Amnesia: The Dark Descent - Remastered
AdventureA complete remaster of Amnesia: The Dark Descent, bringing it back to life for the last time after 10 years.
this is my first amnesia mod. you spawn in a chamber and you don't know what's happening. you don't know why you spawned here. and wat your goal is. the mod is in development. and the date for uploading is not be decided.
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A complete remaster of Amnesia: The Dark Descent, bringing it back to life for the last time after 10 years.
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i'm busy to make the demo. the demo is almost done. i will make a credits on the end. i am reading now some scripting tips on www.wiki.frictionalgames.com
some parts of the custom story is made by my little brother. he is 10 years old.
if some problems is fixed. i post a message.
the monster walk is fixed. if he heard me. he break the door and folows the script i have scripted.
m3ntalman.
the wall issue is almost fixed. maybe i can change something else.
darkdimensions.
thank you for the tips. sometimes i need to translate because i am dutch. because it's the first time i create it and i'm 13 years old. i am a really young beginner. i fix the monster walk area's i try it out but the monsters don't walk.
thank you both for the tips.
You're welcome. I wonder where did you get the game from, it's rated M.
If monster's aren't following scripted path, then there may be a chance that something is going wrong with the script, I hope you know how to add path nodes to enemies( if you don't , it's done using 'AddEnemyPatrolNode' function, for eg : AddEnemyPatrolNode("Servant_Grunt", "PathNodeArea_1", 0.0, "");).This should do it.
i've already undertand how i add the pathnodes. it works. but now i am busy with scripting door slam. and i need help with that.
Nicely designed, considering your first ever mod.Go ahead make some more changes, fill up your rooms with entities like furnitures, ornaments, don't keep inventory in the open, at least hide them behind something like a box or a barrel and most importantly place some 'path nodes' for monsters to follow, and be sure to put at least three of them at turning walls. This ensures that enemies don't stuck there like dumb a**es (though in reality they are) as M3NTALMAN said.And the last thing that eases up designing a lot is "Snap Separation" in Level editor, .25 is by far the best IMO but occasionally you'll need to turn off snapping for placing items such as "Candlestick (1,2)",flowerpots etc.