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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{{WIP}}
 
{{WIP}}
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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All three stones make up the project's goals:
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* 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
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* 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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==== Gameplay Features ====
* Implement all Blood Omen game mechanics
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* Improved AI
* Make things extendable
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* Improved game dynamics (combat attacks and actions)
* Evolve original features in the way they was maked by Blood Omen developers
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* More interactivity (Open Dynamics Engine physics, material system)
 +
* Game stats and achivements
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* QuakeC scripting language
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==== Level design ====
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* All levels made from scratch
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* Top-down style of levels
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* Most of map events are scripted, not hardcoded (so, could be reused on user-made maps)
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* Altered secrets
  
====Level design goals====
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==== Visuals ====
* Implement all of original locations
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* Hi-res textures (4x 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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Revision as of 13:50, 1 August 2012

This page is actively undergoing a major edit
The person who added this notice will be listed in edits history

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


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