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: 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)
News: (Updated: 3/30/15)
Map Progress: (Updated: 3/30/15)
(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: 5% (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: 10% (Finally started work, looking pretty good)
Sound Design: 15%
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)
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.
Two years since I started working on Lament.
I fear I failed to make a certain point in the last news article, about two months ago, and I say this because it's a very important point to make. Namely:
I'm truly, unfathomably sorry for the wait.
I've made promises and guesstimates of deadlines I wanted to meet in the past, for a number of different things, and I've made a colossal fool of myself by missing all of them. The heart of the problem is that optimism is a difficult thing to maintain, and while I could be banging out a week's worth of content in mere hours one day, I would (and will) always come down off of this inspirational high, as a result of any number of things not necessarily related to Lament's development.
As such, I could confidently say, "Yeah, at this rate, I can finish this in a couple of months," only to be slumped over in my chair, empty coffee mug in hand, eyes dry as sand, staring at a level or block of code, mind a barren wasteland, within a matter of days. I feel terrible just thinking about it, but it's an inevitability in my line of work, not at all dissimilar to writer's block.
So, to put it simply, I apologize for the wait.
Now, with that out of the way, I would like to extend my thanks to those of you that have stuck with this project through the nonsense that is my development process. As of writing, there are ninety eight of you (watchers, that is), and you're all devilishly attractive individuals. I have something special planned for the one hundred watcher mark, but I'll tell you when we get their. The best kind of prize is a surprise.
Anyway, it's been a long two years, and I've learned a lot in that time, but Lament isn't done yet, so here's to the rest of development.
On a side note, I'm planning on doing a series of level design/lighting tutorial/tip articles. I don't know if ModDB is the correct place to post them, but I want them to be easily accessible to anyone interested in level design, not just those in the Amnesia modding community. I don't have any particular estimate on when I'll make the first one, but I'm very excited to see what everyone will think of them once they're up.
That's all for now, and I hope you have a splendid day.