Remember to check the "News" and "Map Progress" sections whenever this page is updated. Good stuff in there. Also check the image gallery, as I update old screenshots fairly often.


Story: (Updated: 3/8/15)
In Lament, you take the role of Michael Anderson, a researcher and archaeologist living in England, 1845. In the wake of a disastrous expedition, your childhood friend and fellow archaeologist, Johnathan Crawford, has grown distant and sullen. Research is slowly crawling to a standstill, and doubts are creeping into the darker parts of your mind. Plagued by nightmares of an unspeakable monster stalking the halls of an unfamiliar place, you contemplate throwing the years of fruitless searching away. Anything for some peace of mind... right?


Features: (Updated: 1/25/15)

  • Atmospheric, detailed environments to explore. No mazes that waste your time, no heartlessly empty hallways.
  • Deep, non-linear story taking place in the Dark Descent universe. I fancy myself a decent writer.
  • Point-and-click adventure elements. Click something of interest, and Michael will comment on it.
  • Well scripted, interesting events and set pieces. No cheap jump scares, though I suppose that's a given at this point.
  • Heavy ambiance and custom sounds.
  • Full and Lite versions. Full includes all the pretty lighting effects, particles, and details. Lite is a more performance-friendly version with reduced shadow casters, decals, particle systems, and reworked level design, while still retaining the carefully crafted color schemes and overall design of the levels.

News: (Updated: 3/30/15)

  • Not much done recently, but there's a news article that should be authed relatively soon.
  • Further optimizations and detailing in the Lower Cellar.
  • Been messing around with a "head-bob" camera effect that reacts to the player witnessing unsettling events. Like, for example, after seeing a hallucination, the head-bobbing would intensify to simulate Michael's heavier breathing, along with him actually breathing audibly.

Map Progress: (Updated: 3/30/15)
(In no particular order)

~Hotel (With a short description of each completion counter)
Level Design: 99% (Level design, lighting, and particles systems are included, script boxes are not)
Scripting: 60% (Scripted events like baddies and cut-scenes. Sound scripts not included)
Sound Design: 95% (Atmospheric and event-based sounds, now counted separately from other scripts)
Optimization: 5% (Basically just getting the level to run at a decent framerate)

~Lower Cellar
Level Design: 99% (Basically finished, just adding small details)
Scripting: 80% (Almost fully playable, I'm very satisfied with the results)
Sound Design: 75%
Optimization: 95%

~Upper Cellar
Level Design: 95% (Some of my methods have changed, need to polish the rough edges)
Scripting: 50% (Would be 100%, but I'll be making major changes)
Sound Design: 25% (Needs work)
Optimization: 0%

~Sewer
Level Design: 10% (Finally started work, looking pretty good)
Scripting: 0%
Sound Design: 15%
Optimization: 0%

~Dungeon
Level Design: 75% (Needs work)
Scripting: 50%
Sound Design: 25%
Optimization: 0%

~Lesser Castle
Level Design: 95%
Scripting: 10%
Sound Design: 5%
Optimization: 0%

~Greater Castle(s)
Total: 0% (Holding off on these until the end of development)


Description: (Updated: 1/25/15)

"Lament" is my first custom story for Amnesia: The Dark Descent. Nothing's really playable right now, unless you count walking around and looking at the pretty lighting to be "playing". Notes will be scattered throughout all of the levels, as per usual, providing a deep, non-linear story to the environments you'll explore and characters you'll encounter. In said notes, I like to put an emphasis on character development (something that I find lacking in many custom stories these days).
Not just the notes, but even in the levels themselves. If a room belongs to someone, of course it'll reflect that person's personality. If an entire level belongs to somebody (and three of them do) I'm going to build it to reflect their personality, too. The aforementioned levels are (or will be, when I finish them) very detailed, because I put excessive amounts of time into things you probably won't notice if you aren't looking.


As a final note, I won't be updating this page very often, because the world is cruel to high school students, but I try to keep the watchers updated on the mod's progress. Cheers.

