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Newbie | Редактировать | Профиль | Сообщение | Цитировать | Сообщить модератору http://www.metathrone.com About Metathrone Project Developer - Perfect Play (c)2002 Genre - 3D Action/First Person Shooter/Action-Adventure This game Metathrone Project represents a mixture of such popular genres as 3D Action, FPS, TPS, Adventure, RPG, Quest, Arcade Confusing their clear boundaries, definitions and rules, it results in a more universal scheme of playing process, thus expanding the market of potential users (customers). At the time, it borrows from predecessors: Best, demanded features of the genre Popular, modern and actual ideas and solutions Methods and means for achievement of the necessary playing process It takes into consideration: Wishes and notes of contemporary players Experience of bright and popular representatives of the aforementioned genres Mistakes and defects of some game projects Needs and tendencies in development of the contemporary game market Synopsis Metathrone Project is an exciting adventure game, which actions and events take place and develop in our created unique game world. The world, which is incredibly unexpected and surprising. The world, which is formed by numerous infinitely beautiful and various, interrelated game locations (from post-industrial megalopolis to ancient temples and extraterrestrial spaceships) associated into the same game space, which gives the player a certain liberty of actions and freedom of motion. The world, where the player will fall, from the very first minutes, into the whirlpool of mysterious and intriguing events taking place in accordance with the plot development and affecting this development. The plot takes an important part in Metathrone. In fact, a player discovers the plot by committing missions. But this plot is not linear and has several versions of development that makes the game more interesting and increases its replayability. The main character is young man, quite dark and mysterious person, a comuter-hacker Iten Langley. But he is not the only "game-character", there are couple of them and in time player will choose the character he is playing. This choise signifaclly affects the story-line and missions the player will get. Game atmosphere The excellent graphics and interactive sound effects will put the player into the atmosphere created by designers and artists, translate the temper and spirit of game. Each mission is preceded by the preparatory stage, where the player is explained about the own main objectives. In order to retain interactivity, this is designed in the form of a cutscene (video or engine). The most part of this game is demonstrated from the first person view, and the player is given all the range of characteristic FPS actions: shooting, running, jumping, climbing, interaction with objects, etc.; however, the game provides also the "exclusive" locations, where we observe our character from side (i. e., the third person view). These include the places, where the battle actions and walks with weapons are inadmissible, for example, office building, protected territories, shops, etc.. This game represents a simplified model of economics, provides purchase, sale of any things, as well as weapons and ammunition. Prehistory In the course of world studies, the mankind woke the ancient and powerful civilisation of Geaa, who died millions years ago in a catastrophic interplanet war. During this war, the surviving Geaa created Metathrone, a kind of the Noah's Ark, where they would survive the catastrophe and revive in future. Metathrone should clear the planet and create life again. However, for some reasons, they failed, and powerful Geaa were replaced by the human civilisation, who luckily escaped from full elimination. For millions of years, the human civilisation developed and inhabited the planet. They forgot Geaa until a group of researchers discovered Metathrone. Geaa woke up and now only one civilisation will remain. Plot Synopsis The story, which makes the game plot, tells about the people at the peak of attack to Metathrone. They are the only ones, who hold the secret of Metathrone. The secret that they were not the first in this world, that masters came and declared the own title for this world, and they must fight against each other. They must win and save the human civilisation from elimination. The plot branches include development of relationships between the characters, development of characters and optional changes in the player's attitude to the current events. Game Characteristics 9 22 10 3 15 3 18 10 12 Game locations associated into one game world Game episodes Foreground characters Playable characters Non-playing characters Kinds of battle robots Kinds of weapons with ammunition Kinds of upgrades to weapons Kinds of various devices and accessories Game Features (Unique Selling Points) Large single game world. (No consecutive levels) High-polygonal characters (up to 5,000 triangles per model) Powerful algorithm of artificial