Style: Tactical 3D action
Release Date: 2000
System Requirements: Pentium-II 233+, 32 MB RAM Graphic Card
supporting Direct 3D (Voodoo; Riva TNT is recommend) Sound Card supporting
Direct Sound, surround sound support (A3D, Vortex)
About the Game:
As the main character you are about to visit the hottest spots of the
crisis, collect information about alien forms and stop the infestation.
Your missions will take place at well-guarded and patrolled objects,
where you will face numerous enemies of superior numbers, strength and
abilities. The main character should be in command of a 2 soldiers squad,
learn the advantages of various weaponry, and features and patrol routes
of his enemies, in order to accomplish his mission. There are many situations
when a straight running through the level won't allow you to accomplish
the task successfully. When your enemies outnumber you and are much
stronger, you are forced to take the way of careful planning and collective
action. A set of simple commands allows controlling your computer teammate
and performing simultaneous actions such as scouting, taking favorable
positions, luring an enemy to an ambush, maneuvering, covering, and
others. The enemies will possess virtual seeing and hearing abilities.
For example, in a dark place you can escape many patrols and sneak to
the enemy's back, where you would be heard by the nearest patrol if
stepped boldly and loudly. Game missions will take place within facilities
as well as at the open places. There will be over 12 levels created
for the entire game. A plotline will lead the character through all
of them, allowing him to collect 10 types of weapons and face 9 different
types of opponents and monsters. There will be many moving machines
and mechanisms on each level, which will add to gameplay's interactivity.
A network game will host up to 8 players in different deathmatch or
cooperative games.
Game Engine Features:
Vital Engine ZL™ is a game engine supporting 3D accelerators but not
supporting software rendering. The engine's operation is based on a
portal system, which allows rendering high detail scenes with a lot
of polygons. Another important engine's feature is the possibility to
render vast rooms and open spaces. The engine also supports particle
systems and object hierarchy: each part of an object can be rendered
separately (for example, you can animate the legs of a character separately
from its other body parts). For the purpose of character animation we
have designed special software module - the motion manager - integrated
into the level editor. Motion manager powered by improved technology
enables a designer to create characters with realistic animation and
avoid different drawbacks of phase animation such as character's "leg
slipping", polygon collisions, etc.
- Dynamic color lighting
- Dynamic light sources (shadows from irregular surfaces and other interior
details, used in barrel flashlights, etc). Real time object lighting.
Vital Engine makes the objects being illuminated more realistically
than in Quake, where objects are illuminated by the plane they are standing
on. For example, a barrel can be lime-lighted by two light sources simultaneously:
white in the front and blue in the rear
- Realistic water
- Object fallen into water causes 3D splash and waves
- Free mirror orientation
- Halo caused by light sources. Environment mapping (allows to create
metal and chrome surfaces)
- Fog. It can be a fog in the entire room, in a part of the room or a
dynamic fog. Mapmaking (under construction)
- High quality textures of 256x256x24 and 128x128x32
- Procedural textures. Extended system setup routines allowing detecting
sound and video subsystems in order to obtain maximum performance. For
slower systems you may turn off certain effects and therefore increase
FPS.
- Various sprites' type (3D sprites, 2D sprites etc.) Support of first
and third person perspective views.