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Bah, I wish that was the case. I'd say it's medium-low end, the APU's decent and the RAM's good, but it has some weird-as-all-hell sound card (the audio pops in 25% of the games I play) and 30 fps is the most I can scrape together out of most games. Gets pretty hot too, even with the cooling pad I use. We're probably pretty close performance-wise.
Even if the emptiness is intentional, I don't think it's a good design choice. Environments that lack detail fail to engage the player, and careful attention needs to be payed to the way a level looks and feels. The only way I could justify bare-bones level design would be if you were supposed to blast through it like the end of the first Oblivion (which was plenty of fun, truth be told). Other than that, empty rooms end up feeling lazy and rushed to the player, which is something you definitely want to avoid.
I know the feeling. I lost a ridiculous amount of progress on my custom story "Lament" when I backed it up incorrectly (a result of saving my work in the Amnesia directory, I highly recommend saving it externally) and, to be entirely honest, I still haven't made up for all of the progress lost. That being said, it was easier to improve the level's designs while remaking them than it would have been originally, so I don't consider it a complete loss. Anyway, I wish you luck in your endeavors, and I look forward to seeing the finished product.
Glad to see you're interested. As far as voice acting is concerned, a handful of characters probably wouldn't work the way I want them to without being fully voice acted, so I'll definitely look into it when the time comes.
Yeah, been meaning to do that. The whole demo thing fell through, and I've been lacking motivation ever since. I'll see about updating the page in the next few days, though.
It's certainly an interesting idea. I'm all for it.
That means quite a lot to me, thank you.
You probably don't have Justine installed. The MovePlayerForward command is exclusive to the Justine update, so if you don't have it, this custom story won't work properly.
Cozy and claustrophobic, yes indeed.
At my current work-rate, I'd say we're a few months out from a full release. I'll be releasing a demo sometime in the near future, though, maybe in a couple weeks.
Is the spotlight on that lantern set to cast shadows? If not, I would highly recommend it.
It is a pretty major flaw, though.
Much better. Good job.
That billboard is waaaaay too bright. I'm not very fond of using the default blue light-ray billboard, if for no other reason than because I like it to match the spotlight color. What I would do is switch it to the yellow light-ray (because it's more grey than yellow) and set the color to match that of the spotlight. You could also try duplicating the spotlight, removing the gobo, slightly increasing the FOV, significantly decreasing the brightness, and disabling it's shadow-casting, just to give the light more of a natural, diffuse look. Other than that, it looks alright.
Bah, I was just gonna put up some block-boxes to stop people from doing it in the first place.
I see what you're getting at, but it's not the glass that I want lit. It's hard to explain exactly why the point light HAS to be there, but to put it simply, it's just a matter of realism. Were I to remove the point light, the window, and the area around it, would not be lit at all, leaving only the spotlight and giving it a very unrealistic look. What I have done since reading your comment, however, is split the one point light into four smaller, dimmer ones, and spread them apart so that the light isn't focused on the center of the window, but rather spread out and more diffuse. I think it looks much better that way.
Ah, that makes much more sense. Probably because there's a couple halos and a point light there. Really nothing I can do about it without making the halos impossible to see and/or the point light unrealistically dim. I'll see what I can do, though.
I'm not entirely certain what you mean. There are two spotlights coming from that window, one of which is meant as direct sunlight shining through the window using a gobo (though you can't see it in the screen, it's over behind the bed), while the other is meant to simulate refracted light through the glass with a high fov, and is significantly dimmer (it's the one lighting the majority of the room). Both spotlights are positioned in the center of the window for the sake of specular, normal-map, and shadow accuracy.
This looks very good, but I have to recommend one small addition. Near the bottom of the "Machine" tab in Static Objects, there's a little metal-wall-bracket-thing. Take one of those and adjust the size so it's thicker and more square-ish. Plop one of those down anywhere a chain connects to a primitive (ie: the ceilings and floors) and it won't look quite as awkward. I do it all the time, and it's rather nice looking.
I don't get how you people can make this stuff so damn quick. I've been working on Lament since March of last year, and I'm barely over half-way finished with it. I demand of you, tell me your secrets!
Sometimes I think I'm pretty good with level design. Then I see stuff like this. D:
I appreciate it. I'll try not to keep you waiting too long.
Glad to hear it!
Agreed. One chandelier would be more than sufficient to light a space that small.
I like the look of this. Keep up the good work.
You had my attention, but now you have my interest. Good luck to you.
You had my curiosity, but now you have my attention.
Thank you. Personally, I find it to be far more "hotel-ish" than the original.
I like the specimen tank idea, but it looks a little too, you know, blue. Maybe you could try a water texture just behind the glass, with a bubble particle system for added effect. Just a thought.