intellect (AI) Skeletal animation (up to 100 bones per character) LipSync Dot Damages Realistic illumination, projection light, dynamic light sources and soft, natural shadows add reality, increasing the quality of graphics to a higher level Optional replacement of playing character (main character), at some key moments of game, that affects directly the course of events and plot line. This game provides several passing versions and several endings, respectively. Optional switching kind of player (first or third person). High-quality camera performance, due to original algorithm, which enables to prevent from any characteristic defects and mistakes of games in TPS genre such as falls and passes through any objects. Variable and wonderful game world! These may be megalopolises and extraterrestrial spaceships, underground stations, and open landscapes. Exciting architecture of various constructions created by professional architect, excellent design, and features of engine enable to achieve unforgettable atmosphere. This game includes such concept as relationship of characters that means, in this case, arising sympathies to the main character on the part of other characters. The level of sympathies will be permanently variable with the direct respect to the process of communication. The sympathies will appear in the form of friendly behaviour and pleasant dialogue. This will also affect some events in the game and provide the feeling of non-linear plot thus increasing the game replayability. All these features, together with powerful technologies having advanced characteristics, distinguish this game Metathrone Project among similar game projects, give it a special nature and colour, make it attractive and interesting for a great number of users. Target Group Hardcore gamers (experienced) and casual gamers (novices). This game will be interesting for both hardcore and casual gamers. For convenience of playing, this game provides: Various levels of complexity Training mode Simple and flexible scheme of control Friendly and comprehensive interface Hints and comments Narrative and introduction to the plot Explanation of missions and assignments Description of weapons, items and objects Saving the game at any point 3D action, Arcade, FPS/TPS fans will find for themselves: Advanced and exciting graphics! and special effects Realistic sound and dynamic music Enchanting, exciting, unique atmosphere Incredible dynamics and replayability Deserving opponent with appropriate artificial intellect Impressive, various, striking levels Great selection of weapons and modifications thereto Excellent animation Optimum physical model of the world close to reality Interaction with environment, destructibility of objects Network game with fighting arenas and diehard bots This game Metathrone Project will be close and interesting to amateurs and fans of such games as Max Payne, Alice, Oni, Unreal, Half-Life, Quake, and similar ones. Adventure / Quest, RPG fans will also find for themselves much interesting and deserving their attention, such as: Non-linear and interesting plot Selection of characters in some situations A few foreground characters Dialogues with surrounding characters Character behaviour and evolution Economics - monetary relations, shops and merchants Adventures and missions Various levels and beautiful gameworld Numerous extraordinary non-playing characters Relationships of characters, level of sympathies Various gameplay features - several endings Graphics Polygon rendering with colour dynamic illumination Various resolutions in game. TrueColor and HiColor Application of hardware calculation of transformation and light (hardware T&L) at advanced models of accelerators High-quality light calculation in scene: Calculation methods: Global Illumination, Ray Tracing, Shadow Map Local static and dynamic lightmaps with improved quality, for example - shadow from rotating fan Globally and locally adjustable level of lightmap's quality Dynamic ray-tracing shadows from any kind of non-static objects: characters, cars, lanterns and etc. Various levels of object detailing (LOD). Best quality - up to 400.000 tr. in scene, up to 5.000 tr. for character Improved real-time physics, including system-of-objects, and IK Various compact forms to save geometry of models, assembling from primitives, spline surfaces Bones deformation in engine gives an excellent interacting with environment: Realisic life-like death and falling character animations Global level with cashing and pumping certain parts Real-time movie animations in engine Supporting of extended texture formats: dxt, s3tc, hilo16, etc Procedural, never-loop-animation textures Modifying textures on-the-fly for blood and scratches on clothes, e.g Reflections Specular hilights Pixel shaders support Bump Bump with reflections and specular hilights (realistic water) Layered Fog Volumetric Light Weather sfx: rain, fog, snow, wind with dust, thunder and lightning, shadows from clouds on open surfaces Realistic (true) optical effects: Lens Flare, Glow, AutoExposure