Dead Justice -- 3D Action/Adventure Game Prototype Copyright (C) 2002-2003 Cat Mother, Ltd. See below for license information. Briefly ------- Game development company Cat Mother Ltd. (www.catmother.com) has now closed its offices, but in their last meeting the company board decided to publish all company source code as open source. Also large part of the content is published. Published material includes fully playable prototype of a 3rd person action/adventure game and commercial quality in-house 3D-engine (C++/DirectX9). The source code is published under BSD license and the content is published under GPL license. All material can be downloaded from catmother.sourceforge.net. About This Package ------------------ This package contains executable Dead Justice game prototype and associated data files. For source code release please download cm-src-YYYYMMDD.zip from catmother.sourceforge.net. Example 3dsmax files and other content can be found from cm-gfx-YYYYMMDD.zip, also at catmother.sourceforge.net. Dead Justice game prototype is mainly released for educational purposes. Feel free to experiment with it. 3dsmax5 exporter tool (needed to get 3D-models into the game from 3dsmax) is provided with this package, see maxexport/sgexport.txt for exporter documentation. Example 3dsmax content can be found from cm-gfx-YYYYMMDD.zip package at catmother.sourceforce.net. License ------- This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License (see licence_dj.txt) along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Notes About Running This Demo ----------------------------- - Demo currently requires a display card with pixel shader support. - Microsoft DirectX 9 run time needs to be installed. (can be downloaded from www.microsoft.com/directx) - This PC demo tries to emulate visually Xbox on PC and supports PS2 dualshock controller via EMS2 adapter to provide console style controls. - Demo has been tested to run on GeForce3, GeForce4 and ATI Radeon 9700 Pro with latest NVidia/ATI reference display drivers (April 9, 2003). If you encounter problems with these cards make sure you have the latest display drivers installed. GeForce MX/Go cards are not supported as they are not equipped with pixel shader support. - The demo has been tested on Windows XP and Windows 2000. Recommended System Configuration -------------------------------- Processor: P4 1500+ Mhz Memory: 256MB RAM Graphics card: NVIDIA G-Force 3 or 4 graphics card with 64MB or more memory. PS2 Dualshock Joypad -------------------- For closest to console playability experience, PS2 joypad is also supported. EMS2 PS2 adapter with a PS2 dualshock controller can be used for best gameplay experience. All game controls are mapped to PS2 dualshock game controller. EMS2 adapters can be bought from various hardcore gaming accesory shops like: - Lik Sang (http://www.liksang.com/) - ZTNet store (http://secure.fragism.com/store/) How To Play ----------- Game starts with a short intro sequence, which can be skipped by pressing "space" key. Actual gameplay starts after intro is finished. In this demo, you control Harley, other of the two main playable characters in the game. Game starts with a quick interactive tutorial which introduces all moves you can perform in this demo. For the first time it's suggested that you follow through the quick tutorial and in later game sessions you can skip it by walking through the hole in the fence to the area of action. ------------------------------------------------------------------------------ In-Game Functions Generic Controls ---------------- F8 Toggle fly camera / PAUSE , can be used to rotate around character and view environment. Use W and S to move camera closer to / further away from character. T Toggle slow motion mode on / off I Toggle invulnerability cheat mode on / off CTRL Skip intro / cut scene F11 Restart demo ESC During gameplay to exit demo and return to desktop Player Controls (Keyboard / Mouse) -------------------------------- MOUSE Move crosshair / turn character MOUSE LEFT Aim / shoot MOUSE RIGHT Physical attack strike LEFT CONTROL Physical attack kick W A S D Move character C Crouch Q E Peek left / right to quickly glance around a corner X Roll R Reload weapon, can also be performed when weapon is half-empty TAB Cycle weapon Z Throw an empty shell to distract enemies LEFT SHIFT Sneak modifier, press and hold to make character movement sneaking CAPSLOCK Toggle between run/walk character movement Player Controls (PS2 Dualshock Pad) ----------------------------------- L THUMB STICK Move character, sneak, walk and run with analog control R THUMB STICK Move crosshair / turn character R2 Aim / shoot L2 Crouch L1 Roll, combined with LEFT THUMB STICK performs roll to different directions DIGITAL UP Cycle weapon DIGITAL L/R Peek left / right to quickly glance around a corner SQUARE Physical attack punch CROSS Physical attack kick TRIANGLE Reload weapon, can also be performed when weapon is half-empty R1 Throw an empty shell to distract enemies ------------------------------------------------------------------------------ Gameplay Features Basic Player Movement --------------------- Harley can sneak, walk and run with seamless analog speed control if you're using a PS2 controller. You can move to all directions, without limits. Only limitation is that you cannot run or walk so fast backwards. This means that you can move sideways, diagonal directions etc. Analog control is simulated on keyboard with modifier keys to alter movement speed. Movement speed is essential to avoid certain enemies / assault them by suprise. Turning and Aiming ------------------ When you move mouse / use left thumb stick with a PS2 controller, you can move your aim freely - Where the crosshair