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: 65% (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: 75% (Basically just getting the level to run at a decent framerate)
Level Design: 75% (More changes, more polish, more work. It never ends)
Scripting: 80% (Almost fully playable, I'm very satisfied with the results)
Sound Design: 75%
Level Design: 50% (In desperate need of polishing, not sure how much I'll change)
Scripting: 10% (I don't even)
Sound Design: 25% (Needs work)
Level Design: 65% (Finally started work, looking pretty good)
Sound Design: 35%
Level Design: 85% (Needs work)
Sound Design: 25%
Level Design: 75% (Currently connecting previously inaccessible areas to the rest of the level)
Sound Design: 5%
Total: 10% (Happening)
"Lament" is my first custom story for Amnesia: The Dark Descent. It has served as a fantastic learning experience for me, and I fully intend to make it the best it can possible be. 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 can't guarantee that this page will be updated regularly, mostly because the world is cruel to high school students, but I try to keep everyone updated on the mod's progress.
So much for being semi-regular, eh?
I'd like to preface this Dev Log with an apology for my fashionable punctuality (a.k.a. being late as hell). My insomnia has taken a turn for the worse in recent months, no doubt a result of certain personal affairs, and I've taken to sleeping when I get home from my prep school to compensate. Needless to say, I don't get much done during the week, and I spend the entire weekend oversleeping. However, the stars have aligned, and I have one solid week off of both my high school and prep school, allowing me to finally get some work done. Which, you know, is nice.
Now let's talk about particle systems.
I have more gifs this time, too.
A lot of my work with particle systems has been focused on reworking systems already in The Dark Descent to better suit my purposes and quality standards. All of these new effects are also fully scalable, which makes them far more versatile than some of their vanilla counterparts.
Most notable is the vanilla rain system, which, to put it mildly, eats GPUs for breakfast, and is terribly difficult to utilize effectively. It's also incredibly short, which is very obvious when you look up from inside of it and see raindrops appearing out of thin air.
My reworked take on this is a smaller, modular particle system, which allows for more precise area coverage. It's also very easy to optimize, as each unit fades at a distance, so it doesn't all render at once. Fixed the height problem, too.
Refraction doesn't come across very well in gifs, sadly.
The other part of my work has been implementing brand new special effects, like heat refraction, floating embers, refractive water, tons of weather effects, and various other small things. For the sake of brevity I won't go into detail on each one, so just enjoy these gifs I totally didn't make at 2:00 AM this morning.
I guess slow-moving dust doesn't come across very well in gifs either. Huh.
Well, now that we're past my vague attempts at being somewhat professional, I can't believe I've actually been doing this crap for three years now.
Seriously, if thirteen-year-old-me had known what this project was going to become, he probably wouldn't have even started. It's been a huge investment for me, in far more ways than one, and I'm always happy to see interest in it (and always sad when I have to explain that there's been a delay). It's amazing to me how many people are genuinely looking forward to the mod's release, in spite of all my setbacks.
So, for lack of anything better to say, thank you, and sorry, and thank you again.
We got lighting! We got colors! We got... er, less trees!
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