Acies
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RE: Amnesia Mod Wishlist
Continuing from above article:
Gameplay
The themes of the mod will be focused on the consequences of choice, power and "selling your soul". Depending on wheter the player broke during the torture or not will affect the drive behind his main goal/first assumption (such as the main goal/assumption in Amnesia is to kill Alexander). If the player broke down during the torture that will be his first step towards the "evil path". He will set out with the goal to take his revenge on the butcher. If he held steadfast he will set out with the goal to escape (and return to his family).
As the player continues his path he will occasionally stumble upon "ritual sites" containing torture devices, human victims and further information on vitae and the vitae's use for magical rituals (fan-inspired information added to the Amnesia mythos). The conversations will then depend on the actions of the player. Using that particular site's information on vitae he may sacrifice the victim to aquire his vitae, in turn gaining "powers" (thus turning towards the evil path). He also has the choice to save the victim, but that won't yield any new power for the player (the good path obviously). Any change in path will determine his ultimate goal: escape/revenge.
Mechanics
Good vs evil; the implications of the players choices
Every time the player tortures another human to death, thus aquiring a new power, he will add one count towards his "evil deeds" global variable. Sparing a victim from torture will not give him any power, but add one towards his "good deeds" global variable. At the start of each conversation the game will measure the "good deeds" count versus the "evil deeds" count and the main character will respond/act/behave different wheter he is considered evil or not. A player who goes through the mod torturing the victims ignore their pleas for help/mercy, take pleasure in their pain and slowly change himself towards being more evil. A player saving the victims will respond and comfort them as he solves the puzzle for letting them loose from the torture devices.
The powers (played dishonored?)
The powers are not unique per ritual site, but will be aquired in a pre-determined order. Every time the player aquires a new power another red glowing rune is added to his "lantern arm". Done through binding a billboard to the arm, then activating a light with scripting. The "lanter-oil" will be replaced with something similiar to "mana". Some ideas:
1. The lantern; an eye (with the nerve to the brain still hanging from it) which through magic hovers above the players hand. It emits a spotlight and erraticly moves its gaze around.
2. The ability to see monsters through walls. Could possibly be made with attached billboards/particles to the monsters - using effects to see those through the walls.
3. Timestop. SetPropStaticPhysics(string& asName, bool abX); ? Stopping the time for objects, monsters etc. during a few seconds.
4. Implosion; the ability to implode monsters. Aquired at the very end of the game.
The endgame
In the end the butcher will eventually catch up to the player and capture him. The butcher is a human, almost warped into a "demonic being" for his feasting on other humans' vitae. The player will awaken, placed on a sacrificial table.
1. Saved everyone ~ "Pure good"
The butcher will leave for a short while, during which the players locks are opened by another victim. The player is then able to get a little head start until the butcher starts to search for him. If the escape is succesful a short sequence (if the first torture was endured) will be shown; the main character being happy with his family.
2. Saved everyone but one ~ "Tainted good"
The butcher will begin his work by chopping on the players legs. Before he's able to fully sever them the player is saved by victims who distract the butcher. The "marks of evil" on the player's arm were making them doubtful wheter to save him or not. As the player makes his escape and the butcher follows, the players legs will give way - severing completely on the spot. During the following chase the player has to fearfully crawl+sneak in pain to safety with the butcher breathing down his neck. If the escape is succesful a short sequence (if the first torture was endured) will be shown; the main character being happy with his family.
3. Killed 2-3 people ~ Evil
The player is under gruesome circumstances tortured to death by the butcher.
4. Killed 4 people ~ True evil
The player has the choice to use implosion on the butcher or be tortured to death. If the player decides to kill the butcher he will close the circle and take the butchers place. The last thing showing will be the main character looking into some shattered glass, seeing himself reflected as a "demon" resembling the butcher.
ジ
(This post was last modified: 11-06-2012, 12:04 AM by Acies.)
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11-05-2012, 11:56 PM |
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