Added and changed

What is new


The engine is new, so the honest summary is that everything under the surface has changed. This page is about the parts you can see, hear and feel, and about the parts that were deliberately left exactly as they were.

Rendering

The picture


  • Added A Vulkan renderer built for current hardware Written against Vulkan 1.3, with features chosen from what the device reports rather than from assumptions about a vendor. Raster mode is the baseline and always works.
  • Added Ray traced shadows, occlusion and lighting Available at the higher quality settings on hardware that supports it, and switched off cleanly on hardware that does not. Light fittings and self lit surfaces are kept out of the acceleration structure so they read as sources instead of blockers.
  • Changed Scenes are relit for modern range The original lightmaps are used as evidence rather than as the final picture. Each scene gets a light rig derived from the artists' own placement, then corrected by hand in a file the converter is not allowed to overwrite.
  • Changed Any resolution, any aspect ratio Ultrawide displays, high DPI, independent interface scaling and a configurable field of view. The 1999 build was fixed at 640 by 480.

Artwork

The assets


  • Added Restored textures at up to 4K Colour maps rebuilt at modern resolution, each one compared against the original for aspect ratio, transparency and colour before it is accepted. Anything that fails is refused and reported rather than quietly shipped.
  • Added Material channels the game never had Normal, roughness, metalness, height and emissive maps are derived for surfaces that only ever had a flat colour texture, so lighting has something to work with.
  • Added Modernised characters The cast is rebuilt on a modern rig while keeping the original animation, so a walk, a turn and a gesture still land on the exact frames the scripts expect.
  • Changed The enhanced layer is optional The restored artwork is a separate download from the engine, and reaches the game as content packs that sit beside the executable. Leave out the material pack and the picture degrades instead of breaking. Leave out both and you are playing on the 1999 art.

Playing

The interface


  • Changed The verb system is gone Left click looks at a thing. The obvious action runs by itself. Where a thing genuinely has several uses, a compact chooser with icons and labels appears, and only then.
  • Added Double click to hurry The walk in front of an action runs at twice the pace. Scripted walks keep the authored timing, because their scenes are written against it.
  • Added Click the floor to go there A click that resolves to no action walks Gabriel to the spot, with the ground plan deciding the route and the clicked height deciding which storey you meant.
  • Changed Inventory and screens are reachable Every modal screen sits on one stack with one way out, and quality of life comes before fidelity to the original's menus. Reproducing awkwardness is treated as a defect.
  • Added A developer console Opened with the backtick key. Its language is the game's own script calls, with completion, which is what makes it usable without memorising the call names.

Sound and video

The presentation


  • Added Spatial audio on every common layout Headphones with HRTF, stereo, 2.1, 5.1 and 7.1. Gabriel's dialogue is routed to the centre and other voices are placed where the speaker is standing, with an option to centre them all.
  • Changed Cinematics play again The Bink and Indeo movies, which nothing modern decodes, are converted to H.264 and AAC with the frame size, frame rate and duration preserved exactly. Clips with odd dimensions are encoded without padding or cropping, because the interface is drawn over them.
  • Changed Dialogue takes as long as it takes Lines are timed against the audio rather than against a fixed count, so subtitles and waits stay in step.

Under the hood

Pipeline and performance


  • Added An importer that reads your own installation It validates the install, extracts every entry from the eight archives, converts textures to PNG, models to glTF and video to MP4, and writes manifests recording the source hash, the converter version and the exact command used. The installation is never modified.
  • Added Content packs instead of forty thousand files Everything enhanced is encoded to block compressed textures and packed into two files that sit beside the executable. Entries are aligned so a texture is handed to the graphics device without being decoded or copied first.
  • Changed Loading is roughly seven times faster Time to the first frame of a scene went from 11.7 seconds to 1.6. Texture memory across two rooms went from 3,517 MB to 933 MB, mostly by moving the decode offline.
  • Added A clean install root A single executable, native libraries tucked under libs/ and content under content/, rather than a folder full of loose libraries.

Left alone

What has deliberately not changed


A remake that quietly rewrites a puzzle is a different game. These are held fixed:

  • The story, the dialogue and the order in which things happen.
  • Every puzzle and its solution, including the ones with a reputation.
  • The scripts, their conditions and their side effects, run by a virtual machine for the original language rather than reimplemented by hand.
  • What an action does. Only the way you reach it is modernised, and no action fires because the engine guessed.
  • Scene composition, actor placement and camera bounds, decided the way the original decided them, against the current state of the story.
  • Animation timing, so scripted scenes still land on their frames.

en-US is the supported and validated language. The text, font, layout and audio paths are kept language neutral so the other official releases can be added once there is an installation to validate against.

Status

Where the work stands


The project is in active development and is honest about it. The build is published so people can watch it come together, not because the game is finished in it.

Done

Archive reading, asset conversion, cinematic conversion, scene composition, the Vulkan renderer, lighting and the content packs.

In progress

Original scene and geometry compatibility across the whole corpus, walking, actions, the interface and audio.

Ahead

The script driven game loop end to end, saves and loads, the Sidney screens, and the full three day playthrough.

Never

Shipping original game assets, or changing a puzzle to make it easier.