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.



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: 6/2/15)


  • Summer Break is finally here, and I've been working on Lament daily. That's pretty neat.
  • Sewer is coming along nicely. Lots of changes since the old version (not the old-old version, just the old version).
  • Formatting changes that you probably already noticed, grammatical ones you probably didn't. Legibility is important, kids.

Map Progress

(Updated: 6/2/15)
(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: 25% (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: 25% (Finally started work, looking pretty good)
Scripting: 0%
Sound Design: 35%
Optimization: 10%

~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: 6/2/15)


"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.

Cheers.

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0 comments by CraackerTraash on Jun 10th, 2015

Heyo,

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.

Cheers,

Craa

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

Hey one more question:What is WIP?

+1 vote     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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Lament (WIP)
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