09-16-2013, 04:23 PM
(09-16-2013, 04:07 PM)wretch Wrote: [ -> ]I tested them both as chase themes, and the TDD chase theme sounds a lot better ingame than the wretch attack one.Ah, too bad, I liked that music^^
Oh well, if it's for the best
(09-16-2013, 04:07 PM)wretch Wrote: [ -> ]I tested them both as chase themes, and the TDD chase theme sounds a lot better ingame than the wretch attack one.Ah, too bad, I liked that music^^
(09-16-2013, 12:26 PM)Potato Wrote: [ -> ]You know, wtf is with all these 1 star rated threads? Is there really someone rating all the non-rated threads with 1 star, srsly?
edit: sorry for off topic, but this was the most recent thread that was an example.
On topic: I'm actually kind of interested, I think it could be fun to see some more monster encounters implemented, especially with the Engineer monster, didn't you only encounter it one time in London?
(09-16-2013, 09:57 PM)wretch Wrote: [ -> ](09-16-2013, 12:26 PM)Potato Wrote: [ -> ]You know, wtf is with all these 1 star rated threads? Is there really someone rating all the non-rated threads with 1 star, srsly?
edit: sorry for off topic, but this was the most recent thread that was an example.
On topic: I'm actually kind of interested, I think it could be fun to see some more monster encounters implemented, especially with the Engineer monster, didn't you only encounter it one time in London?
You get swarmed by them whenSpoiler below!
you have to climb the pipes to escape back to London
Spoiler below!
But it's true, the Engineer monster gets very little attention in the game and that just needs to be fixed.
He was likely the monster featured in the first teaser of AMFP, also.
(09-16-2013, 09:59 PM)jeVonns Wrote: [ -> ](09-16-2013, 09:57 PM)wretch Wrote: [ -> ](09-16-2013, 12:26 PM)Potato Wrote: [ -> ]You know, wtf is with all these 1 star rated threads? Is there really someone rating all the non-rated threads with 1 star, srsly?
edit: sorry for off topic, but this was the most recent thread that was an example.
On topic: I'm actually kind of interested, I think it could be fun to see some more monster encounters implemented, especially with the Engineer monster, didn't you only encounter it one time in London?
You get swarmed by them whenSpoiler below!
you have to climb the pipes to escape back to London
Spoiler below!
But it's true, the Engineer monster gets very little attention in the game and that just needs to be fixed.
He was likely the monster featured in the first teaser of AMFP, also.
I'm very sure the monster from the 1st teaser was the Wretch.
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Hey guys.
Amnesia: A Machine for Pigs. Truly a great game with a deep, immersive storyline. But what about its cons? Most of the doors in the game are locked & bolted, with the amount of optional rooms in the game being minimal. And the monsters... the amount of dangerous monster encounters is low, and even then these monsters prove not dangerous enough. Too slow, too easy to outrun. Hiding in rooms, praying the monster won't come, break down the door and eat you, is a thing that no longer exists in AMFP.
What about the bugs? There are a few places that might end up having you falling out of the map or getting you stuck, forcing you to load a previous save.
This future mod seeks to fix these problems.
Features will include....
Work on the mod cannot start until the level editor is updated to work with AMFP assets. I'm just hyping up the mod early. So people can know what to expect later.
Interactivity: You'll be able to carry a lot more objects, just like good old The Dark Descent!
Last worked on: Not started
Exploration: Most of the locked doors are now unlocked and open for exploration.
Last worked on: Not started
More Pig! More Pig!: There will be a few extra monster encounters throughout the game.
Last worked on: Not started
Extra Creepy: The beefed up monster encounters will usually place you into a terrifying situation with a dark, creepy atmosphere. The atmosphere will also gain significant changes outside the monster encounters.
Last worked on: Not started
More Danger: The pig monster stats will be porked up exponentially, increasing the terror as the monsters now pose a very serious threat. Mandus will no longer regenerate health, relying on an alternate method of healing.
Last worked on: Not started
Bug fixes: I will fix whatever bug I am capable of fixing. Expect no more getting stuck or falling out of map Special thanks to everybody who contributes to the "Pigs and the Bugs" topic.
Last worked on: Not started
A few surprises: There will be 2 very special surprises. Maybe even 3! Super vague hint: One of them has something do with inventory. Let's just say I have this "something to do with the inventory" feature completely figured out already.
