THIS MOD IS STILL IN DEVELOPMENT! I have no release date nor even an estimated guess. There have been many obstacles and causalities that have been preventing me from developing this story. I should be back now and will continue to develop in my free time. If anything, I'll probably end up finishing it after the Machine for Pigs entities have been transferred over to the Dark Descent.

***WHEN THIS STORY IS RELEASED, READ THE "HOWTO.TXT" FILE FOR INSTALLATION AND FULL WALKTHROUGH, JUST IN CASE IF YOU GET STUCK. ALSO MAKE SURE TO CHECK OUT THE UPDATE NOTES AT THE BOTTOM OF THIS TEXT BOX FOR MORE INFORMATION***

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"I need your help, badly!"

"What is going on over there?!"
"I don't know...there are strange creatures lurking everywhere...I don't know what I'm supposed to do.."
"Uuhh...what're they doing?"
"Ugh..aarrghh! They fou--"
"Brother?!"

The phone call ends.
"Something happened to my brother..." you say aloud. "I have to go see him!"
Your name is Benjamin Riley and you've heard strange incidents that just recently happened at the Castle of Brennennburg. The things you've heard were or so they seemed, highly impossible..and maybe even supernatural? Weird things happened, such as 'monsters' and red goop appearing followed by terrifying screams and shouts. You didn't believe it. Until that phone call with your little brother, Dalton Riley. Without thinking, you venture through a mountainous region to your brothers mansion. Until...
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Features:
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Decently long story (Several maps!)
Fairly easy puzzles
No jump scares/teleporting naked guys (Even for a first custom story!)
Custom Sounds and Music (I took out the demonic track as that caused headaches)
Checkpoint Features
Decent amount of detail and atmosphere
Nice scares (With my own little..."touches")
Over 500 lines of scripting (Easy to understand if you want to copy/look at my script)
Slight Oil Recovery when the lantern is off (may be changed, as I've added a lot of light in some areas)

A simple tutorial mode (You will spawn in it, complete it to continue to the main story, skipable)
Some Penumbra Models/Entities
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This is not a full conversion, however, the Justine 1.2 patch is required. This story may or may not have chapters/sequels to it. It all depends on if I want to continue the story or the ratings on the Moddb page.
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Constructive criticism is a must. I will take your word for everything said and hope to improve as much as I can.

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UPDATE: July 13, 2013
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My computer completely died. So I had to go out and buy a new computer from saving up all of my money through June and up to now of July, plus money from previous months. Anyways, I bought a gaming computer! Since my laptop was broken, I couldn't do anything. So development ceased for the moment. However, it's back up now!

Updated Features:
*Redesigned the tutorial with more detail and coding (also added some extra rooms)
*Gives you the option to skip tutorial
*Redesigned the second map which is still a chase scene (made it longer, more details and a skybox)
*Current rooms in the 3rd Map are much smaller

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UPDATE: October 1, 2013
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The development is running along pretty smoothly. I've encountered quite a few problems though and they're really getting in the way. However, despite the obstacles, I've overcome most of them. The story is much closer to the end than what you're probably thinking. I'm going through and bug fixing codes for current maps and making sure entities aren't colliding with each other. (It's a very annoying graphical glitch and it will make older computers, like my old laptop, lag. So I'm making sure that none of that stuff is colliding)
An unfortunate bug is when you're in the dungeon. I added some extra stuff for more scares. However, that completely ruined the code and I don't get an error explaining what the problem is. I've deleted the extra codes I added, but everything still continues to not work. I'm working on changing that coding around and see if that works. I think about this story all of the time. In my free time when I'm not busy but I'm not available to edit the story, I jot down notes, extra stories, new custom story ideas, Easter Eggs along with writing down the coding in a notebook or my phone. Then put it all in my code when I'm available next. So development is generally pretty fast. It just depends on how busy I am.

Updated Features:
*Extra Story (the story will randomly switch you between Ben, the main character, and your brother to see what situations they're in).
*Two, possibly three endings (I haven't decided yet, as I'm not even on the final map yet. However, I do know how each ending will happen though)
*Extra particle effects (not really worth mentioning, however, still cool)
*My own (at least I've never seen it before) "custom" water puzzle, which you'll encounter a couple
times
*A few Easter Eggs (they could be simple things like extra rooms for hidden items, or may lead to a completely different story)
*The story is now divided into chapters, which are kind of short, but not too short, nor too long
*This story is kind of like Amnesia: A Machine for Pigs (What I mean by that is, SPOILERS!!: if you noticed how a lot of doors are locked and the story is relativity straight forward? My story is like that too. However, I have a lot of rooms that are there for designing purposes, while other rooms hold key elements to advance. Explore them all!)

