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Penumbra Engine
Astek Offline
Junior Member

Posts: 6
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Joined: Dec 2008
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#1
Penumbra Engine

Hey guys,

I would just take a moment and congratulate you guys on all
the success for your hard work. I personally loved Penumbra Black
Plague and I feel it is the best survival horror game to date.
I too am an indie game developer and your engine has me wondering.
I have to guess that you guys coded this engine yourself...
but if you guys would like to drop me a little overview of what you
guys did to get your engine so well and then construct Penumbra,
I would gladly appreciate it. Also, if you can refer some tools you used...
I wouldn't mind that either.
Email- astekgames@hotmail.com

Thanks Guys

Dave
(This post was last modified: 12-21-2008, 01:47 AM by worldspawn.)
12-21-2008, 01:46 AM
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Thomas Offline
Frictional Games

Posts: 2,634
Threads: 184
Joined: Apr 2006
Reputation: 68
#2
RE: Penumbra Engine

Not sure exactly what you want to know about the engine. Is it just the general software design and development of it, or is how we worked with certain areas? There is so much to talk about and I am afraid time not unlimted so if you can specify perhaps I can clarify and help out Smile
12-22-2008, 01:48 PM
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Astek Offline
Junior Member

Posts: 6
Threads: 1
Joined: Dec 2008
Reputation: 0
#3
RE: Penumbra Engine

Hello Thomas,

Well, what intrigued me about the game was the overall balance of
physics, lighting, problem solving depth, and level design.
To show you my stuff, here is two screenshots from -Dusk-.

[Image: DuskSubWaycopy.jpg]

[Image: DuskFreezercopy.jpg]

You see, I very well can create some "good" lighting to a degree here.
My physics system is pretty great too. You can pick stuff up and move
them around as well. It's just that I just want to know some of the tools
and things you used that allowed you to make Penumbra so great.
Also, if you had a special program from light mapping, could you mention them?
I don't have as well of a light mapping quality with what
I've got and I'm really trying to aim for something that looks like this.

[Image: 1035_1024.jpg]

So basically, I'm asking for the core software and design of it all.

Thanks Again

Dave
(This post was last modified: 12-23-2008, 04:46 PM by worldspawn.)
12-23-2008, 04:24 PM
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Guyra Offline
Member

Posts: 100
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Joined: Jun 2008
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#4
RE: Penumbra Engine

@Astek: Though I don't know what FG used for light mapping, I know that Gile[s] just became freeware, so perhaps you could try that? Smile

Also, I'm interested if you have a website or something for that game of yours. Wink *Fellow indie game developer.* (Though not quite as good. Tongue)
12-23-2008, 09:55 PM
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Astek Offline
Junior Member

Posts: 6
Threads: 1
Joined: Dec 2008
Reputation: 0
#5
RE: Penumbra Engine

To Guyra:

No, I'm afraid that I do not have a site for this at the moment.
I would also like to mention that I'm not trying to promote my own
game here (I don't want to be rude). I do though have a partner who
is hard at work getting the "Inspire Media" site up which will be the
home base for -Dusk-, Demon Sun, and Gone
(which are all three linked in a trilogy, although made by different teams).
If Frictional Games can help me out, I aim to have the game more like
Penumbra at the core assets of level design.
(But don't worry guys. I don't want to bump up on what made you game
so good. -Dusk- is a shooter more than anything.)
I'll be sure to check out Giles and I'll let you know when I have
some demonstrations available.

Dave
12-24-2008, 01:21 AM
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