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Where Cries Are Never Heard A Forest of Sentinels Hotel Basement (WIP)
Blog RSS Feed Report abuse Latest News: It's Been a Long Two Years

2 comments by CraackerTraash on Mar 30th, 2015

Two years.
Two years since I started working on Lament.
Well, two-ish.

I fear I failed to make a certain point in the last news article, about two months ago, and I say this because it's a very important point to make. Namely:
I'm truly, unfathomably sorry for the wait.
I've made promises and guesstimates of deadlines I wanted to meet in the past, for a number of different things, and I've made a colossal fool of myself by missing all of them. The heart of the problem is that optimism is a difficult thing to maintain, and while I could be banging out a week's worth of content in mere hours one day, I would (and will) always come down off of this inspirational high, as a result of any number of things not necessarily related to Lament's development.
As such, I could confidently say, "Yeah, at this rate, I can finish this in a couple of months," only to be slumped over in my chair, empty coffee mug in hand, eyes dry as sand, staring at a level or block of code, mind a barren wasteland, within a matter of days. I feel terrible just thinking about it, but it's an inevitability in my line of work, not at all dissimilar to writer's block.
So, to put it simply, I apologize for the wait.

Now, with that out of the way, I would like to extend my thanks to those of you that have stuck with this project through the nonsense that is my development process. As of writing, there are ninety eight of you (watchers, that is), and you're all devilishly attractive individuals. I have something special planned for the one hundred watcher mark, but I'll tell you when we get their. The best kind of prize is a surprise.
Anyway, it's been a long two years, and I've learned a lot in that time, but Lament isn't done yet, so here's to the rest of development.

On a side note, I'm planning on doing a series of level design/lighting tutorial/tip articles. I don't know if ModDB is the correct place to post them, but I want them to be easily accessible to anyone interested in level design, not just those in the Amnesia modding community. I don't have any particular estimate on when I'll make the first one, but I'm very excited to see what everyone will think of them once they're up.

That's all for now, and I hope you have a splendid day.

I Remain,
Craa

Post comment Comments  (0 - 10 of 35)
StevenTasiopulos
StevenTasiopulos Nov 23 2014, 9:11am says:

Hey one more question:What is WIP?

+2 votes     reply to comment
CraackerTraash Creator
CraackerTraash Nov 23 2014, 1:02pm replied:

It stands for 'Work in Progress'. I just have it there to remind people that nothing is final yet.

+1 vote   reply to comment
StevenTasiopulos
StevenTasiopulos Nov 23 2014, 1:13pm replied:

Is this CS going to be long???Because you haven't wrote anything about the lenght on the features.

+1 vote     reply to comment
CraackerTraash Creator
CraackerTraash Nov 23 2014, 10:02pm replied:

I could only guess with it being in the state it's in now, but the levels are a good size and it's meant to be played slowly. It'll be a decent length, don't worry.

+1 vote   reply to comment
StevenTasiopulos
StevenTasiopulos Nov 13 2014, 12:26pm says:

This is going to be awesome i think when are you going to release it??

+2 votes     reply to comment
CraackerTraash Creator
CraackerTraash Nov 14 2014, 9:10pm replied:

I don't have a set release date at the moment, because whether or not I can work when I want to is largely situational, and I have an inconsistent schedule anyways. I'd like to have it out sometime in March of next year, just for the sake of rounding off a two-year development cycle, but I really can't guarantee anything beyond that.

+1 vote   reply to comment
Nekorumi
Nekorumi Aug 11 2014, 9:45pm says:

Looks like a good one :) Tracked.

+2 votes     reply to comment
CraackerTraash Creator
CraackerTraash Aug 11 2014, 11:22pm replied:

Thanks. Always good to see I've piqued someone's interest.

+1 vote   reply to comment
AuroraGuiniverePrice
AuroraGuiniverePrice Jun 13 2014, 3:29am says:

Wow! Full and lite versions? That's rather brilliant! :D Sounds very intriguing!

Any chance you'll be putting in any voice acting?

+2 votes     reply to comment
CraackerTraash Creator
CraackerTraash Jun 15 2014, 11:15pm replied:

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.

+1 vote   reply to comment
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