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: 50% (Basically just getting the level to run at a decent framerate)
Level Design: 99% (Basically finished, just polishing at this point)
Scripting: 80% (Almost fully playable, I'm very satisfied with the results)
Sound Design: 75%
Level Design: 80% (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: 50% (Finally started work, looking pretty good)
Sound Design: 35%
Level Design: 75% (Needs work)
Sound Design: 25%
Level Design: 80% (I have a lot more work to do than I thought I did)
Sound Design: 5%
Total: 0% (Holding off on these until the end of development)
"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 everyone updated on the mod's progress.
For the past I-don't-even-want-to-admit-how-many months, I've left this page pretty much silent. Frankly, there was just nothing to talk about. And then Summer Break ended, which left me with even less time to do stuff that didn't warrant displaying anyway.
But, I do, at long last, have some neat stuff to show you. Behold.
Pretty much the entirety of what I've been doing for the past week(ish) is making default static props into my own fancy new ones, with dynamic physics, new collision meshes, and much pomp and ado.
My ultimate goal with this is, quite simply, to make the environments the player explores more interactive and realistic, thereby increasing the atmosphere and immersion. There's just something so right about shoving heavy sofas around.
Certainly, I'm not the first to do something like this. I remember "Mana" had movable sofas as well (though they were very floaty). It didn't feel very realistic, but I liked the idea that these sort of things didn't have to be nailed to the ground.
Or indestructible, for that matter.
Also changed were objects that had broken states available. Most had breakable versions, but come on, how many times did you break a box in TDD? How many times?
I tried to make these objects as breakable as I realistically could, without them seeming like they were made of papier mache. Most things can only take one swipe from a Grunt, and will break if they collide with something at terminal velocity (the setting for this is "minimum break energy", which I set to mass * maximum linear speed). But I also made the larger objects in the game a deal heavier, meaning it takes more than a toss in the air to get them falling fast enough to break apart. No more cardboard barrels!
I've always wanted to make one of these.
I also made a lot of light sources interactive. It's pretty spooky walking around in the darkness with only candlelight to accompany you, especially with monsters and whatnot stalking you.
Which brings me to the last entities I modified (and am still working on): the enemies, who were so kind as to murder me repeatedly in the name of science. They're... surprisingly fun to be chased by, actually. But, you'll just have to see them in-game.
Should I mention how fast the infected dog is?
This is a box I made to test objects that were too heavy to break by hand,
seen here metaphorically blowing your mind.
That's about all I have right now, honestly. Well, aside from some more polished levels and custom particle systems, but I'll be saving all of that for another time.