* Game Engine
We have mixed two gaming elements together, action and adventure, into
one
engine. The action elements consist of Dafel attacking level enemies and
end
of level monsters. There are 3 ways Dafel can attack using his sword.
The
first basic way is call a "low swing". This is where the player simply
taps
the fire button and Dafel performs a small swing with little damage but
allows a consistent flow of attacks. The second is a "medium swing"
caused
by a 2 second hold on the fire button, where Dafel sweeps the sword
around
at waist level to attack, this allows more damage but takes up more time
to
allow enemies to counter attack. The final is a "full swing" where Dafel
slashes down from over his head, a 3.5 second hold. This inflicts the
most
damage but is very time consuming and allows enemies even more time to
counter attack.
The adventure and strategic elements arise from the solving of puzzles,
the
communication with other characters and the well being of Dafel himself.
Throughout the game there are sub-plots that are relevant to the core
plot.
Dafel must find and complete these to progress through the core plot.
The
game has been designed in a non-linear fashion allowing the player to
revisit areas and solve puzzles in any order. There are however, key
plot
stages that need to be completed before progressing to another
sub-plot/task. These key stages are always followed by a cut-scene to
develop the plot further.
Dafel must also live in this world and to do so he must maintain his
armour
and sword and also feed and drink himself. Strategic elements arise in
this
management role of looking after his equipment and hunting for food.
Dafel
can also visit blacksmiths to maintain his armour and sword and also
shops
to buy provisions. In nearly every village/town that Dafel visits, there
will be a building from where Dafel can undertake non-plot tasks to earn
money and skill.
* Enemy Artificial Intelligence
Enemies that roam Dafel's world can behave in 3 different ways. We have
"roamers" who aimless wonder through the maps attacking at will. We have
"ambushers" who can lay in wait then attack and we also have "group
attackers" who only fight in groups. The 3 Super Classes are then
sub-divided into various attributes such as sight, hearing, smell and
intelligence. An enemy with low sight for example would reply upon smell
and
haring alone to locate its enemy. We also have attributes for courage to
determine how long an enemy will attack before they flee.
* Manga Style FMV and Cut Scenes
Bloodline begins with a 5 minute FMV sequence based upon the Prologue. It
is
also ended by an FMV sequence.
The finished product can be expected at around the time of the Cologne
exhibition. A playable demo will be released in a couple of weeks.
Preorders can already be placed with Epic Marketing UK
(Tel:01793/432176,
E-Mail:[email protected]) or Epic Marketing Germany (Tel:07071/
400492, E-Mail:[email protected]) for a special preorder price.
"Dafel:Bloodline" will probably remain the only product that will still
support the Classic 68k based Amiga. The next project "Scavengers", an
action based but still strategic game in complete 3D which will combine
the best of Wing Commander and Command&Conquer into a new game, is
scheduled
for release on Amiga MCC and might also be developed for Amiga PPC and
3D
graphic boards if there is enough demand for it. |