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Amnesia: A Machine For Pigs Discussion Topic Part 1
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BrooksyFC Offline
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Post: #1841
RE: What do you look forward to the most in Amnesia: A Machine for pigs

(05-31-2012 12:31 PM)GrAVit Wrote:  On the jumpscare matter, I think you guys are completely forgetting about the iron maiden in the Choir.
That thing scared the living crap out of me, even when I was expecting it.
Yeah this is what I mean, there are some jump scares, but they are placed in great moments, not happening all the time. Like that mod with the random spawning bodies, it just doesn't make any sense at all.

Think A Little, Change A Lot
06-01-2012 09:05 AM
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Danny Boy Offline
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Post: #1842
RE: What do you look forward to the most in Amnesia: A Machine for pigs

What do you look forward to the most in Amnesia: A Machine for pigs?

Simple... screenshots!
06-02-2012 04:02 PM
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marlowelm Offline
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Post: #1843
RE: [www.nextfrictionalgame.com] Amnesia Discussion

Does anyone have any info on when a trailer will be released for AMFP? Im a noob to the forum btw Tongue
06-02-2012 09:33 PM
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GrAVit Offline
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Post: #1844
RE: [www.nextfrictionalgame.com] Amnesia Discussion

(06-02-2012 09:33 PM)marlowelm Wrote:  Does anyone have any info on when a trailer will be released for AMFP? Im a noob to the forum btw Tongue
No info at the moment. I'm personally expecting something this month/July.

06-02-2012 09:35 PM
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marlowelm Offline
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Post: #1845
RE: [www.nextfrictionalgame.com] Amnesia Discussion

It would be great if we could get something this month, all the teasing is brutal haha

(06-02-2012 09:35 PM)GrAVit Wrote:  
(06-02-2012 09:33 PM)marlowelm Wrote:  Does anyone have any info on when a trailer will be released for AMFP? Im a noob to the forum btw Tongue
No info at the moment. I'm personally expecting something this month/July.
I hope we get something this month, all the teasing is brutal haha
(This post was last modified: 06-02-2012 09:42 PM by marlowelm.)
06-02-2012 09:40 PM
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Bridge Offline
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Post: #1846
RE: [www.nextfrictionalgame.com] Amnesia Discussion

(05-30-2012 10:22 AM)GrAVit Wrote:  Too bad outside environments are difficult to make with HPL2. Only the most creative people can be successful at creating a realistic outside environment. HPL2 was never really meant for outside environments.
What's the difference between HPL1 and HPL2 that makes outside environments difficult exactly? Penumbra had two very nice outside sections (and Requiem had plenty). I mean, snowy landscapes are obviously easier to design than say a field with dense foliage but the engine should technically be able to handle it, right? I think the most work would go into designing outdoor lighting and shading but it is basically the same thing isn't it?
06-02-2012 10:34 PM
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Hardy Floppy Arm Offline
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Post: #1847
RE: What do you look forward to the most in Amnesia: A Machine for pigs

(06-02-2012 04:02 PM)Danarogon Wrote:  What do you look forward to the most in Amnesia: A Machine for pigs?

Simple... screenshots!
rofl

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06-03-2012 02:38 PM
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Gunslingerjh Offline
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Post: #1848
RE: [www.nextfrictionalgame.com] Amnesia Discussion

I think we may have to wait until HPL 3 releases, to see some greater outdoor environments. Some time ago they uploaded a video with grass animations for the new engine.

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06-03-2012 04:26 PM
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cantremember Offline
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Post: #1849
RE: [www.nextfrictionalgame.com] Amnesia Discussion

I think you can just have 'rooms' that look like outdoor sections. The area where you can put stuff is limited to the size of a single map and doesn't really support a good way to make (unaccessible) landscapes.
06-03-2012 05:24 PM
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WesleyTack Offline
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Post: #1850
RE: [www.nextfrictionalgame.com] Amnesia Discussion

The way I created large and detailed environments in Half-LifeĀ² Source engine is basically create them as big interior rooms. Use tall enough building so backdrops can be made simple or made redundant. And when I do have a larger backdrop you can make it fairly simple with low poly models and alpha channeled planes. HPL2 also occludes anything that is behind a static object. So you can have pretty large outdoor areas if you design them right. It's a matter of having most assets outside as static objects and also using other ways to boost performance such as simple collisions and clustering (or combining the same objects as HPL2 does it in the mapview.exe). There are of course limits to having large outdoor areas and the necessary challenges come with it when doing them within HPL2, but it's not impossible if you know how to work around them.

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(This post was last modified: 06-03-2012 06:34 PM by WesleyTack.)
06-03-2012 06:28 PM
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