Nothing to serious, other than I love developing small indie games, and hope someday to be employed at VALVe Software.
During the past few weeks, I have decided that I will no longer be making custom stories. I am nearing the end of my second semester of college, and will be taking several classes over the summer, and throughout next year. I have enjoyed the experience and having the insight of game development, but I have to leave this behind now, so I can find something even better in the future. I will leave this page up for a few more days. Thanks to those who have been around since day one. I greatly appreciate it, even though I have failed to deliver on several occasions.
Greetings all. I have finally restored my system, and everything is as it should be. I spent the majority of yesterday working on the "03_Inn.map" today. I have completed a dialog scene and other small events in that map. The map itself, is not fully constructed, but I am now caught up with everything. If I have time this week, I will complete the Inn and start on the Mountain Trail map.Thank you for your patience through this whole mess.
Alright, now that my system is finally back to the way it was prior to the system crash, I have made some progress on this new CS. I have the intro, prologue, and chapter one planned and most of the vocal script for those sections complete. Event scripting is turning out nicely. Doing final touches to first two maps, and then will break ground on the interior of the Inn and hopefully can get to the mountain trail map soon after.
As you all have read in our news section, we planned to start up again three days ago. However, do to an unexpected and devastating system crash, I regret to inform you, that The Sixth Gateway is no longer in existence. Although we have several backups, Amnesia is not reading the files. Another one, is currently in the planning phase. It will be far more organized and will not have a dozen different attributes. It will be divided into two separate custom stories. The title is "Pandemonium: Portrait of Despair." We will do very little announcing on this one, and it will be released when it is released.
It has been almost two weeks, since the release of the long awaited Amnesia sequel A Machine for Pigs. Many who have played it, or are wanting to play it, may have or will be disappointed in the end result. This is not to say that the game was at all bad, however it did lack the suspense and aesthetics that made its predecessor so famous.
First off, is the intro. In The Dark Descent, the intro begins with the creepy strings and bass of the background music, a slow fade in to a sepia color screen, angled camera and blurred radial view. All of these threw the player into the environment and made the player ask the question "What did he do to that made him loose his memory?" A Machine for Pigs however, begins with a black screen, electrical sparks on the right and left foreground, and a machine activating. This causes the player to ask the question "What is this machine, and what does it do?"
You play as Oswald Mandus, who has returned from a trip to Mexico. Little is revealed about this trip and why he even went there. The only clues as to why he went there, are see with the numerous encounters of pig masks, which have Central American designs on them. It is also mentioned during a flashback scene, but even then it is rather vague.
The main objective for the majority of the game, is to find your two sons, Edward and Enoch and to reverse the damage of the Saboteur. As you progress through the events of the game, you notice the environment is of the early 1900's (1899). These new aesthetics bring about a feeling of what new horrors await and does away with a lot of the repetitive textures that the first game had. Another thing to mention, is that the lantern does not run out on you, nor does the darkness hurt you. This dramatically reduces the fear factor, even though the game had a few intense moments, but nothing like that of The Dark Descent.
One thing this game did an excellent job at, was creating a believable outdoor environment and interior environments. Unfortunately, these outdoor environments did very little to provide exploration, which brings me to the inventory. In this title they have done away with an inventory, which is both good and bad. It is good, since in reality, you would not be able to stock up on several objects. On the other hand, it does away with exploration, which was a favorite mechanic for many players of the original game. When both playing and watching this game, it felt as though it was forcing me to go a certain direction, rather than take a break and search for basic supplies such as tinderboxes and oil.
As for enemies, let's just say they posed no threat. Although it is terrifying to imagine a mutated pig chasing you and squealing in the darkness, it is in all honesty that they really were not scary or intimidating. In reality, they seemed more preoccupied with the citizens of London rather than Oswald.
Puzzles were no challenge. It is nice to have some linear puzzles from time-to-time, but many will be or are disappointed by the fact that the puzzles proved to be no challenge at all. The only time you drifted away from the main events, was to complete a puzzle. The real downer of this, relates back to the fact that the darkness does not hurt you. You can take all the time you need to complete it. In the Dark Descent, you had to complete a puzzle while navigating a complex series of hallways, avoiding terrifying enemies and not loosing all of you oil or Sanity. Yet in A Machine for Pigs, it is a major disappointment. I will say that it was a good idea, but not what many of us where looking for.
The Machine that is mentioned in almost every form of text is the big question mark on everyone's mind. What does it do, and why was it created? This question is open for debate and the question of why it was created could be answered when considering that the pigs were mutated pigs. Even so, questions still surround this monster of a machine. Another question I and many may have, is why would a man build such a device?
As for the final battle, there was no final battle. You do not even get to see who the villain is. The confrontation with Alexander provided more choice than this one did. This one you could not chose to let the god you created live or die. In the end, the city of London returns to its normal state and it is assumed that Mandus is killed. However, is the machine still running, or has it been destroyed. This game left many loose ends and many questions unanswered. It had the potential of being a great game, if it were not related to Amnesia. Story, setting, and environment were solid. But intro and ending proved to be major disappointments.
I know I bypassed some details, but I give it a solid 7 out of 10. Better luck next time.
Officially off holiday and will be picking up production again tomorrow. Things will be slower than past year, but we are looking at December for the final release, or early 2014. Our aim right now, is to finish chapter two by early October, and Chapter 3 by early mid December. More updates to come.
Good day all. Two months ago, I shutdown a page due to lack of interest. I have decided to reactivate it, and will be up for good. (unless any administrators say otherwise) Follow the link to join and announce any current or future projects.
Speak again soon,
Got some updates on the maps in chapter two. Majority are complete, but need details.
East Wing Morgue--Details
Construction Site--In development
Amos's Chamber Redux--Standby
Currently looking at December for a final release.
I have been considering on having a teleportation type of gameplay for this mod, for sometime. It will be seen in Chapter two, but in the end maps of the chapter. The earliest they are seen, is during an Easter egg. Whether or not they will return you to all visited maps, is still to be determined.
Good day to everyone! I have some interesting plans for the future. Though I have not run them by my team yet, I am interested in seeing them become a reality. First order of business, is once Mansion of Doom is released, then we will develop a short parallel story called Lost Mason. After that, we may start working on the QOOLE (Quake Object Oriented Level Editor) Editor and make death match maps for Quake 2. A long shot for this, would be to develop a short mission for Quake. Unity is also a possibilty. UDK is out of the question.
Finally, I will be heading up to VALVe Software come January of 2014. I plan to present Mansion of Doom and gain professional feedback.
Stay safe friends,