Apparition - Design Document

Game Overview
Game Style:
First Person 3D Shooter

  

Expected Release Date:
Undetermined (Approx. late 2001)

 

Target System (approximate):
Windows 98/2000
Pentium 3   450+MHz
Hardware accellerated Open GL or Direct 3D graphics card (Nvidia Riva TNT 2)
Monitor capable of 1024x768.

This is currently the maximum expected requirements. Actual requirements may be lower. This will be determined as development progresses.

 

General Description
Game Play Modes:
There will be both single player and multi-player game modes. The content of the single player mode will be contingent upon story development. Multiplayer mode will feature network and internet (TCP/IP) multiplayer battles. Classic deathmatch mode will be available, along with a large variety of capture-the-flag type game modes.

 

Game Features
Graphics Basics:
-First Person 3D view
-Fully 3D rendered world and models
-3D Portal Engine (no BSP trees) for mostly indoor environments
-Terrain Engine for larger outdoor environments (may not be implemented in initial release, contingent upon time restraints)

 

Environmental Effects:
Accurate Reflections
Any surface can optionally be specified to be partially or completely reflective. This allows for a variety of effects including mirrors, glossy marble, or polished wood.

Volumetric Environmental Fog
Fog volumes can be defined with a specified color, density, and size. Fog volumes can be spherically shaped. Future enhancement may allow other or arbitrarily shaped fog volumes.

Realistic Sky Boxes
Seamless 360º outdoor environments. Currently skyboxes can be viewed through windows and skylights in indoor environments. These will also be usable upon the addition of an outdoor terrain engine.

Realistic Water
Water will be rendered semi-transparent. It will feature waves (which can cause effects such as a lapping shoreline) and water flow (visible movement of water in a certain direction), as well as current (which will carry object in a certain direction or offer resistance to objects moving in the opposite direction).
Color Lightmaps and Dynamic Lighting
Static lighting can be accomplished using lightmaps. Realistic dynamic lighting will also be possible for effects such as weapons fire and flashlights.