Remember to check the "News" and "Map Progress" sections whenever this page is updated. Good stuff in there.

 Story: (Updated: 6/2/14)
In Lament, you take the role of Michael Anderson, a researcher and archaeologist living in London, 1845. After a particularly unsuccessful expedition into the nature and origin of the mythical Orbs, your childhood friend and fellow archaeologist, Johnathan Crawford, has grown distant. Research is slowly crawling to a standstill, and doubts are creeping into the darker parts of your mind. Do you turn your back on the two years you've spent hunting a myth, or will you pursue it to the end?

 News: (Updated: 8/11/14)

  • I still need to update this page more often.
  • Finally updated the old screenshots and uploaded some new ones. Should be fun.
  • Nothing much to report. Been getting into Dark Souls lately, and my friend keeps telling me to watch No Game No Life. So that's cool.
  • I'm not very professional, am I?

 Map Progress: (Updated: 8/11/14)
(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: 30% (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: 20% (Atmospheric and event-based sounds, now counted separately from other scripts)

 ~Lower Cellar
Level Design: 65%
Scripting: 75% (Stuff's gon' change)
Storyboard: 80%
Sound Design: 15%

 ~Upper Cellar
Level Design: 95% (Some of my methods have changed, gotta update stuff)
Scripting: 50% (Would be 100%, but I'll be making major changes)
Storyboard: 75% (Was 95%, but plans have changed)
Sound Design: 25% (Needs work)

 ~Sewer
Level Design: 10% (Not much fun to work on, I'll probably finish this one last)
Scripting: 0%
Storyboard: 50%
Sound Design: 0%

 ~Lesser Dungeon
Level Design: 90% (Need to smooth out some rough edges, a belt-sander should get the job done)
Scripting: 50%
Storyboard: 90%
Sound Design: 10%

 ~Lesser Castle (Greater Dungeon)
Level Design: 90%
Scripting: 10%
Storyboard: 25%
Sound Design: 5%

 ~Greater Castle(s)
Total: 0%

 Description: (Updated: 7/24/14)
"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, rich story to the environments you'll explore and characters you'll encounter. In said notes, I like to put an emphasis on character development. "Character development!?" you shout at your monitor, inexplicably having forgotten what keyboards are for, "In an Amnesia custom story!? Blasphemy!" Yeah, not much of that around here is there?
Not just the notes, but even in the levels themselves. If a room belongs to someone, ye damn well better believe it'll reflect that person's personality. If an entire level belongs to somebody (and three of them do) I'm gonna build it to reflect their personality, too. Fun, huh? The aforementioned levels are/will be very detailed, because I'm a neat-freak and I put excessive amounts of time into details you otherwise wouldn't notice.
Lament also incorporates some point-and-click elements, sort of like what Penumbra had. Click something interesting, Michael will comment on it, with the occasional witty joke thrown in for good measure.
Don't expect all that many scares, or even to be scared at all. That's not the point. This is more of an atmospheric adventure than a haunted house ride. It's all about the environments, story, and characters.
Also, I won't be updating this page very often, because the world is cruel to high school students, so trying to upload screenshots every week-or-two would be redundant. Cheers.

Image RSS Feed Latest Screens
Lesser Castle (WIP) Lesser Castle (WIP) Upper Cellar (WIP)
Blog RSS Feed Report abuse Latest News: My Plans for Lament and it's Future

1 comment by CraackerTraash on Jun 2nd, 2014

I'm getting tired of saying it but, hey, I'm not dead. A little insane, possibly malnourished, but otherwise perfectly alive. Before I bring you up-to-speed on the development of Lament, I would like to apologize for my lack of activity. It kinda hurts my chest to think about it, honestly, so I hope you can forgive me.
Anyway, it's summer break now, the second of many weeks to come, which means the only thing that can come between me and development is, well, me. I have a tendency to work only when I want to, and not necessarily when I should. The point I'm trying to make is that I, singular human being and high school sophomore that I am, can only do so much. True though it is that I'm, more-or-less, a part of Ex Unitae Vires, and this mod is being published under the company name, I am not receiving assistance from ANYONE in the development of Lament. Level design, story, coding, it's all me, which is how it is and will always be for this and, probably, all of my future custom stories. Yes, I plan on others, but that's something else entirely.
So, now that's off my chest, on to important shtuff. The whole demo-thing I was planning on releasing sort of, you know, fell through. I'll still be releasing a demo, eventually, but I was stupid to think I could it now, when none of the levels are fully coded (well, not how I want them to be, I least). That aside, let's talk about my plans for this little creation of mine. I've no promised release date for you, because shit happens and you usually don't expect it, and I always feel stupid when I say I'll do something and then, lo and behold, I don't. I'm just gonna list my concrete, definitely-gonna-happen-eventually, plans below.