Control Motion Blur Particle system: flame, smoke, hair, weather effx, sprays and etc. Procedural trees and grass Open landscapes with almost unlimited visibility and variable level of detail Technologies Description Deserving opponent, powerful AI., BOT for network game This game realised the original algorithm of Artificial Intellect (AI) based on Neurone Networks. What does this mean? That now your opponent will not stand still on the same place and shoot at you until the bullets are over or run away, if wounded. At the very first visual contact, he will shoot once or twice, estimate your power and hide himself behind the corner, door or in another safe place, and start suitable and careful shooting. The opponent will run over the level and collect accessible items, cartridges, first-aid kits, etc. How does this work? Brief description of AI working algorithm for the opponent: First, the image map of level is made with respect to the used objects at the level (arms, first-aid kits, weapons, ...), doors, staircases, and lifts. Then the ways are determined to pass from one place to another using the transition matrix. Therefore, the opponent can be oriented at the level and he starts collecting all the objects, in the order of importance, until the opponent appears. In the case of arrival of the latter, the tactical behaviour algorithm is switched on and acting in the view field of each other as follows: opponent shoots at enemy and declines from his hits. The objective is to eliminate the enemy. It is planning to replace some sites working generally on random numbers with neurone network trained with genetics. Realistic physical model of the world This game represents the physical model of the world close to the reality. Most objects have the certain physical characteristics and react by interaction with them, accounting them. For example, glass or wooden objects are destroyed by hitting weapons. Metal objects ricochet. Objects may be fragile, solid, soft. (Density) Objects have weight, friction force. (Sliding) Objects may be fluid. (Water) It can be used for mountain river simulation The certain surface is characterised with the own sound effect. For example, walking over metal surface will make sound steps, which will be damped on the ground. The calculation of object physics is provided with consideration of the surface characteristics, by which the object is moving, taking into account inertia and links between parts of the object. Animation: One of the major advantages in game Metathrone Project will be carefully designed and very picturesque system of animated characters. Technologies: Up to 100 bones per character Animated objects Up to 40 unique animations per character MotionFlow (Combined animations) Example: The model in quiet state, some event takes place (external exciter), and the model passes to forward run state. In the course of motion, the model discovers the opponent and passes to stand shooting state with ballistic weapons. Hitting the own target, the model passes to careful motion state; discovering the next opponent, the model passes to the sit shooting state with energy weapons. Face mimic and speech synchronising. LipSync Dot Damages. Model hits are monitored with the triangle accuracy. The model is divided into 20 parts, which are included in the certain fields. There are four hitting fields for humanoids: Head Body Arms Legs Upon hitting with any weapons to any fields of model, the losses (damages) of various degree are marked. The model hits are monitored from four views. With respect to the hit direction, the character passes to various behaviour models with relevant animation. Sound The engine realised support of modern equipment and technologies as follows: EAX MP3 (Ogg-Vorbis) DirectSound 44100Hz 16bit stereo DirectSound3D Hardware sound acceleration Various sound effects, sound reflection (echo), distortion, etc. Network game (Multiplayer) Game modes: Cooperative (joint passing the levels) Death match (fight against each other) Capture the flag (fight for territory) Technology: Client-server architecture for game through Internet and local network. Protocols TCP/IP, Winsock2, DirectPlay Up to 16 players in local network Up to 8 for allocated game by modem Up to 32 for game on server by modem Platform and API Platform: PC operated by Microsoft Windows 98, ME, 2000, XP Designed with consideration of specific features in various game platforms (consoles) such as: Microsoft XBOX & Sony Playstation 2 Applied API: OpenGL, support AGP, Intel SSE and AMD 3Dnow! in divers Direc3D, support AGP, Intel SSE and AMD 3Dnow! in divers System requirements Minimum configuration: Windows 98/ME/2000/XP, DirectX 8.1 or higher Pentium III 733 MHz 64 MB RAM 3D accelerator with 16Mb RAM 8X CD-ROM or DVD-ROM Windows compatible sound card Mouse Recommended configuration: Windows 98/ME/2000/XP, DirectX 8.0 or higher Pentium III 800 MHz 256 MB RAM AGP 3D accelerator with 64MB RAM 24X CD-ROM or DVD-ROM 44 kHz, 16 bit stereo Windows compatible sound card Mouse |