night Cycle: Different creatures and d...)
 
 
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• Needs System: Players must balance their time to fulfill the basic needs of survival.
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'''General Features'''
  
• Expansive World: Snowy peaks to Humid Jungles
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• Expansive world, ranging from freezing snowy peaks to humid jungles
  
• Day/Night Cycle: Different creatures and dangers during night.
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• Day/night cycle: Different creatures are out at different times of day, night hunting can be more difficult and dangerous.
  
Weather System: Snow, rain, storms, etc., with a real effect on gameplay and tactics.
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Full weather system: snow, rain, storms, etc, with a real effect on the player, gameplay, and strategies.
  
• Seasons: Different weather patterns and temperatures, or available plants.
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• Seasons that alter the weather, plant cycles, and temperature.
  
• Tracking: Find paths and trails to track down animals or set up traps.
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• Tracking; the player finds clues and “breaks in nature” to find creatures or people. Footprints, broken leaves, paths, and common meeting areas.
  
• Visceral Combat: Aimed attacks that do damage and wound according to where they hit.
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• Visceral Combat; aimed attacks that do damage and wound according to where they hit.
  
Animal AI: Creatures that act according to their needs, hunting in packs for prey, fleeing when scared, etc.
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Advanced AI; creatures act according to their needs, hunt in packs, and know to flee when scared.
  
Character Growth: Skills and Attributes that grow as they’re used.
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Needs system; players must balance their time to fulfill the basic needs of survival.
  
Crafting: Create tools , clothing and weapons to improve your skills or open new tactics.
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Statistics and skills that grow as they’re used, and slowly degrade when they’re not.
  
Tribes: Interact with or join other groups of people in the wild.
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Complete crafting system with a full tree of items, tools, traps, weapons, clothing, and shelters.
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• Tribal societies; players can interact and join with small communities of other humans; even gaining position and favour.
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• Modern 3d graphics: Shaders, depth maps, HDR lighting.
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• Emergent animation: Animation is based on how the form interacts in the world, not preset animation sequences (Indiana Jones, Spore).
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• Speedtree for dense and detailed forests
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• Havok for full physics (mostly used for traps)
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• Player Controlled Aesthetic: Woodcarving, hide styling, tattoos

Latest revision as of 21:28, 21 October 2008

General Features

• Expansive world, ranging from freezing snowy peaks to humid jungles

• Day/night cycle: Different creatures are out at different times of day, night hunting can be more difficult and dangerous.

• Full weather system: snow, rain, storms, etc, with a real effect on the player, gameplay, and strategies.

• Seasons that alter the weather, plant cycles, and temperature.

• Tracking; the player finds clues and “breaks in nature” to find creatures or people. Footprints, broken leaves, paths, and common meeting areas.

• Visceral Combat; aimed attacks that do damage and wound according to where they hit.

• Advanced AI; creatures act according to their needs, hunt in packs, and know to flee when scared.

• Needs system; players must balance their time to fulfill the basic needs of survival.

• Statistics and skills that grow as they’re used, and slowly degrade when they’re not.

• Complete crafting system with a full tree of items, tools, traps, weapons, clothing, and shelters.

• Tribal societies; players can interact and join with small communities of other humans; even gaining position and favour.

• Modern 3d graphics: Shaders, depth maps, HDR lighting.

• Emergent animation: Animation is based on how the form interacts in the world, not preset animation sequences (Indiana Jones, Spore).

• Speedtree for dense and detailed forests

• Havok for full physics (mostly used for traps)

• Player Controlled Aesthetic: Woodcarving, hide styling, tattoos