Blood Omnicide goals and features

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(Created page with "{{WIP}} Blood Omnicide goal is to provide a faithful high definition versions of original Blood Omen contents including media, gamecode, text and more. Producing a 3d port of...")
 
 
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Blood Omnicide goal is to provide a faithful high definition versions of original Blood Omen contents including media, gamecode, text and more.
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Blood Omnicide is a project to recreate of Blood Omen: Legacy Of Kain in 3D. Project is being builded on a three corner stones:
  
Producing a 3d port of Blood Omen effectively breaks into this tasks:
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'''Stone one''': Saving original game feel and providing nearly same gameplay and balance. For sure, there will be some improvements & innovations, just because of nature of porting. Most critical ones should be optional in order to not violate game experience.
  
* New gamecode written from scratch
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'''Stone two''': SDK that is open for modifications and additions so Omnicide can be used as a base for expansion packs and mods created in the world of Blood Omen.
* Make port able to link to original game (catching some of it's resources)
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* 3D levels made from scratch
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* Retexturing
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* Stereonized music (optional)
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===General goals===
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'''Stone three''': Blood Omnicide is engine port, it provides a patch that will port original game to new rendering pipeline. Blood Omnicide would require original PC Blood Omen or Playstation version of Blood Omen in order to play.
* Port Blood Omen to 3D
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== The Goals ==
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All three stones make up the project's goals:
 +
 
 +
* Port Blood Omen to 3D by using original game resources
 
* Unveil all original resources and formats to be used by community
 
* Unveil all original resources and formats to be used by community
 
* Produce a open-source code suitable for modding and level making
 
* Produce a open-source code suitable for modding and level making
 
* Provide nearly-same color theme and game feel as in original
 
* Provide nearly-same color theme and game feel as in original
* Fix bugs caused by old technology limitations
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* Add 3D high definition content
 +
* Fix bugs caused by old technology limitations and evolve original features in the way they was maked by Blood Omen developers
 
* Add optional new features
 
* Add optional new features
  
====Gamecode goals====
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== Key features ==
* Implement all Blood Omen game mechanics
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* Make things extendable
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=== Gameplay Features ===
* Evolve original features in the way they was maked by Blood Omen developers
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* Improved AI
 +
* Improved game dynamics (combat attacks and actions)
 +
* More interactivity (Open Dynamics Engine physics, material system)
 +
* Game stats and achivements
 +
* QuakeC scripting language
 +
 
 +
=== Level design ===
 +
* All levels made from scratch
 +
* Top-down style of levels
 +
* Most of map events are scripted, not hardcoded (so, could be reused on user-made maps)
 +
* Altered secrets
  
====Level design goals====
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=== Visuals ===
* Implement all of original locations
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* Hi-res textures (8x higher than original), new special effects
* Add new secrets and a ways to breach into the secret (using new abilities of 3D technology)
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* Original effects (gore, weather, spells) all reworked and improved
* Keep level design as much faithful as possible, while providing a visual quality of locations
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* New 2d graphics for the menu and inventory screen
  
====Reexturing goals====
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=== Engine ===
* 8x texture resolution in comparison with original textures (x256 larger textures)
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* Multiple languages support (via localization packs)
* Keep the original color theme as much as possible (this is tough)
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* Subtitles for speech and video
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* Levels in Quake 3 BSP format
  
 
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Latest revision as of 23:02, 22 February 2016

Blood Omnicide is a project to recreate of Blood Omen: Legacy Of Kain in 3D. Project is being builded on a three corner stones:

Stone one: Saving original game feel and providing nearly same gameplay and balance. For sure, there will be some improvements & innovations, just because of nature of porting. Most critical ones should be optional in order to not violate game experience.

Stone two: SDK that is open for modifications and additions so Omnicide can be used as a base for expansion packs and mods created in the world of Blood Omen.

Stone three: Blood Omnicide is engine port, it provides a patch that will port original game to new rendering pipeline. Blood Omnicide would require original PC Blood Omen or Playstation version of Blood Omen in order to play.

[edit] The Goals

All three stones make up the project's goals:

  • Port Blood Omen to 3D by using original game resources
  • Unveil all original resources and formats to be used by community
  • Produce a open-source code suitable for modding and level making
  • Provide nearly-same color theme and game feel as in original
  • Add 3D high definition content
  • Fix bugs caused by old technology limitations and evolve original features in the way they was maked by Blood Omen developers
  • Add optional new features

[edit] Key features

[edit] Gameplay Features

  • Improved AI
  • Improved game dynamics (combat attacks and actions)
  • More interactivity (Open Dynamics Engine physics, material system)
  • Game stats and achivements
  • QuakeC scripting language

[edit] Level design

  • All levels made from scratch
  • Top-down style of levels
  • Most of map events are scripted, not hardcoded (so, could be reused on user-made maps)
  • Altered secrets

[edit] Visuals

  • Hi-res textures (8x higher than original), new special effects
  • Original effects (gore, weather, spells) all reworked and improved
  • New 2d graphics for the menu and inventory screen

[edit] Engine

  • Multiple languages support (via localization packs)
  • Subtitles for speech and video
  • Levels in Quake 3 BSP format


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