Difference between revisions of "FEATURE SET"
John.Gosling (talk | contribs) (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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− | + | '''General Features''' | |
− | • Expansive | + | • Expansive world, ranging from freezing snowy peaks to humid jungles |
− | • Day/ | + | • 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 | + | • Seasons that alter the weather, plant cycles, and temperature. |
− | • Tracking | + | • Tracking; the player finds clues and “breaks in nature” to find creatures or people. Footprints, broken leaves, paths, and common meeting areas. |
− | • Visceral Combat | + | • 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 |
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