Plot of the Game
The events of the game bring player into future, the time of galactic empires, with thousands of populated worlds and sapient races, powerful corporations and unbelievable technologies. The plot of the game opens out at the moment when inter-planet traveling by transporting through special portals - gateways was discovered. The new technology reveals immense possibilities, while concealing mortal danger for pioneers. A player with his squad is a part of advance guard playing the role of pathfinders to discover planets, be the first to encounter new, unknown worlds and find the second part of the gateway. Entering a gateway each time, players find themselves in a new unknown world, which not infrequently bears mortal danger inside. A player-controlled squad is to go through a number of hazardous adventures, establish control over planets, come across with unknown races and rival corporations.
The game will provide players with extremely dynamic gameplay of fast and tough combats, where players are to oppose dangerous and wise enemies, a large set of multifarious weaponry, possibility to control various machinery, incredible detailing and game world interactivity, story-driven single player with original team gameplay, a well-balanced multiplayer with numerous modes: DeathMatch, CTF, Cooperative, various team games and much more.
X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires any DirectX® 8 compatible accelerator. Oblivion Lost (working title).
Key Features
Levels combining closed spaces as well as enormous open areas
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~100 000 polygons per frame at 60 fps on average hardware
Detailed character models (500-10 000 polys)
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
Detail objects (grass/small stones/etc)
Portal-style, non-linear subdivision based visibility detection system
Intelligent hardware state caching technology
Both Direct and Radiosity lighting models
Colored dynamic lights and dynamic "soft" shadows
Intelligent shader subsystem
Dynamically generated textures
Reflections, chrome effects, etc.
VR-Simulation engine optimized for massive payload
High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
Realistic physics simulation (ballistic, motions, fluid engine, snow, rain, explosions, etc.)
Motion compensation scheme
Particle system with real physics
High quality HRTF 3D-sound with clipping and partial wave tracing
"Low-penalty" & "low-delay" reaction technology (less then 1ms to start HRTF 3D Sound Source to play)
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
Computer rivals possess virtual hearing and sight, which when combined with worked out AI makes them tough enemies
Different kinds of enemies, military vehicles, helicopters, boats, etc (work in progress)
Accurate hit calculation algorithm
Powerful built-in scripting language
Full realization of C-language and partial C++
Only 6-8 times slower than real (x86) code
AI
Simulation Level-Of-Detail and Culling
Virtual sight, hearing, feeling
Fuzzy logic controlled agents
Advanced terrain reasoning with tactical assessment
Adapting tactics with reinforcement learning
Dedicated snipping tactics
Team maneuvers
Support for all D3D compatible accelerators, starting from 2nd generation (TNT/Voodo2/etc)
The most important part of the mathematics is optimized for SSE & 3Dnow! instructions
Editor supports both 3DsMAX 2.5/3/4 and Lightwave 6.5/7 as modeling tools