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: 1/25/15)
In Lament, you take the role of Michael Anderson, a researcher and archaeologist living in Britain, 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)
News: (Updated: 2/8/15)
Map Progress: (Updated: 2/8/15)
(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)
Storyboard: 100% (The planning-out part of the level, planned script events included)
Sound Design: 95% (Atmospheric and event-based sounds, now counted separately from other scripts)
Level Design: 75% (Been through a lot of revisions)
Scripting: 50% (Planning on adding a lot more)
Sound Design: 15%
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)
Storyboard: 50% (This depends on whether or not I can script what I want to)
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: 99% (In the process of smoothing out some of the rough edges)
Sound Design: 25%
Level Design: 95%
Sound Design: 5%
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.
Hey there, pretty lady. Come here often?
It's weird to think I started development on Lament roughly a month before my fourteenth birthday. Realistically, I could have finished it within, eh, probably a year, and just released it then. And you know what?
Nobody would have liked it.
I realize that's probably and overstatement, but, honestly, I was so clearly an amateur, so painfully inexperienced.
I didn't have a damn clue what decent level design was. I didn't know what decent lighting was either, or even decent storytelling. But I kept chugging ahead anyway. The more I learned, the more I changed until, eventually, I scrapped the early levels entirely and started anew.
The ModDB page was already up at this point, and I think that's the biggest mistake I made in the year-and-a-half I've been working on Lament. Had I done the smart thing and waited until I'd actually, you know, gotten somewhere with development, I wouldn't be explaining the slow development every month.
But what Lament has been, above all else, for the past year, is a learning experience. I've made leaps and strides in all aspects of game design, not just level design and lighting. I've learned what makes a good horror game effective, and I finally understand the finer points of storytelling.
Unfortunately, I can't apply all of my skills to Lament. Too much is left over from the original design for me to change the core of the story without starting over from scratch.
The core of the story was always vague, allowing for me to mold it into something far greater than what it was before. There are more characters than there ever could have been before, all of them unique and different from one another, with feelings and emotions, goals and aspirations, before their lives are thrown into turmoil. Michael has, undoubtedly, had the most changes over time, with his past and relationships with the people around him finally being fleshed out.
Anyway, the main thing to take away from this is that the sequels will be a lot better than Lament.
Which brings us to the present, and my plans for the future. Yes, the sequels! The story expands beyond the boundaries of Lament itself, which makes sequels necessary to convey the full story.
I did say sequels, but the story expands both before and after Lament, so it'll a prequel and a sequel (see: restrictive base plot necessitating expansion). I won't tell you what exactly they'll be about, but I can assure you they'll provide more insight into the events of Lament.
Alright, I think I'll wrap it up here because holy hell look at all those words. I've been typing for an hour and a half, and It's time to get back to work.
Hopefully this has given you a better idea of what Lament is all about, and why it is the way it is now.
What's more, I got to talk to all of you as the guy I am, as opposed to just being some developer shouting about character development.