The Castle Brennenburg is under siege. But the greatest dangers lie within, and come not from war but from the purest of intentions. In a place steeped in ancient evil, what is just? And what is good? Taking place before the events of Amnesia, Siege is a story-driven take on the Amnesia mythos with new maps, characters, and voice acting.
In which the servant's quarters and some puzzles take shape.
Posted by thedextriarchy on Feb 7th, 2011
It's that time again--the time for me to envision snarky comments from Old Man Murray whilst taking screenshots of my maps. This time it's the servant's quarters, which I believe might be looking a bit too posh, but so it goes.
The plot of the game itself is largely completed, but I've still got to do the workaday business of developing puzzles and placing the bread crumbs that will let you piece the whole thing together. Puzzles are a funny thing in Amnesia, and I'm not sure I've got them quite right yet. Ideally, they should be a way to develop the story, and to give one a feel for the world they're inhabiting while providing some hands-on interaction.
In practice, they're often more of a way to keep the player in one place long enough to make them figure out what's going on, and to make them visit all the rooms by placing a drill handle here and a bit there. And, of course, I've got to work with the pieces I've got in the dev kit. I'm trying to get an optimal balance here, to make sure you're not just flipping a lever in each room and moving on. We'll see how I do with that.
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Looks good
You are right about the puzzles in Amnesia. It also has a name when players experience the puzzles as you decribe: bad game/level design. However, because you are limited to the default assets it is pretty difficult to improve this in your own levels, which is a shame! Making the game/mod a bit more 'open world'-like could probably help making 'puzzles' less obvious forced exploration... expeditions(? :P) but it would be at the expense of story-telling controlability.