Kein
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RE: Amnesia: A Machine For Pigs Discussion
Wait, I thought demo fro DD was released before?
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10-23-2012, 08:57 AM |
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Dutton
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RE: Amnesia: A Machine For Pigs Discussion
If A Machine for Pigs is an "Expantion pack" for Amnesia, woudln't it be wierd to release yet another demo?
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10-23-2012, 09:05 AM |
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Deep One
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RE: Amnesia: A Machine For Pigs Discussion
(10-23-2012, 09:05 AM)Dutton Wrote: If A Machine for Pigs is an "Expantion pack" for Amnesia, woudln't it be wierd to release yet another demo?
AMFP is not a expansion pack for TDD, it's a whole new game...
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10-23-2012, 09:37 AM |
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Dutton
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RE: Amnesia: A Machine For Pigs Discussion
a whole new game running on the same engine?, "Amnesia: A Machine For Pigs"
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10-23-2012, 09:58 AM |
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Jack O'Lantern
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RE: Amnesia: A Machine For Pigs Discussion
(10-23-2012, 05:44 AM)GrAVit Wrote: In any case, the demo will likely be released after the main game, just like in The Dark Descent. The demo for The Dark Descent was released a few days before the entire game. I played the demo before the actual game, and found the Flooded Archives just as terrifying the second time around.
(10-23-2012, 09:58 AM)Dutton Wrote: a whole new game running on the same engine?, "Amnesia: A Machine For Pigs" A Machine For Pigs is an 'indirect sequel' to The Dark Descent. Unlike Justine, which was an expansion to TDD, AMFP is going to be a full length game (probably about the same length as TDD). It is set in the same 'universe', but a few decades into the future, with different characters and settings. It is going to run on HPL2 - the same engine as TDD - but it will have some modifications.
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10-23-2012, 10:11 AM |
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Piacesi
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RE: Amnesia: A Machine For Pigs Discussion
Im like demos but the amnesia machine for pigs need one, not to play one part = Amnesia the dark descent demo, but to show the engine, fear and psychics of the monsters, and the texture of the game.
But not to take a map of the full game, and post in the google a link of this map to ''download the demo''...
(10-23-2012, 09:05 AM)Dutton Wrote: If A Machine for Pigs is an "Expantion pack" for Amnesia, woudln't it be wierd to release yet another demo? Amnesia: A.M.F.P dont is a Expantion pack, in the end of the amnesia dark descent you die. Machine for pigs is a new game. With news monsters, puzzles and historys...
i like so much this games
(This post was last modified: 10-23-2012, 10:59 AM by Piacesi.)
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10-23-2012, 10:15 AM |
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Piacesi
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RE: Improving monsters
Sorry, im not talk very good english and i live in brazil... thx to translate to me bro...
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10-23-2012, 10:48 AM |
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xxxxxxxxxxxxxxxx
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RE: Improving monsters
Yes, Amnesia depended quite heavily on the player willingly "playing along", that is, on him pretenting that the monsters were smarter than they actually were and that dieing was an actual threat (which it wasn't). But I think that's okay. Most games require some suspension of disbelief and if someone's trying too hard to break the game then he wasn't willing to immerse himself anyway
Still, a bit of AI improvement won't hurt, especially in places where their dumbness decreases immersion. (Pathfinding etc) But keep in mind - if the monsters become too smart they could also ruin the experience because they become too unpredictable for the person designing the level and fleeing or hiding from them could be too hard thus making the player die too often.
I mean think about it: Having the monster for example search every possible hiding spot in a room after breaking the door sounds awesome in theory. But in practise all it means is that you'll either have chase sequences all the time because the player has to jump out of his hiding spot and run or that the player will get killed every time he tries to hide somewhere. But if you make the monster so that it only ever searches the places where the player isn't, players will notice that what seems like intelligent behaviour is nothing but a facade.
Its a problem with stealth games in general. Most maneuvers from stealth games would be near impossible to pull off in real life because they depend on the enemies being somewhat stupid and predictable. If a real life security guard heard a suspicious sound, he wouldn't have a half-hearted look around and then simply forget about it. He'd search the whole damn place and he'd probably also have a pretty good idea of where he would try to hide if he was the intruder
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10-23-2012, 11:28 AM |
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Kreekakon
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RE: Improving monsters
(10-23-2012, 11:28 AM)Hirnwirbel Wrote: Its a problem with stealth games in general. Most maneuvers from stealth games would be near impossible to pull off in real life because they depend on the enemies being somewhat stupid and predictable. If a real life security guard heard a suspicious sound, he wouldn't have a half-hearted look around and then simply forget about it. He'd search the whole damn place and he'd probably also have a pretty good idea of where he would try to hide if he was the intruder Another thing which is a running occurrence is that they NEVER LOOK UP! They could save themselves a lot of trouble if they did that in their relaxed mode.
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10-23-2012, 11:44 AM |
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Dutton
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RE: Amnesia: A Machine For Pigs Discussion
(10-23-2012, 10:15 AM)Piacesi Wrote: in the end of the amnesia dark descent you die.
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10-23-2012, 11:54 AM |
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