Humble Beginnings Of The Hpl Engine
6th of December 2005 - First Gameplay Test
I had now been working on the engine from scratch since late July, so a little more than 5 months. It is fun to see that most of the important interaction features are in at this point. The sound system for the physics is actually pretty much the same we have used until Amnesia. Jens is the one who recorded this.
7th of February 2006 - Improved Gameplay Test
The engine is now a little bit more refined, mainly with interaction and speed I think. I think that the portal visibility system got added during this time (I actually remember that I came up with a solution in the parking lot when buying groceries for Christmas). Recorded by Jens as well.
23rd of March 2006 - AI Test
The first proper AI test. It now has all the basic systems in, pathfinding, hearing and so on. Most of these features actually survived until Amnesia as well (and still use some variants). It is great to see how the AI works with the physics and shoves the door open as you try to close it. Interestingly, this creature has the most complex pathfinding we have used so far since it had two separate ways of moving about. I recorded this myself and the resolution is so crappy because my computer was unable record and play the game at the same time otherwise.
4th of April 2006 - Kind of Proper Gameplay
Pretty much all features needed to power the gameplay in the tech demo is in now. I think I recorded it.
The selesai version of the tech demo can be found here.