![]() Prototype is on the right (as if you couldn't tell. Here is a few comparisons between the prototype and the final game. My guess it is the first time that the ideas for the game got some sort of substance. This means the prototype is over a year and half older than the final game and made almost 5 months before the game was announced. We got Steve's mail regarding HPL2 engine on the 14th of January 2012 so this prototype must have been made before that. Gone Home is a very personal game, and playing this prototype felt like a meta version of the game's voyeuristic thematics. It does feel a bit awkward to play an early test like this though. Thread Author I honestly think this could have beaten the 27 second record by alamo. But it still gives a very good sense of the game, and having played the full version, I could recognize quite a bit. News Guides Resources Streams Forum Statistics Boosters. The prototype is quite short and very basic it is really more of a proof of concept. A few days ago things finally settled down a bit and it was time to take a look. This was during the whole SOMA teaser campaign and I did not have time to look right away. He scavenged his files and managed to dig out the map. Then Steve mailed me for totally different reasons, and I decided I really had to get this Gone Home prototype over with. I swear that I had "Mail Steve about Amnesia: Gone Home" written on my todo list for 6 months! But as always other stuff happened and I just pushed the thing forward. I really wanted to see the level, and told Steve that I would mail him when I got back from GDC. It also seems like they took our advice since the final version of Gone Home is made in Unity. Fortunately this did not discourage the team from continuing. He had mailed and asked if the engine would be possible to use for a commercial game, and got the usual response. So it came as quite a surprise for me when I learned that Steve Gaynor, one of the people behind the phenomenal Gone Home, had sent this sort of mail to us! I met him briefly at GDC this spring, and was quite amazed to hear that the very first prototype of the game was made in HPL2. Choosing an engine is one of the very first decisions made when starting the development of a game, and very few games, especially indie ones, go beyond a pre-production phase. In all honesty, we also do not have any high hopes of these projects finishing at all. Our reply is to simply state that there is no documentation, we do not have time for support and they are better off using Unity or UDK anyway. This is quite flattering, but the answer is always "no". ![]() From time to time we get requests from people who want to license our HPL2 engine in order to make a commercial game.
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