The winter isn’t over, but our Winter Fan Jam is! For those unfamiliar, we held a modding jam over December and January, prompting the modders to explore the themes of Winter and/or Hibernation.
Last week we closed the polls on our modest Custom Story competition. Over the last few months, fans have been able to vote for their favorite Custom Stories and over 600 people decided to take this opportunity. More than 40 stories competed in three categories: Best Custom Story, Most Potential, and Most Unique.
After writing the previous post on pre-pass lighting I started doing some tests, to see how it compares to the old deferred renderer. The results that I got where pretty interesting, so thought I might as well share them. Also note that this post might be a bit more technical than the previous.
Progress on the new engine, HPL3, is coming along nicely and recently I changed the core rendering system into something called Pre-pass lighting. This switch has been made for a number of reasons, but before I got into that and what pre-pass lighting exactly is, I need to explain how we did it back in the “old days”.
Now I am pretty much done with the first major feature for HPl3, the engine that will power our upcoming (and so far super secret) game. This feature is global sunlight along with shadows, a feature not implemented previously. And since it is now implemented you can bet it will an important feature for the secret game 😉
Just wanted to notify all that the editor tools for Amnesia: The Dark Descent are out. These are the same tools that we used the create the game, so at a minimum you will able to do all that is done in the game.
Today we have released the tools for Amnesia: The Dark Descent. These are the tools that we used to create the game, anyone interested in game development should take a look.
Today we released a little video that show of the physics in Amnesia: The Dark Descent. You can find the clip right below and below that I will go through the various parts a bit more detailed.
Yesterday, after several weeks of grueling 15 hour (kid you not) days, we finally reached a really important milestone here at Frictional Games. It’s by far the most important milestone we have reached so far and might be the most important milestone of the entire project!
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.