Those Plans I Just Mentioned

  • Full and Lite versions. Lament uses a large amount of shadow casters, light sources, particles, ornaments/debris, and decals. This excessive usage of visual effects, of course, offers the best visual quality it is within my power to provide while still being mindful of performance, but it can take it's toll on lower-end computers. As a result, Full and Lite versions will be released alongside each-other. The Full release will, as the name entails, contain the full-range of graphical-effect goodness, for some (in my opinion) hauntingly beautiful environments. The Lite release will have significantly reduced shadow casters, minimized decal/debris amounts, and reworked level design, so as to better accommodate weaker computers while still retaining the carefully crafted color schemes and basic look and feel of the environments (what you would expect out of a standard custom story).
  • Deep, non-linear story. Lament has a heavy focus on it's characters, their relationships with each-other, their familial ties, and the reasons for their current circumstances. Again, it's deep. You might even have to play it through a second time to fully understand the characters' actions. Said characters have the aforementioned relationships/familial ties, as well as developed personalities and personal characteristics. (Yes this is, technically, more a feature than a plan, but it can't be implemented yet so It's just a plan. Totally gonna happen though, you can rest easy knowing that.)
  • Demo and promotional videos. Like I said the demo is still coming, just not yet. It'll be, more likely than not, one level long, whichever one best represents Lament as a whole. Around the time that gets released, before and after, I'll release promotional videos. A cinematic trailer, a walkthrough of the demo, maybe even a making-of video. After the full release, I'll see about doing a full walkthrough with developer commentary.
  • Not an isolated case. Certainly the most ambitious of my plans, Lament is just one custom story in a planned trilogy. The other two will be shorter, and have more of a focus on events tied, whether directly or indirectly, to Michael, as opposed to Lament being about the shitstorm he gets dragged into.

Anyway, hopefully this will satiate your collective appetites for a while. Well, this and the screenshots I'll be updating sometime soon.

I remain,
Craa

Post comment Comments  (10 - 20 of 29)
-Amnesia-
-Amnesia- Dec 22 2013, 9:56am says:

The screenshots looks amazing!Wating for this!

+5 votes     reply to comment
Boss-DOS
Boss-DOS Dec 21 2013, 8:35pm says:

Those screenshots look absolutely gorgeous.
I'll be waiting for this one.

+3 votes     reply to comment
CraackerTraash
CraackerTraash Dec 21 2013, 9:13pm replied:

I appreciate it. I'll try not to keep you waiting too long.

+2 votes     reply to comment
Landvaettr
Landvaettr Nov 27 2013, 1:34pm says:

Looks very promising, tracking!

+3 votes     reply to comment
Rueppells-Fox
Rueppells-Fox Nov 2 2013, 4:16am says:

This looks fantastic! I'm definitely tracking it :D

+3 votes     reply to comment
CraackerTraash
CraackerTraash Nov 2 2013, 4:19pm replied:

Glad to hear it!

0 votes     reply to comment
MatsSoevik
MatsSoevik Oct 29 2013, 7:14pm says:

Tracking!

+3 votes     reply to comment
eze2508
eze2508 Jul 25 2013, 12:22am says:

where can I download the Demo, I´ve read "Demo out now!" but i cannot find the link.
Thank you (;

+2 votes     reply to comment
CraackerTraash
CraackerTraash Jul 25 2013, 7:24pm replied:

Sorry about that. I took the demo down because it was so outdated and, more importantly, a very bad example of what the final version will be like. I could upload a newer, updated version if you'd like.

+3 votes     reply to comment
eze2508
eze2508 Jul 26 2013, 11:40am replied:

No problem, I´ll wait for the full version
By the way, the story looks awesome, i am looking forward to play this custom story as soon as posible ;)

+2 votes     reply to comment
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