Blood Omnicide goals and features
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Revision as of 13:51, 1 August 2012
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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:
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.
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
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
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
Visuals
- Hi-res textures (4x higher than original), new special effects
- Original effects (gore, weather, spells) all reworked and improved
- New 2d graphics for the menu and inventory screen
Engine
- Multiple languages support (via localization packs)
- Subtitles for speech and video
- Levels in Quake 3 BSP format