RE: Amnesia: The Streets of London (AMFP assets/Full Conversion).GAMEPLAY FOOTAGE!
ok bro, you're about to get some honest to god streetboat right here, because you sold me with 3:35.
your idea is fucking awesome. the way you put together your layouts is great- I'm a huge fan of the parts where you look out the windows and witness scenes unfolding that are greater than yourself- really makes it feel like you're part of a larger picture. that shit ROCKS.
i really want to help you make this go from a mod with a cool idea to a mod with a cool idea that delivers- you got the macro, now you gotta master that micro. by that, i mean your overall picture is fantastic. playing as a regular dude who witnesses london being overtaken by pig-things as teased by AMFP? great! now I want that to be a beautiful and atmospheric adventure too.
so here's what you gotta do. your room designs are lacking- it's just corridors connecting to boxy rooms. these rooms didn't even make a whole lot of sense, either- why would anyone want a maze of a library in their home? if these are corridors connecting rooms and balconies (which is definitely a thing that does happen in real life, but consider the following) then i can assume it would be an apartment complex- why would there be a random library maze in the building?
so. here's how you go about making this shit pants-wettingly amazing. consider actual building design, and consider the finer details of what makes an otherwise repetitive design formula seem attractive to the player- people live there. the "pig-apocalypse" hasn't already happened, it's just beginning, so you can't just make holes in the ceiling and rubble all over the place like in TDD, you have to consider the regular wear-and-tear of a real building in victorian london (in particular, a mediocre apartment building!). peeling wallpaper, wall stains, bare floors, turned rugs, and all that good shit. I think the best resource i can give you for what i'm talking about is the game Call of Cthulhu: Dark Corners of the Earth. The first part of that game, where you explore Innsmouth, is exactly what I mean- it's grungy, it's dirty, it's lived in; it's real. what you have right now is great in terms of design and your scripting is great, it just feels too much like a video game. experiment with lighting, possibly having lights flicker and distant explosions occur (consider that the massive machine just came to life underneath the streets of london, so the power grid might be fluctuating) and grunge that place the fuck UP.
if you managed to make sense of my 4am ramblings, then god damn I am glad I could help. whatever help you could glean from this, do it, because you're really on to something with this story (as I can tell from the trailer) and i want to help with whatever advice I can, considering my reputation as someone who makes stories focusing entirely on making the player form an emotional attachment to what they're playing.
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