(09-09-2012, 06:24 PM)Googolplex Wrote: [ -> ]No matter what number the version of AMFP engine has.
Add a new monster and call it HPL2.1, add a further new monster and call it HPL2.2, add some new objects and call it HPL2.3, add a new particle and call it HPL2.4, add some new reflections and call it HPL2.5.
The number is just a human establishing and said nothing about the improvement.
I think that implies the number of released bundles. Bundles here meaning a list of multiple updates that significantly improve the engine.
So, releasing a new monster would not be a bundle, but releasing all of those things said above might.
I also don't think Frictional is the kind of company to waste our time with semantics.
(09-09-2012, 06:24 PM)Googolplex Wrote: [ -> ]Add a new monster and call it HPL2.1, add a further new monster and call it HPL2.2, add some new objects and call it HPL2.3, add a new particle and call it HPL2.4, add some new reflections and call it HPL2.5.
That would be called Amnesia 2.5, not HPL 2.5. lol
(09-09-2012, 06:24 PM)Googolplex Wrote: [ -> ]No matter what number the version of AMFP engine has.
Add a new monster and call it HPL2.1, add a further new monster and call it HPL2.2, add some new objects and call it HPL2.3, add a new particle and call it HPL2.4, add some new reflections and call it HPL2.5.
The number is just a human establishing and said nothing about the improvement.
Resource assets has nothing to do with core engine features.
(09-09-2012, 06:24 PM)Googolplex Wrote: [ -> ]No matter what number the version of AMFP engine has.
Add a new monster and call it HPL2.1, add a further new monster and call it HPL2.2, add some new objects and call it HPL2.3, add a new particle and call it HPL2.4, add some new reflections and call it HPL2.5.
The number is just a human establishing and said nothing about the improvement.
No they're revision numbers based on code
http://en.wikipedia.org/wiki/Software_versioning
So I guess you could call it HPL2++? You guys should do a tech feature on some additions you're making
Especially if it has anything to do with the scripts' interface with the application, because lord knows there are awesome things to be done with Amnesia that simply can't with good ol' HPL2.
(09-09-2012, 09:23 PM)Kein Wrote: [ -> ]Resource assets has nothing to do with core engine features.
That was just an example. Sorry, if that wasn't clear.
Not exactly related, but:
http://frictionalgames.blogspot.com/2012...later.html
Quote:At Frictional Games our main concern is our new super secret project. We do not want to say much about this project yet,but we can disclose that it will be horror and that it will be first person. One of the things I was most disappointed with in Amnesia was that it never really managed to deliver any deeper themes, but was more like a shallow fright-fest. For the new project we want to change that and really try and bring a certain theme to the front.
So it is a horror after all, nice.
When I first heard that the super secret project wasn't really horror, I felt disappointed. It's very, very awesome to hear that it's an actual horror game now!
I'd love to see what frictional can do when they have enough money to really let rip on the game. It's amazing how they could create such a popular game (amnesia) with the situation they had at the time.
(09-11-2012, 01:22 PM)Mehis Wrote: [ -> ]When I first heard that the super secret project wasn't really horror, I felt disappointed. It's very, very awesome to hear that it's an actual horror game now!
I think you understand something wrong.
The "super secret project" was meant for the upcoming HPL3 game by Frictional Games.
Not for the next Amnesia by thechineseroom!
And they said that their next game will be "not mainly a horror game, but a game with horror."
This was said long before any future plans about a further Amnesia existed.