Game Development Community

Kudos to Penumbra team

by Andy Hawkins · in General Discussion · 02/12/2008 (6:51 am) · 5 replies

Check it out. I believe these guys started making this game in Torque. Now it's been released and looks amazing. Awesome work guys!!!
Penumbra on GameSpot

Penumbra on IGN

#1
02/12/2008 (8:02 am)
They may have started in Torque a long while ago (I don't know), but Penumbra was designed from the ground up in their own proprietary engine tech (HPL engine), I believe. They used Newton Dynamics as well for their physics engine.

But I loved the free version and would like to find time to play the full-on version.
#2
02/12/2008 (2:06 pm)
This is them right? Are they using Torque at this point?

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10476
#3
02/12/2008 (2:17 pm)
According to that post they're using an "in-house" engine, just like David Mentioned...

Still looks good though.
#4
02/12/2008 (2:58 pm)
Well my question would then be, can this be done with TGEA? Maybe that'll be my next project...
#5
02/13/2008 (6:24 am)
If you implement physics like crazy, you should be able to. The core gameplay mechanic in Penumbra is physics...which is refreshing to see since it is so rare. It seems everyone wants physics, but few use them for anything gameplay related. So it is refreshing. Half-Life 2 and Penumbra...and physics simulation games like the Incredible Machine or TubeTwist. But for all the "OMFGFIZIX!!!!11one" that's been going on over the last several years, it's good to see more than ragdoll fodder that were done more effectively with keyframe animation and a good artist.

Including a physics engine on the box and not including it in gameplay is one of my pet peeves if you couldn't tell.