Sorry for late reply, I was on holidays. I'd love to publish it :D
Sorry for late reply, I was on holidays. I'd love to publish it :D
It has been cut due to time constraints if I'm not mistaken, I'll just copy-paste the note here (it is bad that is why it has been cut but you deserve to read it):
"After months of experimenting I have got the exact formula. First the Mercury. You will have to make them inhale enough Mercury over time for them to go mad. This happens because Mercury weakens their souls and their animalistic instincts come out. This is why first transporting these subjects to the Dungeons is key. If you see horror on their faces first, their souls are weak and are of no use to us. If they act agressively then they are perfect. It's a small difference but it's the more important. After that, we usually send them to the Asylum for storage. It is much closer to the Laudanum labs where we are completing the extraction.[br][br]When the individual is ready, we get them to the extraction room where we chain them up (they become extremely agressive once the extraction has started) and drink them a bottle of Grandium. This results in serious pain for the subject and some won't even survive it. Many died, but many of them just became non-responsive to outside stimulus. They were very much alive but did not react to anything. There was one exception who became extremely hostile towards humans and lost every last bit of empathy for others that is left in them. We are still investigating why.[br][br] The dead become Shells. Lifeless and soulles coprses those become heavily reactive with other chemicals, especially Grandium. The mixture of Mercury and Grandium in their body will make them even explosive. The result of the extraction is about 2-4 gramms of pure gold."
Watch the patterns where you picked up the books and you have to match them in the room. Also you can just skip it anytime, you are required to complete 2 rooms (and one of them is not a puzzle) to be able to build up to the well :)
Sorry to hear you were frustrated, there are only 2 endings. Replying to your previous comment I didn't want to straight up tell the player that "hey, these are your choices" because it's not only unrealistic but it's boring in my opinion. I did try my best to hint the player into their options. Just as an example the part where you can chose the ending: you get two hints; 1) the note straight up from the "villain" of the mod to go away and not "ruin" his stuff and 2) there is the glowing shovel telling you that it can be used to move some rubble. I trust the player to make the right choice for him and after that they can always just start a new game and experience the other path. This is a big investment I expect from the player I know that, especially from a mod this caliber and size, but I wanted to reward players who truly care about the mod or willing to invest that extra 1 or 2 hours :)
There are two endings only, and there really isn't a "wrong path". The endings really aren't the focus of the mod, the focus is more on puzzles and exploration. I made the player to start over the game for the other ending so they will explore paths and placec they might have not found on their first playtrough or find notes/story pieces which might fill a few holes in the story :)
That is pretty much it for that path. There is always the other path ;)
I have cleared up the overview of the mod and am working on an update that will fix some issues hopefully.
I will look into the issue and release a fix asap. Thanks for the encouragement :)
I will look into it and will release a patch asap
Yeah, that was a big design problem which I tried to fix as much as I could during development (the window used to be further away) but just realised that if I just moved the door further from the gate it would have been fine. Maybe in a 1.1 patch later.
For anyone asking; it is intentional that you can't just run trough the gate. You have to open the thing on the reception's window and pull the lever from the outside. If you guys are interested I can make a video just for the solutions of the puzzles and maybe a lore explanation video if you are interested.
Okay yeah I'm dumb. I realised the stats graph shows daily views and what was bothering me was that those two articles got the most traction after publishing them. For some reason I completely forgot about all time visits. I guess title and context matters since this article is now the most viewed on ITS RELEASE DAY. Thanks for helping me solve a mystery :'D
-Yeah the notes were heavily WIP at that point
-There will be sanity potions hidden accross levels, it's just one of the easier ones ;)
-It is supposed to be a flashback sequence. It has missing textures to represent the fact that people don't remember everything of a place they visited only once maybe, altough right now I'm contemplating removing the narration and just letting the player come up with his own explanation to it
Overall thanks for the feedback, it helps greatly <3
Thanks :) this style is what I am aiming for. To not be Amnesia but still look like it's Amnesia
Thanks! I'll do my best not to disappoint :D
Wow, I just came here 12 hours after releasing the Wine cellar dev diary and I just checked. The mod is 412th on moddb. I'm so overwhelmed right now. Thank you to everyone for all the support and interest you gave the mod. It gives me so much inspiration :D
It is planned to be released around late September-October, but release date may vary
Honestly, this is way better tutorial than the one on the wiki page for HPL2, which is a bit too simplistic, not descriptive enough or just plain missed information on some cruitial parts. After toying around in the level editor for years even I learned a few things :D (good to know you can make compounds by pressing B, how easier that would have made my life if I'd have known it earlier). Overall, nice tutorial for covering the basics and some of the more advanced stuff.
Thanks for the feedback, I might rethink aestetically that part but it is not the no. 1 priority right now :)
It is, there may be some quality of life improvements and such, but to the most part I wanted the trailer to showcase a part of the mod that will NOT change, so it is safe to say the gameplay part of the trailer won't really change. Might change the lightning here and there or change a few details tough.
Yep, as all the others he will have a unique personality as well ;) He won't appear for too long tough, he is currently planned to be a monster between the two paths you can take at this part of the mod and none of the other monsters made sense to be here (I played around with the Brute but I just don't like him for some reason). He will also have custom sounds.
I would be really happy to see you play it :D
Thanks, I'll do my best to make you feel the same after playing it :D
That's why the game is called "Amnesia" :D thanks btw :)
If you click on them you can see they are different.It might be a bug, but I don't know it myself.
Wow, and I thought the angles of the shapes are the key.Thanks for the answer, it would take a while to solve by myself:)
I'am stuck outside where I should figure out the code to get inside.
I could solve it but I'am too lazy for it, sorry :P, so could you please tell me the code?:)
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