Chaser screens #2
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12:56 August 23rd, 2002
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JoWooD today released several new screenshots from Chaser, their FPS built on the CloakNT engine in the works at Cauldron. The screens are a bit dark but they show "atmospheric light effects, hi-res textures and realistic shadow effects".
The game: Chaser is a first person shooter, built on the high-end 3D engine (CloakNT), in which main character passes through real environments and uses real weapons. The world Life on the Earth is possible but not easy. Large cities are afflicted by poverty and suburbs are completely controlled by the local gangs. It is 44 years since the first colony has risen on the surface of the red planet - Mars. Chaser is an agent of a security agency who was badly hurt in a cover operation and partially lost his memory. He doesn’t know why the military commando wants to eliminate him, why he is on the black lists of several gangs, why people around him are dying, but he is determined to discover answers for those questions. You become Chaser. That is the beginning of a journey full of incredible action. Imagine whistling bullets of the commando guns that hunt you. Chaos on the damaged space shuttle which is falling down while you are trying to find an escape module. Sounds of shots and smashing windows during the gang fights. Battlecry of mercenaries when you are trying to escape with their hostage. Tense atmosphere in the night operation in which you and the auxiliary paratroops are conquering a weapon depot. Creaking of massive steal structures and mechanisms during an assault of the transport ship in a deck. Fights at an orbital station and in the underground shafts on Mars where incautious shots can cause your death. The whole atmosphere is intensified with the effective flashbacks when forgotten memories come to Chaser’s mind. Varied high detailed environment in which there are utilized the most advanced features of 3D cards and realistically moving characters with deformable muscles and skins. Technology: Although the CloakNT engine is mainly focused on rendering of indoor environments, it can render also a smaller outdoor scenes. In the future we are planning to join both our engines, the Mist and the CloakNT, into one superior engine. The CloakNT uses advanced portal technique which allows us to edit very complex levels. Its graphical features are the same as those in Quake3 and Unreal engines and it even adds new features which are not in any of them (like real-time per-pixel lighting and shadows). Its real-time lighting feature can be anytime switched off so the engine is also very fast on low end computers and not brand new 3D accelerators. Real-time lighting allows to edit much more dynamic scenes than it has ever been possible before. Every move e.g. if a torch in a hand of a player moves it casts shadows, explosions light walls, with moving objects there are also moving their shadows etc. Features: * real-time per-pixel lighting * real-time calculated shadows * can be switched to use detailed lightmaps instead of real-time per-pixel lighting what makes the engine run on slower computers very fast * portal based engine * enhanced materials and material effects * reflecting, refracting and transparent materials * mirrors * real-time calculated specular highlights * support for T&L * support for almost all advanced features of today's 3D accelerators like: * Pixel Shaders * Vertex Shaders * Cube Mapping * Bump Mapping * renders bezier curves and patches with real-time calculated level of details * in-house made editor which considerably speeds up level editing * volumetric fog * mesh deformation using displacement maps * detailed characters with muscles and facial expressions * advanced particle system * special effects for cut-scenes (e.g. black and white scenes, blur, sharpen, fading of scenes, etc.) * cloth simulation

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