points, Harley aims. When you move crosshair enough off-center, Harley starts to turn. The more you move crosshair off-center, Harley will turn more quickly. When you return crosshair to roughly center, Harley stops turning. This method provides very easy and smooth 1st person-like control and freedom. Shooting and Reloading ---------------------- Harley can raise weapon to shooting position when you're certain that you'll meet resistance in next few seconds - This way you save a few precicious seconds. Just click fire button once and Harley raises weapon to shooting position. Harley can reload your weapon whenever you want. This way you have control of the amount of ammo you have when you jump out of cover and fire at enemies. You can cancel reloading of weapon if you're in desperate situation and need to run for cover. You can do this automaticly by rolling to any of directions possible. Peeking Behind Corners ---------------------- You can assault enemies more safely if you use peek mode - Harley can quickly "peek" around a corner by hopping to a wide, low stance to 2m sideways location, left or right. You can aim fire freely in peek mode too. When you release peek button, Harley returns behind corner. Crouched Movement ----------------- Harley can crouch to take cover behind boxes, fences and so on. Harley can also move in crouched position. This might sometimes give you bit more protection if you need to move when enemies are shooting at you and you're moving behind medium height objects. Rolling ------- Harley can roll forwards, backwards and sideways on ground in case you need to take cover quickly / avoid enemy fire if you're taken by surprise. Weapons ------- Demo has currently three different weapons, 9mm automatic pistol, pump action shotgun and an assault rifle. Weapons have different characteristics - Each weapon has different effective range, accuracy, damage and firing rate. Stealth ------- You can use shadows to your advantage - More dark shadow you're in, less probable it is that enemies can detect you. Too much noise will alert the enemies, so it's sometimes better avoid shooting. The faster you move, more noise you make. Be also aware that different materials have certain noise level - Footsteps ring on metal quite loudly, while walking on sand is much more quiet. The closer you are behind enemy, more clearly they hear you. Better Ways to Beat Enemies --------------------------- Harley can throw empty shells to distract enemies and then attack them when you got a good sight. If you approach enemy behind, unheard, you can knock him out without making too much noise. Keep in mind that some enemies are more wide awake than others. There are quite a few dynamic elements in the demo level that you can exploit to beat the enemies more easily - Look for welding gas bottles, fire extinguishers, wooden crates and a few other items. These items that contain explosive materials might explode after a few shots, taking down enemies nearby. ------------------------------------------------------------------------------ Technical Features Shown in Dead Justice Demo --------------------------------------------- Graphical Features ------------------ - DirectX9 support, with support for HLSL and latest graphical effects. - Different materials are simulated with pixel shaders: - Cubic environment reflections. - Skin shading with skydome illumination. - Metals with fresnel reflection for added realism. - Normal, specular and bump mapping used on various items to add more detail to medium/high resolution meshes. Weapons and parts motorcycle of use this method. - Normal, specular and bump mapping in characters, more details are created with normal maps. - Characters are dynamically light sourced, and normal maps lit accordingly. - Characters also take environment illumination level in account, so characters are more dark in shadows and so on. - Characters cast volumetric stencil buffer shadows properly on environment objects. - Volumetric shadows are also light sourced, this can be seen well inside the storage building. - Facial animation (blended vertex morphing) Scripting --------- - Scriptable Particle systems - All particle systems in demo are scripted. - Scriptable cut scenes - Intro and cutscene sequences are completely scripted, artist controlled effects, audio and animation. - Scriptable enemy behaviour - Enemy AI combat, movement and other behavior is built mainly with scripting. Sound Features -------------- - 3D Audio. - Material modeling (see next chapter). Material modeling ----------------- - Material modeling takes in account both audio and also how enemies react to you - In addition to having different audio reaction when shot / walked on, materials also cause noise in game world according to material definitions. - All surface materials can have different material properties - Metallic materials clank and ring when you walk on them, sand grumbles under your boots and so on. - Some materials can be shot through, so bullets won't stop to chainlink fences etc. - Materials have different particle effect / audio reactions - Shooting metal throws sparks, stone chips fly when you shoot concrete, wood pieces fall when you shoot wooden fences. ------------------------------------------------------------------------------ Dead Justice Game Prototype Credits ----------------------------------- Game design....... Olli Sorjonen, Sami Sorjonen Programming....... Jani Kajala (lead), Toni Aittoniemi Graphic content... Olli Sorjonen, Sami Sorjonen Level scripting... Olli Sorjonen, Jani Kajala, Toni Aittoniemi Testing........... Olli Sorjonen, Jani Kajala, Toni Aittoniemi Dead Justice game prototype uses in-house core technology and 3D-engine, developed by Jani Kajala.