!!!I. Features Overview
- Real-time 3D
- Role-playing game based on the skills : using a skill make it increase. System as transparent as possible for the player : neither levels, classes nor experience.
- Solo only : no multiplayer module planned.
- Atmosphere
- Graphic identity : no attempt of photorealism. Models and scenery inspired by fantasy and Tim Burton, colorful, "magical".
- Omnipresent second-degree jokes and humour (Pratchett ( Discworld ), Monty Python ( Holy Grail ) ...
- Musical identity : rather like Danny Elfman's music, with also songs as "Don't Let me be misunderstood" (Santa Esmeralda), "Yesterday) (The Beatles) ...
- Fully scriptable :
- races, items, weapons, spells ...
- modules (solo)
- interface, background music ...
- factions, relationships between them ...
!!!II. Gameplay
Two views available : FPS (subjective view) and TPS (third person view)
- choice is made in the game settings ; by default, FPS view. Switching is also possible by pressing a key, on the keyboard
- Interactivity
- Controls by mouse and keyboard (no joystick or other exotic things)
- Mouse :
- view orientation (like Quake, UT, etc.)
- interaction with the differents elements displayed on the screen
- GUI : show/hide windows (map, statistics, inventory ...), dialogs' answer selection ...
- Game entities :
- A left click on an entity (NPC, object or something like that) executes the associated default action for it (for example, "attack").
- A right click displays a menu containing the different actions available for this entity ("Attack", "talk to", "steal", "pick up", "cast spell" ...), which can be chosen by left clicking.
- When moving the mouse over an entity, the cursor changes according to the default action for this entity : a sword icon if it's an enemy, for example.
- Keyboard :
- moving (e.g., with AWSD) and movements (jumping ...)
- 36 customizable shortcuts (the player links each shortcut with a spell, an object, a weapon, a piece of armor ...) : F1 à F12 + commutators (Ctrl and Alt)
- Dialogs : during a conversation, a dialog window appears, with the NPC's speech, and a predefined choice of answers.
!!!III. Target platforms
- Microsoft Windows
- GNU/Linux (at least on i386 et PPC)
- MacOS X
!!!IV. extern libraries
- 3D Engine : [OGRE] (with [CEGUI] for the GUI)
- Physic engine : none (using OGRE built-in functions)
- Scripting : [Squirrel]
- Sound : [OpenAL]
- Miscelleanous :
!!!V. Game Engine The game engine cares about :
- resources loading
- switching from a state to another (intro, settings, character creation, game, pause ...) pause ...)
- rendering, sound, physics (using extern libraries, cf. IV)
- scripts execution
- game internal mechanisms
It doesn't care and mustn't care about :
- solo (screenplay, modules ...)
- PNCs' behaviour
- weapons and spells's behaviour
- [...]
!!=> no "hard-coding"