Last worked on: Not started
Countless of minor changes: One of the many is the old chase theme from ATDD returning, as the new one is silent and does not induce the terror the old one did.
Last worked on: 2013.09.16
(09-16-2013, 10:45 PM)Doomed316 Wrote: [ -> ](09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Hey guys.
Amnesia: A Machine for Pigs. Truly a great game with a deep, immersive storyline. But what about its cons? Most of the doors in the game are locked & bolted, with the amount of optional rooms in the game being minimal. And the monsters... the amount of dangerous monster encounters is low, and even then these monsters prove not dangerous enough. Too slow, too easy to outrun. Hiding in rooms, praying the monster won't come, break down the door and eat you, is a thing that no longer exists in AMFP.
What about the bugs? There are a few places that might end up having you falling out of the map or getting you stuck, forcing you to load a previous save.
This future mod seeks to fix these problems.
Features will include....
Work on the mod cannot start until the level editor is updated to work with AMFP assets. I'm just hyping up the mod early. So people can know what to expect later.
Interactivity: You'll be able to carry a lot more objects, just like good old The Dark Descent!
Last worked on: Not started
Exploration: Most of the locked doors are now unlocked and open for exploration.
Last worked on: Not started
More Pig! More Pig!: There will be a few extra monster encounters throughout the game.
Last worked on: Not started
Extra Creepy: The beefed up monster encounters will usually place you into a terrifying situation with a dark, creepy atmosphere. The atmosphere will also gain significant changes outside the monster encounters.
Last worked on: Not started
More Danger: The pig monster stats will be porked up exponentially, increasing the terror as the monsters now pose a very serious threat. Mandus will no longer regenerate health, relying on an alternate method of healing.
Last worked on: Not started
Bug fixes: I will fix whatever bug I am capable of fixing. Expect no more getting stuck or falling out of map Special thanks to everybody who contributes to the "Pigs and the Bugs" topic.
Last worked on: Not started
A few surprises: There will be 2 very special surprises. Maybe even 3! Super vague hint: One of them has something do with inventory. Let's just say I have this "something to do with the inventory" feature completely figured out already.
Last worked on: Not started
Countless of minor changes: One of the many is the old chase theme from ATDD returning, as the new one is silent and does not induce the terror the old one did.
Last worked on: 2013.09.16
sorry if I sound like a let down but the HPL2 editor won't be added to a machine for pigs due to conflicting game mechanics. The assets for AAMFP will go to the HPL2 engine for TDD and not to AAMFP with its HPL2.5 engine. I am thinking of doing the same thing but due to no mod support for AAMFP I have to do it the hard way and change variables and stuff assuming I can even convert music from TDD to AAMFP.
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Interactivity: You'll be able to carry a lot more objects, just like good old The Dark Descent!Honestly kind of pointless, but OK.
Last worked on: Not started
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Exploration: Most of the locked doors are now unlocked and open for exploration.Probably not a good thing. Have you seen youtube gameplays of the game? People get lost enough as it is. Adding a bunch of pointless rooms will only make the game harder, and it will make it easier to get stuck, and thus pulled away from the atmosphere.
Last worked on: Not started
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]More Pig! More Pig!: There will be a few extra monster encounters throughout the game.OK I guess...
Last worked on: Not started
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Extra Creepy: The beefed up monster encounters will usually place you into a terrifying situation with a dark, creepy atmosphere. The atmosphere will also gain significant changes outside the monster encounters.Sounds good, but I'm willing to bet you don't know the first thing about designing a creepy atmosphere. It probably isn't as easy as you may think. Still, go ahead if you want to give it a shot. You may end up surprising me.
Last worked on: Not started
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]More Danger: The pig monster stats will be porked up exponentially, increasing the terror as the monsters now pose a very serious threat. Mandus will no longer regenerate health, relying on an alternate method of healing.No. No no no no no. Don't do that. You may think a stronger monster equals a scarier monster, but that is simply not true. The player doesn't know how strong the monster is to begin with. Worse: players usually jump not when they die, but when they are hit. Being hit is scary, dying is not. If the monster is too strong, the player would die too quickly. Plus you risk making the game too hard, maybe even frustrating, completely destroying the atmosphere.
Last worked on: Not started
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Bug fixes: I will fix whatever bug I am capable of fixing. Expect no more getting stuck or falling out of map Special thanks to everybody who contributes to the "Pigs and the Bugs" topic.OK.
