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Saviour Of Strength - SOS


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Saviour Of Strength is a standalone DBZ Game based on the Quake2 engine open sourced by iD Software. The Quake2 Engine has undergone extensive enhancements in order to bring you up to date features and effects for your esthetic pleasure.

The list of additional features being brought to you by the enhanced Quake2 Engine:


+ Support for vertex programs
+ Support for per-pixel lighting and tangent space bump-mapping
+ Surface shader scripting language resembling that of Quake3's with additional "opcodes"
+ Level space partioning has undergone extensive upgrades to allow for combined octree/bsp vis support
+ "Infinite" level system hierarchy allows for completely deformable terrain and realistic environmental effects in realtime
+ Kinematics and Inverse Kinematics skeletal animation system.


The GPL that stands with the complete Quake2 source, still stands with SoS ( of course ) and with every official beta OR tech-beta/tech-demo, the modified engine source will be released. Although the source will be released the actual SoSgame source may not be released for quite a long time inorder to disable most common methods for cheating, instead a generic source that is compatible with quake2 will be released.

Whilst providing great new features that exploit the abilities of the newer range of graphics cards such as the ATI Radeons, GeForce3's & GeForce4's, the team here are Saviour Of Strength are aiming to replicate DBZ into a atmospheric multi-player & RPG game.

Game Features:
+ Energy System
+ Movement System
+ Attack System
+ Melee System
+ Ki Pool System
+ Tier System
+ RPG System

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Energy System
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The energy system built into SoS involvs 3 elements Stamina, Ki and your Powerlevel.

Stamina
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During the course of the game your stamina meter represents your ability to perform. Whilst high you can easily produce ki attacks and execute melee attacks.

Stamina will only drain whilst performing melee attacks or charging chargeable attacks. All others such as renzoku or small ki blasts will have no effect, only a time delay. If you continue to draw upon energy for chargeable ki attacks or perform melee you will draw energy from your "ki" or life force, which could lead to your premature death.

Ki
--

Your ki represents your lifeforce within the game, once it has been completely drained you die. It can be restored by locating and using senzu beans from senzu bags which will be sprinkled over various maps, depending on the game mode.

PowerLevel
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This represents how you measure up as a fighter. As you progress through the tier system and stages of gameplay your powerlevel will naturally increase. The most common method for increasing your power level via standard deathmatch gameplay is to overcome your opponents. As you rake in the kills your powerlevel will increase. Your Powerlevel is rated differently whilst in the RPG mode, for more information refer to the RPG section of this About.

Further more your powerlevel can be adjusted by powering up and powering down, this can achieve two things, strategic advantage and melee advantage. Using melee at your maximum power will cause greater loss of stamina than fighter at a fraction of your max power, although your melee is just as powerfull, only your ki based attacks are affectd by pl.

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Movement System
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On the Ground
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On the ground your normal movement is made up of walking and jogging, then when switching to boost mode you can sprint. You can naturally jump, and jump backwards.

In the Air
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The flight system employs a true 6 Degrees of freedom. Whilst flying you have the abilility to pitch, yaw and roll. Pitching and yawing during flight is just the same as if you were on the ground. The only real difference is that whilst in the air using either strafe keys ( strafe left or strafe right ) will cause rolling in their respective directions. This allows for quick maneuvering.

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Attack System
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The Attack system consists of basically 2 types of attacks, which both have their own sub-types. There are the chargeable attacks and the attacks that are abilities rather than require raw energy. An example is the Kamehameha, as it is a chargeable attack it falls under the Chargeable category, on the other hand a Ki Blast dosn't exhaust your stamina only delays your ability to respond.

Chargeables
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Chargeable attacks can drain stamina, and further into health if all the stamina is drained. Chargeables are commonly used by holding down the attack button until the required or desired energy has been gathered.


Abilities
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Ability attacks power will be based on your current power level, so you can adversely affect the power of your renzoku energy dan's or ki blasts by powering down. These attacks do not affect your stamina, although their is a time that must be waited out until the next attack can be fired.

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Melee System
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The melee system involves the use of a kick, punch & block button bound by the user. These buttons combined with directional keys allow for effective and strategic attacks that can be carried out by the user.

It is based upon a hit zone system similar to "Oni"(both the Quake 3 and Standalone versions will include hit zones with limitations in the quake version). Each zone having it's own effect and animation for contact being made or missed in the location. Each location will also be equipped with 3 seperate random animations for a "miss" (ex head shot miss might be duck, slap hand away, and arms crossed) ensuring that each fight will be quite different then any other even when the same combination of moves are used. Grappling poses and animations have been included in these zones so that there are some available grappling attacks.

It consists of 16 attacks put into a combination ladder system. Successful linking of a long combination will eable a "finisher" to be available. From there, you can finish off your opponent with a special move relivant to the character in play.

Current attack list:
1 jab
2 side kick
3 charging elbow (to face)
4 jump kick
5 charging elbow (to stomach)
6 charging knee (to face)
7 half-uppercut (to stomach)
8 backflip kick
9 left hook
10 roundhouse
11 right hook
12 roundhouse (heel side)
13 spinning elbow (to face)
14 jumping double kick (not both feet at once, could be a small combo)
15 fullblown uppercut
16 charging knee (to stomach)

Entering melee mode consists of pressing the melee button. This will lock you onto the nearest player in view. That player will recieve a "melee engaged" warning and have the option to accept the engagement, or ignore it. If the second player ignores it, the first player is locked upon the second player, but not fully in melee mode. With this in play, player 1 may chase down player 2 via zanzuken and boost. If player 1 catches player 2 and makes a hit in the back (overhead axe shot), player 2 will suffer increased damage while not in a melee redy stance (probably around 110% damage) and be knocked from the air to crash. If polayer 2 is facing player 1 when chased in non engaged mode, the second player will be knocked backwards either sliding along the ground or in the air sliding backwards.

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