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: 9/15/14)
In Lament, you take the role of Michael Anderson, a researcher and archaeologist living in London, 1845. After a particularly unsuccessful expedition into the nature and origin of the Orbs, 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: 9/15/14)
News: (Updated: 1/11/15)
Map Progress: (Updated: 1/11/15)
(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: 45% (Scripted events like baddies and cut-scenes. Sound scripts not included)
Storyboard: 100% (The planning-out part of the level, planned script events included)
Sound Design: 75% (Atmospheric and event-based sounds, now counted separately from other scripts)
Level Design: 85%
Scripting: 50% (Stuff's gon' change, not sure how I'm gonna do it yet)
Sound Design: 15%
Level Design: 95% (Some of my methods have changed, gotta update stuff)
Scripting: 50% (Would be 100%, but I'll be making major changes)
Storyboard: 85% (Was 95%, but plans have changed)
Sound Design: 25% (Needs work)
Level Design: 10% (Not much fun to work on, I'll probably finish this one last)
Sound Design: 0%
Level Design: 95% (Need to smooth out some rough edges, a belt-sander should get the job done)
Sound Design: 10%
Level Design: 95%
Sound Design: 5%
Description: (Updated: 12/21/14)
"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 upload/update screenshots every other week. Cheers.
I'm getting tired of saying it but, hey, I'm not dead. A little insane, possibly malnourished, but otherwise perfectly alive. Before I bring you up-to-speed on the development of Lament, I would like to apologize for my lack of activity. It kinda hurts my chest to think about it, honestly, so I hope you can forgive me.
Anyway, it's summer break now, the second of many weeks to come, which means the only thing that can come between me and development is, well, me. I have a tendency to work only when I want to, and not necessarily when I should. The point I'm trying to make is that I, singular human being and high school sophomore that I am, can only do so much. True though it is that I'm, more-or-less, a part of Ex Unitae Vires, and this mod is being published under the company name, I am not receiving assistance from ANYONE in the development of Lament. Level design, story, coding, it's all me, which is how it is and will always be for this and, probably, all of my future custom stories. Yes, I plan on others, but that's something else entirely.
So, now that's off my chest, on to important shtuff. The whole demo-thing I was planning on releasing sort of, you know, fell through. I'll still be releasing a demo, eventually, but I was stupid to think I could it now, when none of the levels are fully coded (well, not how I want them to be, I least). That aside, let's talk about my plans for this little creation of mine. I've no promised release date for you, because shit happens and you usually don't expect it, and I always feel stupid when I say I'll do something and then, lo and behold, I don't. I'm just gonna list my concrete, definitely-gonna-happen-eventually, plans below.
Those Plans I Just Mentioned
Anyway, hopefully this will satiate your collective appetites for a while. Well, this and the screenshots I'll be updating sometime soon.