This time I won’t show a new tool, but a new feature for our good old Level Editor: Decals. These are used mainly to add nice details to the level without much sweat. Here is a little video demonstrating how these can be used.
Since many seemed to enjoy the parallax mapping showed off in the material editor, I just wanted to show off the more advanced way of doing it and also giving some explanations.
Here’s the HPL Material Editor, our latest addition to the tool suite. This is what we use to create, edit and preview materials with. In a nutshell, a material is what’s gonna determine how an object is going to look like in the engine.
Now for another lookie at our powerful arsenal of tools. This time I’m showing the Particle Editor, which is the app we use to do those nifty particle effects like fire, smoke and so on… you can get really nice stuff by using this thing.
Hi everyone! As my first post in the blog, I feel like I needed to do a little introduction. I’m Luis, I’m not that known compared to the 2 visible heads around here 😛 but I’m the other programmer here at Frictional, maybe some of you might know me from the forum, but I kinda vanished from there a while ago… But I’m here again, and this time I promise to be a little more constant than before, which shouldn’t be that hard 🙂
Today we are releasing a first teaser of our upcoming survival horror game, “Unknown”. The video gives a quick demonstration of the mood and style we are aiming for, as well as demonstrating the maturity of the in-house developed HPL2 game engine.
We have been pretty bad at updating this work log, mostly because we have had so darn much to do. However we want to mend that and start writing more frequently from now on!
Right, I finally got around to do a video that shows how you use the Level Editor for the new game and then test the newly created level.
I’ve been quite busy lately, so I haven’t been that able to drop by, but here I am again to show some progress on the Level Editor.
I recently implemented SSAO which the acronym for “Screen Space Ambient Occlusion”, which in turn is a way of simulating ambient occlusion in screen space.