Last worked on: Not started
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]A few surprises: There will be 2 very special surprises. Maybe even 3! Super vague hint: One of them has something do with inventory. Let's just say I have this "something to do with the inventory" feature completely figured out already.An inventory? Seriously? Truth is, since Penumbra, the inventory has been progresively becoming less and less relevant. If you ask me, it was only natural that it went away.
Last worked on: Not started
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Countless of minor changes: One of the many is the old chase theme from ATDD returning, as the new one is silent and does not induce the terror the old one did.Doesn't sound bad, though I must say I liked how the game managed to have scary chases even without resorting to scary music.
Last worked on: 2013.09.16
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Countless of minor changes: One of the many is the old chase theme from ATDD returning, as the new one is silent and does not induce the terror the old one did.
Last worked on: 2013.09.16
(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]More Pig! More Pig!: There will be a few extra monster encounters throughout the game.
Last worked on: Not started
(09-17-2013, 08:07 AM)Ideka Wrote: [ -> ]@wretch : as this would probably decrease the game's performances, maybe you should remove some of the objects. For example, there are a lot of bottles in the drawers (I mean... what's up with all these bottles in the drawers ? Every time, I was like "damn, they sure are thursty !" )(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Interactivity: You'll be able to carry a lot more objects, just like good old The Dark Descent!
Last worked on: Not started
Honestly kind of pointless, but OK.
(09-17-2013, 08:07 AM)Ideka Wrote: [ -> ]Honestly, when I look at most of the Amnesia Let's Plays on YouTube, all I see is someone running everywhere, switching all the switches they find without knowing what they do and taking every objects they find to throw them on the walls. They act so randomly and pay so little attention, I think they would get lost on a straight corridor^^(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Exploration: Most of the locked doors are now unlocked and open for exploration.
Last worked on: Not started
Probably not a good thing. Have you seen youtube gameplays of the game? People get lost enough as it is. Adding a bunch of pointless rooms will only make the game harder, and it will make it easier to get stuck, and thus pulled away from the atmosphere.
(09-17-2013, 08:07 AM)Ideka Wrote: [ -> ]@wretch : I really do believe that some parts of the game could use one monster encounter.(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]More Pig! More Pig!: There will be a few extra monster encounters throughout the game.
Last worked on: Not started
OK I guess...
(09-17-2013, 08:07 AM)Ideka Wrote: [ -> ]I agree on this one. Personnaly, I died 2 times during the game : on the first encounter and on the second Tesla Pig. Honestly, I don't mind that the monsters can hit me several times before dying (plus, you die after 3 or 4 hits which is not that much), they are not less scary because of that (that Tesla Pig... oh, man !).(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]More Danger: The pig monster stats will be porked up exponentially, increasing the terror as the monsters now pose a very serious threat. Mandus will no longer regenerate health, relying on an alternate method of healing.
Last worked on: Not started
No. No no no no no. Don't do that. You may think a stronger monster equals a scarier monster, but that is simply not true. The player doesn't know how strong the monster is to begin with. Worse: players usually jump not when they die, but when they are hit. Being hit is scary, dying is not. If the monster is too strong, the player would die too quickly. Plus you risk making the game too hard, maybe even frustrating, completely destroying the atmosphere.
If you ask me, the best you could do is detect if the player is making an effort to survive, and make him immortal if he is. Otherwise let him die. Probably not easy to do though.
(09-17-2013, 08:07 AM)Ideka Wrote: [ -> ]I do agree that the inventory was almost useless in TDD.(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]A few surprises: There will be 2 very special surprises. Maybe even 3! Super vague hint: One of them has something do with inventory. Let's just say I have this "something to do with the inventory" feature completely figured out already.
Last worked on: Not started
An inventory? Seriously? Truth is, since Penumbra, the inventory has been progresively becoming less and less relevant. If you ask me, it was only natural that it went away.
Even if you disagree with that, what the hell do you plan on having an inventory for, if I may ask? The game has no items for the player to store anyway.
(09-17-2013, 08:07 AM)Ideka Wrote: [ -> ]@wretch : I already told you what were my feelings about that ^^(09-16-2013, 09:38 AM)wretch Wrote: [ -> ]Countless of minor changes: One of the many is the old chase theme from ATDD returning, as the new one is silent and does not induce the terror the old one did.
Last worked on: 2013.09.16
Doesn't sound bad, though I must say I liked how the game managed to have scary chases even without resorting to scary music.