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Amnesia Mod Wishlist
The Rock Worm Offline
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#1
Amnesia Mod Wishlist

Statyk informed me that I should design one thread that allows one to discuss what MOD you wished were in/part-of Amnesia but currently isn't. Who knows, maybe if you list your dream MOD that you can't do someone here could help you make it.


Here are my MOD wish-list.

1: Jurassic Park--Chaos Effect
2: Secret of NIMH
3: MEG: Hell's Aquarium
(This post was last modified: 11-05-2012, 07:47 PM by The Rock Worm.)
11-05-2012, 07:33 PM
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Alex Ros Offline
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#2
RE: Amnesia Mod Wishlist

Less horror and monsters - more puzzles and intriguing stories. Less linear environments, no matter interiors or exteriors - more space that is not used in a gameplay but works on overall atmosphere.
11-05-2012, 07:46 PM
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The Rock Worm Offline
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#3
RE: Amnesia Mod Wishlist

(11-05-2012, 07:46 PM)Alex Ros Wrote: Less horror and monsters - more puzzles and intriguing stories. Less linear environments, no matter interiors or exteriors - more space that is not used in a gameplay but works on overall atmosphere.
I like this idea. It sounds like a better version of Penumbra, which had puzzles; stories; and monsters. Congrats on being the first one to respond Big Grin
11-05-2012, 07:49 PM
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CorinthianMerchant Offline
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#4
RE: Amnesia Mod Wishlist

I was thinking about making a more emotional CS like "My Love" after TMM.

Still hasn't gotten over the loss of wubwub...
11-05-2012, 08:12 PM
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Acies Offline
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#5
RE: Amnesia Mod Wishlist

An idea I had a couple of days ago. Justine + AMFP inspired; as I watched day9 play/trailer for AMFP came out.

Intro Cinematic1: The player wakes up in a large blueish circular room (almost like an enormous well), tied to a large stone placed upon a small hill in the middle of it. The player is looking upwards as water drops slowly hit his head. Quite peaceful.

Using the same technique as the one 4:00 in this video:



"It's time.." is whispered into the players ear.

The player is then submitted to the first "play part". During the ensuing torture the player must balance a gauge (using A+D) from going too far left or right. Failing will cause the player to scream out in agony, revealing the location of his family. Succeeding will result in the player controlling his agony, only letting out small grunts of pain. All the while the torturer stands behind the player, taunting him, enjoying the scene - his voice switching between normal and "demonic/distorted" due to the drug administered shortly before.



Cinematic2: You wake up (yet again) in the (first section) prison cells of castle brennenburg overhearing a conversation between Alexander and Daniel. In the cinematic the player becomes curious and removes some bricks to show the beginning of an escape route. The conversation between Daniel and Alexander becomes clearer as they discuss the experiments of aquiring vitae. Alexander then mentions a "local find"; the butcher (diablo 1 anyone?) a man exceptionally talented in the art of extracting vitae. As the player suddenly hears a sound he returns to his room and the conversation fades away.

The next task of the player is to continue chipping on his escape route. He must however be mindful of the steps of the patrolling guards. A chip should be performed once the guards is the furthest away.

~ I'll continue this later, time to play HON :]

[Image: mZiYnxe.png]


(This post was last modified: 11-06-2012, 12:02 AM by Acies.)
11-05-2012, 08:50 PM
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Adrianis Offline
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#6
RE: Amnesia Mod Wishlist

I'd go with Alex Ross, but to add to that, make full use of the brilliant physical interaction afforded in this engine for essentially meaningless (in terms of game play progression or puzzles) depth in the environment. No horror, no monsters, just a great location with a story in it for you to find through exploration, a place to interact with, maximising on atmosphere and immersion.
11-05-2012, 09:24 PM
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The Rock Worm Offline
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#7
RE: Amnesia Mod Wishlist

(11-05-2012, 08:50 PM)Acies Wrote: An idea I had a couple of days ago. Justine + AMFP inspired; as I watched day9 play/trailer for AMFP came out.

Intro Cinematic1: The player wakes up in a large blueish circular room (almost like an enormous well), tied to a large stone placed upon a small hill in the middle of it. The player is looking upwards as water drops slowly hit his head. Quite peaceful.

Using the same technique as the one 4:00 in this video:



"It's time.." is whispered into the players ear.

The player is then submitted to the first "play part". During the ensuing torture the player must balance a gauge (using A+D) from going too far left or right. Failing will cause the player to scream out in agony, revealing the location of his family. Succeeding will result in the player controlling his agony, only letting out small grunts of pain. All the while the torturer stands behind the player, taunting him, enjoying the scene - his voice switching between normal and "demonic/distorted" due to the drug administered shortly before.



Cinematic2: You wake up (yet again) in the (first section) prison cells of castle brennenburg overhearing a conversation between Alexander and Daniel. In the cinematic the player becomes curious and removes some bricks to show the beginning of an escape route. The conversation between Daniel and Alexander becomes clearer as they discuss the experiments of aquiring vitae. Alexander then mentions a "local find"; the butcher (diablo 1 anyone?) a man exceptionally talented in the art of extracting vitae. As the player suddenly hears a sound he returns to his room and the conversation fades away.

The next task of the player is to continue chipping on his escape route. He must however be mindful of the steps of the patrolling guards. A chip should be performed once the guards is the furthest away.

~ I'll continue this later, time to play HON :]
Wow! That sounds cool! I wish we could see that.
11-05-2012, 09:34 PM
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Acies Offline
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#8
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.




[Image: mZiYnxe.png]


(This post was last modified: 11-06-2012, 12:04 AM by Acies.)
11-05-2012, 11:56 PM
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The Rock Worm Offline
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#9
RE: Amnesia Mod Wishlist

(11-05-2012, 11:56 PM)Acies Wrote: 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
The 'good vs evil' mechanics sounds like Dungeons and Dragons, what you do shapes your character. How you describe the story makes it seem like it would be great to play. Doing the actual coding for that would be tricky to say the least. It certainly seems better sounding than Amnesia, the Dark Descent. If you need my or others help let us know.
(This post was last modified: 11-06-2012, 12:53 AM by The Rock Worm.)
11-06-2012, 12:48 AM
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Tiger Away
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#10
RE: Amnesia Mod Wishlist

Wow. Acies's idea is brilliant!
11-06-2012, 01:46 AM
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