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Post-mortem by Peter Howell
Paddy™ Offline
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#1
Post-mortem by Peter Howell

http://www.gamasutra.com/view/feature/21...rooms_.php

It's 7 pages long, so here's the TL;DR version:

Spoiler below!
  • AAMFP was released to "predominantly strong critical praise".
  • FG's hands-off approach allowed for great creative freedom on the part of TCR.
  • One idea that didn't make it into the game was a 3D electrical maze puzzle, which bore similarities to the movie Cube.
  • "Ripping out the heart of what makes Amnesia, Amnesia, was not the aim"
  • The enthusiastic response from the forum to the trailers and ARG helped fuel TCR's creativity, with one or two ideas from the forum actually being used in the final game.
  • The removal of the sanity system was a decision made at the very start of development.
  • The sanity system was to be replaced with an "infection system". Enemies would hurt Mandus by making him sick, causing visual distortion and vomiting, requiring him to find decontamination chambers to cure himself. Properly implementing the mechanic proved too difficult and it was dropped.
  • The HPL2 tools needed some updates to help with the workflow, one such update was the ability to place dynamic objects in-game, allowing for more accurate/natural placement.
  • There were originally many more voice overs in the script, but because of considerations in level design and player freedom most were relegated to notes instead. The script was therefore largely unchanged, just reconfigured.
  • Voice actors were not used to read the notes so that the player could interpret their tone and meaning on their own.
  • A sprint limit was used early on, which would cause Mandus to pant and slow down after running a certain distance. This was removed due to considerations in player freedom and the fact that it didn't add anything meaningful to the gameplay.
  • The inventory was removed because, according to TCR, having a separate static screen was detrimental to immersion.
  • Early alternatives to the inventory screen included a "quick access" bar at the bottom of the screen with an inventory that only housed vital items, such as keys.
  • There were only a few sections which actually made use of an inventory, so the decision was made to cut it completely.
  • FG were, according to TCR, too demanding in their milestone requests. The example given is the Cellar level; FG wanted a completed version of it before the game as a whole had been "grey-boxed", which led to problems later when the level needed to be altered again.
  • The lack of an early grey-boxing process for the entire game meant that, even late into development, many of the core mechanics hadn't been set in stone. This caused problems along the way which might have been caught earlier, including:
  • The severe reduction in the number of dynamic objects in the game's world was because the game's performance suffered hugely when these objects had their dynamic properties enabled (i.e. they could be picked up and thrown around).
  • TCR didn't have a detailed production schedule or any central documentation which kept track of bugs and internal milestones, which obviously led to problems down the line.
  • There was a slight breakdown in communication between FG and TCR, with contradictory feedback and misunderstandings happening between the teams, and with TCR not being firm enough in defending their design decisions.
  • TCR wanted to remove the mementos system that was present in The Dark Descent (i.e. when something important happens, you hear a scribbling sound and a note is entered into your journal) but FG insisted on its inclusion.
  • Many of the fixes and updates to levels were lost when communication broke down and FG were polishing and tweaking older versions of the levels. One example of this is the "blue fog" issue which was fixed before the game was released, and then reintroduced by accident through a lack of clear communication.
  • TCR wanted the game to be harder, both in terms of puzzles and enemy encounters, and FG wanted it to be less so. This led to the game's overall simplification compared to TDD.
  • The Tunnel levels were about 4 times bigger than they are in the final game, and they were originally so big to allow for more enemy encounters. FG disapproved of the levels' complexity and it was reduced in scope.
  • The extremely simple puzzle involving placing the cogs back into the machine was originally much more complex, with the cogs originally being at the other side of a body of water in which electric pigs hunted the player. Again, FG didn't approve.
  • That seemingly pointless ditch in the Bilge, the one where you can't get out until you knock a ladder free with a rock, was supposed to be a dumping place where you'd find yourself after getting "killed" by a Manpig. The game was supposed to have lots of this sort of thing - that is, areas from which you'd need to solve a small puzzle to escape after "dying" - but the number of enemy encounters was reduced too much for it to be worth while.
  • Enemy encounters were intended to be less forgiving and more plentiful, but FG disapproved.
  • A mistake made early in the game was "teaching" the player that they won't be in real danger from enemies when solving a puzzle (i.e. when filling the gas can while the Manpig bangs the door).
  • One enemy which was considered for inclusion was only visible to Mandus in his peripheral vision.
  • TCR were as confused by the decision to give PewDiePie a pre-release copy as everyone else was.

A super-duper TL;DR version:

"It's mostly FG's fault" XD

(This post was last modified: 09-24-2019, 03:18 AM by Paddy™.)
05-24-2014, 01:48 AM
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Messages In This Thread
Post-mortem by Peter Howell - by Paddy™ - 05-24-2014, 01:48 AM
RE: Post-mortem by Peter Howell - by Paddy™ - 05-24-2014, 03:06 AM
RE: Post-mortem by Peter Howell - by Ashtoreth - 05-24-2014, 05:57 AM
RE: Post-mortem by Peter Howell - by Paddy™ - 05-24-2014, 02:38 PM
RE: Post-mortem by Peter Howell - by nofsky - 05-25-2014, 03:54 PM
RE: Post-mortem by Peter Howell - by Ashtoreth - 05-25-2014, 05:45 PM



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