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'm currently updating old screenshots.
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?
(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: 25% (Basically just getting the level to run at a decent framerate)
Level Design: 99% (Basically finished, just adding small details)
Scripting: 80% (Almost fully playable, I'm very satisfied with the results)
Sound Design: 75%
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)
Level Design: 25% (Finally started work, looking pretty good)
Sound Design: 35%
Level Design: 75% (Needs work)
Sound Design: 25%
Level Design: 95%
Sound Design: 5%
Total: 0% (Holding off on these until the end of development)
"Lament" is my first custom story for Amnesia: The Dark Descent. Not much is 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.
Not just written notes, but even in the levels themselves. If a room belongs to someone, naturally it will reflect that character's personality. If an entire level belongs to somebody (and three of them do) it's built to reflect their personality as well. Said levels are (or will be, when they're finished) painstakingly detailed in both visual and audio design, providing interesting and atmospheric environments for the player to explore.
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.
I'm going out of state for about a month to visit with my family, but development will still continue during this time. I'm bringing my laptop with me, among other things, so I can still work on Lament, but... well, let's just say there's a reason I don't work on my laptop anymore.
Anywho, flight leaves tomorrow afternoon, it's currently stupid-o'-clock and I should really get some sleep. I just wanted to let you all know what's-what and what to expect.