Dark Engine
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Dark Engine
The Dark Engine was a game engine developed by Looking Glass Studios and was used from 1998 to 2000, mainly in the early ''Thief'' games. Features The Dark Engine's renderer, originally created by Sean Barrett in 1995, supports graphics similar to that of the original '' Quake'', with ''Unreal''-like skybox effects and colored lighting introduced in ''Thief II''. Due to the limited hardware of the time, the Dark Engine was not designed with scalability in mind, and can therefore only display 1024 terrain polygons onscreen at once, as well as various other limits on objects and lights. In terms of textures, the game supports palletized PCX and TGA textures, in powers of two up to 256x256. Textures are grouped in "families" which share the same palette. There is a maximum of 216 textures and independent palettes, excluding 8 animated water textures. The engine does not natively support advanced game scripting, with AI and object behavior being controlled by "Object Script Module ...
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Thief II
''Thief II: The Metal Age'' is a 2000 stealth video game developed by Looking Glass Studios and published by Eidos Interactive. Like its predecessor '' Thief: The Dark Project'', the game follows Garrett, a master thief who works in and around a steampunk metropolis called the City. The player assumes the role of Garrett as he unravels a conspiracy related to a new religious sect. Garrett takes on missions such as burglaries and frameups, while trying to avoid detection by guards and automated security. ''Thief II'' was designed to build on the foundation of its predecessor. In response to feedback from players of ''Thief'', the team placed a heavy focus on urban stealth in the sequel, and they minimized the use of monsters and maze-like levels. The game was made with the third iteration of the Dark Engine, which had been used previously to develop ''Thief'' and ''System Shock 2''. ''Thief II'' was announced at the 1999 Electronic Entertainment Expo, as part of an extended cont ...
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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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The Dark Project
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pron ...
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