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Chapter List (read with care as these are the names of the chapters, which could spoil some stuff):
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Chapter 01: The Rescue (100% Finished)
Chapter 02: Dalton's House (93% Finished)
Chapter 03: No Turning Back (98% Finished)
Chapter 04: Trapped (4% Finished, still working on it)
Chapter 05: Decisions (2% Finished, still deciding on how I want to wrap it up)

(From here on down, this might be made into a separate Amnesia: Ben's Story game. Undecided.)

Chapter 06: Continuation (0% Finished)
Chapter 07: The End To All of Us (0% Finished)
Chapter 08: Goodbye (0% Finished)
Chapter 09: The End (1% Finished, I know how to end it. I haven't actually started yet)

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Slight Oil Recovery

Client Side Coding Tutorial

This tutorial is pretty easy.
Here is the basic script:

Under the OnStart, add this timer:
AddTimer ( "", 5, "OilRecovery" );

void OilRecovery ( string &in asTimer )

{
if (GetLanternActive() == false);
{
AddPlayerLampOil (0.25);
}

AddTimer("", 5, "OilRecovery");
}

When you start the map, the OnStart will activate, meaning the timer will activate. When it activated, it will trigger that every 5 seconds of inactive use for the lantern, it will regain 0.25% of oil. However, you can change the numbers to anything you want.

If you changed the 0.25 to 50 and change the time of 5 seconds to 2 seconds, than every 2 seconds, the lantern will regain 50% of oil.

In the end, this is NOT my own tutorial, but a cool little feature I saw at the Engine Scripts page. I just changed things around so its not exactly like the script. I increased the time slightly on my script with more oil. I have this set to one map. I don't know if you have to do this for multiple maps (I'll assume you do) or if it will work throughout all maps.

Post comment Comments  (0 - 10 of 13)
MikTheGamer
MikTheGamer - - 1 comments

I need to play it. it look like a nice custom story!

Reply Good karma Bad karma+3 votes
SwedishGames
SwedishGames - - 263 comments

Personally, I would think it is wise to not take pictures from the level editor. It doesn't give the atmosphere and it doesn't look good for that reason. My tip would be taking some time into detail, and take pictures in game.

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Taylor122002 Creator
Taylor122002 - - 17 comments

Take pictures in the game? I actually never thought of doing that. XD I sometimes see people take pictures of the level editor so I thought I would too.
But, any other pictures I post will be in-game. Thanks for the tip!

Reply Good karma+1 vote
Guest
Guest - - 689,545 comments

So, wheres the download?

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Taylor122002 Creator
Taylor122002 - - 17 comments

Unfortunately, my computer completely died. So I went out and bought a stronger computer, an actual gaming computer! :D
So, the development will start to pick up again shortly.

Reply Good karma+1 vote
PewDiePiePDP
PewDiePiePDP - - 7 comments

☣Kaernk☣ It's huge mansion maybe thats why there are huge rooms. Ofc there are smaller etc.

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CheesyDeveloper
CheesyDeveloper - - 1,554 comments

You missed my point... My room is, as mentioned 3 times smaller than bedrooms in Amnesia but we still have the largest house on the street (bigger family, but still). You either have alot of big rooms, or alot of small/medium rooms. I don't see a reason to have huge rooms if people only use 50% of the rooms anyway. A huge room should at least be huge for a reason

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Taylor122002 Creator
Taylor122002 - - 17 comments

Lol! I didn't intend on the mansion being big--even though its a mansion. XD I just made the tutorial room bigger then what I wanted and I was too lazy to go back to and fix it. However, I'm keeping a close eye on my rooms for the story itself and not the tutorial.

Reply Good karma+1 vote
Guest
Guest - - 689,545 comments

No point making a custom story without jumpscares IMO...

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Taylor122002 Creator
Taylor122002 - - 17 comments

I want people to PLAY the story. Not be...turned off..by silly jump scares. Then rate it low, I'd rather keep it as it is. However, I thought it would be fun to make a troll map. So I'm slowly developing that, although that's not my main priority right now. What is my priority, is releasing a well made first story to show to people that I can also make good stories without having the use for pointless scares that only work once.

Reply Good karma+2 votes
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