"Time is running out for me. The things that I've been keeping hidden in the past, may haunt me at my final hour. I cannot let it loose my focus. The days of researching are over, the time to act is now. I know this man can help me. For the days of those worlds, and the innocent lives are at deaths door."

Uncover the mystery that plagued London's Epping Forest Orphanage for decades, discover the eerie secrets that lies behind Lake View Manor, and find yourself reaching to the outer limits beyond Earth. You play as Henry Miller, a novel writer who lost everything in life. He questions the very death of his loved one, and in turn, investigates the true reason behind her death. As you investigate the events that lead to this event, you will find yourself on a much grander quest that will take you to other "worlds".

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0 comments by jssjr90 on Jan 19th, 2015

Sort of new flight light look.

I have edited the White Night flashlight to be on the left bottom corner, and texturing the hand to be completely black with an alpha channel to make it invisible. I honestly got tired of looking at that big hand, and it kind of took too much of space on the screen.I want the player to relay focus on whats happening on screen, without the flashlight getting in the way.

Hospital Facility

All walls (primitive planes) will cast there shadows.

If you notice on the left, the wall is casting a shadow as it should. "I thought Amnesia could not cast shadows from primitive planes?" All of the walls in this scene are primitive planes. As some of us might know, they have a technical limitation. While it may have a "cast shadow" option to toggle, the wall will not cast shadows. How do I get around this? I use Amnesia's technical static object "Plane Black". A 2 polygonal flat plane. I place it just so tiny behind the wall, that way the light will cast the shadow also on the Plane Black wall, creating the illusion that it is casting the shadows from the wall itself.I will place Plane Black objects behind every single wall and corridor to give the players the maximum visual appeal.
And all this time I thought this was a broken feature. Apparently I did not even test the primitive wall shadow toggled because it did not work within the editor, but it does work in game! So I will not waste my time placing that plane black static mesh behind every single wall, in staid I will toggle every single wall plane I have in the game. Thanks to CraackerTraash for informing me on this issue.

Hospital Facility

More primitive wall shadow example. From the side wall signs, to the right door's upper wall casting its shadow onto the other room. Also almost every light will have a lens flare bloom effect.

Hospital Facility

Also be sure to look out for a couple of screens showing off new terrain! No more flat outdoor environments! Rolling hills, flowing rivers, cliffs, high ridged mountains! More to come soon!

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Post comment Comments  (0 - 10 of 184)
impala-of-mayfair Jan 21 2015, 1:33am says:

I've been waiting for this mod for two years and seriously cannot handle the excitement. I'm literally bouncing right now. I can't wait to play this!

+4 votes     reply to comment
CraackerTraash Jan 13 2015, 5:41pm says:

You've changed the title back to The Hands Resist Him? I thought you said it didn't reflect the core of the story.

+1 vote     reply to comment
jssjr90 Creator
jssjr90 Jan 13 2015, 6:57pm replied:

That is partially true, to what I think now. At first I thought it was a good idea. I thought of a name that would try to bring new meaning. When I picked the name "The Hands Resist Him" for my project, the haunted painting was the focus of the story. But as time went on, I went deeper into my story, thinking more scenario's that could branch out for the characters that are involved in my story. Scenario's that turned out to be an excellent implementation into the story.

The new title, I thought it would be a good idea. A title that reflected the "what I thought" was the core of the story. But it turned out that the original title just haunted me. It felt that the mod was naked without the original title. So I just will not touch the title and just keep it as it is.

The people knew this mod as the original title, why change what they have been knowing for a year? I think that is the real reason why I changed the title.

+2 votes   reply to comment
jssjr90 Creator
jssjr90 Jan 10 2015, 3:31pm says:

The story is coming along very well! I am excited and very motivated. All of the story pieces are coming into place!

+1 vote   reply to comment
L00T3R123 Jan 13 2015, 5:55am replied:

how do you make the screen all white when you look at the sky

+1 vote     reply to comment
blackdragon121 Jan 3 2015, 3:08pm says:

looking good, more things and more reasons for me to stop by. how is the mod coming along? been a while since last major update and i cant see the new mod name? also i hope things are good for you in real life :P

+1 vote     reply to comment
jssjr90 Creator
jssjr90 Jan 4 2015, 3:57am replied:

Hey thanks for looking out. Things are going alright. I recently decided that the new title was not needed, I thought at first it would be a good title but at the end, I hated the title. Ill just stick to what I already had. My new job is great! I now work at DFW Communications programming radios. There is always a new thing to learn everyday going into work. I love it! So much better than Walmart and fast food.

As for the progress, its kind of like pushing a huge bolder up a very steep hill. Honestly, the story of the mod has just pulled my brain to the edge. I've set high standards for the story, having the complexity of the story and trying to think in the position of the player to tell the story in a way so that the player feels this complex story, and yet knows if he digs deep down enough, can uncover deeper truths and lore, but yet can know the basics of the story if the player just casually played though the story. That is my main aim of the story. Complexity and yet simple, interwoven story arcs, a purpose and why elements, and making sure every character has there choice of words or ways of acting out a situation based on their character's personality.

I have at least 4 documents about different elements of the story, and one of them is up to 40 pages! And that's just 2/6th of the story! And managing every single characters role and story progression of every character is not easy for me, almost always going back and re-reading events so this X event is logical.

+2 votes   reply to comment
jssjr90 Creator
jssjr90 Jan 4 2015, 3:58am replied:

And I know in my brain its like "Ok time to progress on this huge section of story by bedtime!" And the reality is I am mostly thinking, trying to find the right words and situations of what could happen, and the most difficult part is what should happen that leads to the next story arc.

And I feel I should apologize a bit for this hiatus of updates, honestly I cannot continue on level/soundtrack progression until I get the whole story wrapped up 100% and the puzzle layouts too as they too deal with the story.

I can honestly say from just looking at the whole spectrum of the mod, this will probably be the biggest mod around for Amnesia so far. Not because I want it to be, but the amount of lore and explanations that goes on within the story. And I am projecting around 9k to 15k words just within the journal/notes/memo lore. And as I said before, you don't half to read everything to get the basics of the story.

+1 vote   reply to comment
blackdragon121 Jan 8 2015, 10:13am replied:

wow you really got my attention with these words and yes this is by far the biggest mod ever, the time taken to develop this by itself tells how big this mod is. so i wish you the best of luck and keep up the excellent work

+2 votes     reply to comment
jssjr90 Creator
jssjr90 Jan 8 2015, 9:17pm replied:

Thank you very much! :)

+4 votes   reply to comment
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