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Aim
: Prologue : Game
Specs : Screenshots
Special Preview
Project
Aim
The aim with Dafel: Bloodline is to create a classic RPG game
based upon gaming styles such as Zelda and the Chaos Engine.
We decided
early on that we would use a retro-style engine full of action
and puzzles, i.e., top down view, in honour of these old games
but add modern approaches to the design, game play and coding.
All of the characters in Bloodline are 3D modelled for that realistic
look. For example, Dafel, our main character, takes up over 400
meg of render data with over 1000 frames of animation.
 
Using two
engines, adventure and arcade, we have taken the best elements
from adventure games such as examining your surroundings, using
objects and talking to characters, with fast paced arcade action
with 3 different attacking methods and a variety of enemies all
with different characteristics and AI.
Game
Play
Many of the old RPG's ran in a very linear format. Get this to
open a door, talk to this character to give you an item to solve
another puzzle then proceed onto the next task. In Bloodline we
have devised a non-linear method of game play. We still use levels
but these levels do not need to be completed in the same order.
You can revisit locations [levels] as many times as you like until
it is completed or you complete a previous level that allows you
to complete another level [may give you a clue to solve a puzzle].
 
The storyline
in Bloodline is very strong as we intended to draw the player
into Dafel's world and his dilemma. Throughout the game you will
come across key stages of the plot that will help you to complete
the game. However, as mentioned above, most of the game will be
non-linear and it will be up to you to work out the plot until
you come across a key plot development that will help you along
your way.
Behind the
plot are also the basic every day things that happen to Dafel
such as earning money to buy food [hunting also], sub-plots to
earn experience, maintenance of sword and armour and so on.
Audio
For Bloodline we have added effects such as full CD Audio and
our own custom FSG sound system. The FSG [Full Sensual Gaming]
audio uses a surround like style sound system to allow the player
to "track" sounds in the game. For example, imagine
you were tracking someone in a thick forest but could not see
them. In Bloodline with the FSG system, you will be able to "hear"
their footfalls and be able to track them. Sounds are manipulated
for left and right speakers so having a stereo output from your
computer is recommended to play Bloodline correctly.
The FSG is
also used to add "atmospheric" effects to the game.
In conjunction with CD Audio used as background sounds, the FSG
also drives foreground sound effects to add more "feeling"
to each level. For example, imagine you are in a swamp and it
is raining. The CD would be spooling a basic background sound
effect of rain while the FSG drives foreground samples of thunder,
this thunder controlled by the game engine and played relative
to your location or progression on the level.
As you can
see, audio is very important to us.
Graphics
Unlike other games of this genre, we have created our own custom
graphics routines that are "very" fast, even on 030
AGA machines. Our blitting routines, normally used in 3D engines
[c2p], but used as 2D in Bloodline, by-pass the need to use the
AMIGA's old and slow blitter to draw graphics. Instead we use
the raw processing power of the CPU installed in your AMIGA to
render the graphics to screen, so, the faster the processor, the
faster the game can run. A good side effect of using our own blitting
routines is that all graphics have to be stored in FAST memory,
this means we are not limited to 2meg of graphics memory but as
much FAST memory as you have installed in your AMIGA! We recommend
for Bloodline that you have at least 8meg of FAST mem. This allows
us to use a lot of animation frames for each character in the
game. So far, the average number of frames used for a character
is 400! We are also using 3D effects such as transparency and
real-time snow and rain!

Using our
custom blitting routines means that we have the speed and raw
processing power to increase the number of colours on screen.
The AMIGA is limited in speed by the number of bitplanes it can
display. The more bitplanes you use [more colours] the harder
it is for the AMIGA to update the screen so the slower the game.
That is why many old AMIGA games are limited to 128 or usually
64 colours on screen.
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