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Daniel's Sanity (WIP) - Printable Version

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RE: Daniel's Sanity (WIP) - Clord - 05-22-2011

(05-22-2011, 08:18 PM)Dark Knight Wrote: well now fully works!

great idea with atacking 2 justine monsters simultaneously! really faster and dangerous, than any of brutes...

Spoiler below!
[Image: 18413102.th.jpg]
huhhhhhhh!



I wanted to add more than just hide until monster disappears like in Amnesia - The Dark Descent, where most of time monsters didn't was actual threat.

Then there is thing about many other Custom Stories, they really lack when it comes to telling the story (absence of real storyline).


RE: Daniel's Sanity (WIP) - Clord - 05-23-2011

(05-22-2011, 11:17 PM)Clord Wrote:
(05-22-2011, 08:18 PM)Dark Knight Wrote: well now fully works!

great idea with atacking 2 justine monsters simultaneously! really faster and dangerous, than any of brutes...

Spoiler below!
[Image: 18413102.th.jpg]
huhhhhhhh!



I wanted to add more than just hide until monster disappears like in Amnesia - The Dark Descent, where most of time monsters didn't was actual threat.

Then there is thing about many other Custom Stories, they really lack when it comes to telling the story (absence of real storyline).

Another version released and I found out that pathnodes not like to being used twice.
Some changes.

- Monster patrols are now fully functional.
- Ending credits when you reach to certain point!

There will be more to come. Smile


RE: Daniel's Sanity (WIP) - Clord - 05-23-2011

New changes.
- Continued second level.
- Added some missing walls.


RE: Daniel's Sanity (WIP) - Dark Knight - 05-23-2011

Clord

SO, maybe you should write a new version of map?
like others people do it - release new version, v 1.2, v.1.3 , etc.
and update the first post.

awaiting for new areas!Smile


RE: Daniel's Sanity (WIP) - Clord - 05-23-2011

I typically use version numbers too. However I'm currently releasing such fast rate new versions that there has not been need for that yet.


RE: Daniel's Sanity (WIP) - Clord - 05-23-2011

I want to do puzzle what we see in Justine. It is about putting lever to socket and then using it to unlock the door. However I want to do it with three levers.

So I might trash puzzle aspect as it is bit distracting from horror anyways.


RE: Daniel's Sanity (WIP) - Clord - 05-24-2011

Third map is progressing and I start to feel that using keys and monsters to direct player's progress is just fine.


RE: Daniel's Sanity (WIP) - Tenno - 05-25-2011

This story was good in regards to the puzzle solving, however, in the horror aspect it missed the mark. The notes were littered with very poor grammar but I don't blame you, I'm guessing english isn't your first language.

Having said all that I still enjoyed playing through the story and hope to see more.


RE: Daniel's Sanity (WIP) - Clord - 05-25-2011

Hehe, Daniel has developed his own split personality problem in my storyline.

Also about horror aspect, I would need more feedback what scares some people as I'm harder to scare by game than most. I have watched tons "Let's play" videos on Youtube to see reactions of various people when they play the main story.

If game was set to modern time, I would have way easier time to make story to have more good English (I can't use expressions like "Hey, let's go" etc considering the timeline the story is set).


RE: Daniel's Sanity (WIP) - Clord - 05-25-2011

Third level is progressing well. It has more complex design what also makes use of stairs.

As my mapping skills are improving, I fill do some design improvements to first and second levels too.