Adlerschluss 3D is going to be yet another FPS, which deals
with WWII. Yes, although this genre is turning nowadays into
a cliché, we really try to put a twist into it. Instead of
building up tactics to tackle a whole army with a rifle and
get on single missions for a funky drilling officer without
continuity, this project is based on a fantasy story with
almost 80% realism implemented – no miracles here, or searching
for lost treasures! Sometimes, it is going to be sarcastic
and at other times heartbreaking.
Continuous plot line changes will ensure you to never expect
the same thing when you are playing, and this may provide
a kind of a RPG motive to the most familiar themes. In this
project, you don't have to restart a level when you, or your
equipment begin to resemble to Swiss cheese! Here the story
goes on, even if you are bleed to death!
On the ‘graphics' basis, we tried to find the most suitable
models and 3D environment for faster loadings, but for quality
as well. Because we don't want to turn out entirely school-skipping
kids, you will notice that the engine is based on some Half-Life
and MoHAA related materials, but we ensure that there will
be no geometry errors et all. In fact, we would like to bring
back some nice effects those games missed – for example much
better physics overall and physical damaging on objects and
on surfaces. Realism also covers the historical accuracy
of the models we used and the markings we presented. Hey,
if we are making a war game, let us make it as historical
as possible! For every virtual inch, we try to provide some
sort of evidence…
There is always one thing we want to overcome during development.
We don't want to let the game fall flat towards the end.
For this reason, we sometimes have to make a pause, and since
there is nothing that urges us, we have the liberty to be
creative. If somebody has no more ideas, others can take
over anytime. Here there are no diversions between programmers,
musicians and artists.
All in all, this game is created to test our abilities -
as just a hobby. Are we able at all to program something
so complicated in a reasonable amount of time?! During the
past two years many people helped us with this. We learned
about many new technologies, and we applied many experiences.
We truly hope that you are going to have as much enjoyment
during gameplay, as we had during creating this project.