We've reached out to Valve, who've given us explicit permission to continue with our project using their original code.”Įxplicit permission? I hope that means Gabe swore at them.
Instead, Exposure uses the original, official code from Valve's own F-STOP, or as it was properly named, Aperture Camera. Part one of Exposure, a deep-dive exploration of the mechanics, according to LunchHouse: “The mechanics are not based on speculation or hearsay. LunchHouse Software have been working with Valve's official code in their own Portalish puzzler Punt, but have released a small documentary about F-Stop on their own site. It was based around the “Aperture Camera”, which could copy, paste, and rescale items in the world. In an unlikely twist, a developer using the Source Engine for their own game were given permission to show off F-Stop’s secrets. Valve remained coy about what F-Stop was in the hope of eventually using it, but they never did. It was essentially a different game and was never released. It was set in the past, without Chell or the GlaDOS that we know, and had a new mechanic called “F-Stop”. The most revealing story in the book was about how Valve had spent some time making a game that was Portal’s follow-up in name only. Just after Portal 2 was released, Valve and Geoff Keighley also released The Final Hours of Portal 2, an interactive book about the making of 2011’s best potato-based puzzle game.