Saturday, November 2, 2013

Closer look at Teaser and more

After a lot of perform we are lastly done with the teaser! Hope you all take pleasure in it! In case you have not noticed the teaser but then do so prior to continuing with this post:

The map played in this teaser is primarily based upon two other maps from the game and have been specifically constructed to show of the mood and gameplay of Amnesia. If you are worried that the teaser will spoil parts of the game for you, have no fear, the precise events of the trailer are not in the game, but there will be some that are quite comparable.

The map took about two days to build and script and then it took about one hundred playthroughs prior to we got it as we wanted. Anytime I felt satisfied, I showed Jens a clip and he quickly gave me a list of uncountable other issues that I could do much better. As if Jens obsession for particulars was not adequate, I also had to record the teaser even though getting an incredibly smoothed camera. This meant that I had to pre-strategy all camera movements simply because when ever I moved the mouse, the camera just gently floated towards the destination. It was particularly challenging to get the appropriate position during fast movements. This will of course not be the case in-game and was just anything I had to do to get nicer camera movements for the clip.

"So the clip was not really from the game soon after all!", the skeptic may possibly say. Properly, the player will never ever encounter specifically what is shown in this teaser and the main explanation for this is to make it quick and entertaining to watch. What happens in the trailer will maybe take 20 - 30 minutes using suitable gameplay and that would not be quite exciting to watch. There is a large difference between watching as a passive spectator and straight interacting with a game. Our objectives was to cram the feeling of playing the game into a 3 minute movie clip. Also note that there is no cheating right here, I really played this map in a continuous recording and did not render it offline or something like that. Hope this clears up issues :)

On a technical note, we genuinely wanted to record it in HD, but my pc was just also crappy and we did not want a 10fps recording. The up-side of me possessing an ancient rig is that the game ought to flow smoothly on just about an computer purchased over the past five years though.

Now for some a lot more in-depth study of the movie:

- :20
This is not quite visible in the clip, but there are truly fishes swimming around here. We intend to get several sorts of critters in the game and this is 1 of the ones that are in right now. (another critter is in the clip, can you spot it?)
Also note that we got suitable water reflections and refractions. It is way much more sophisticated than noticed in Penumbra and also optimized for indoor rendering.

- :30
Rotations and other sophisticated physical controls are the same as in Penumbra. They are a lot smoother this time although and even though it is actual physics getting simulated there is little lag noticed.

- :33
That scream has a quite considerable element of the plot. What I cannot say.

- :44
New nice feature with the doors is that you can grab at any location even though interacting and it will constantly work. In Penumbra it was very certain where you grabbed, but not so in Amnesia.

- 1:05
As darkness decreases your sanity you never ever want to enter dark areas like this with out using the lantern or having some candles (or comparable) to light.

- 1:21
All the nice blood and stain effects are thanks to Luis challenging operate with the decal editor!

- 1:54
Very first glimpse of new enemy! What can it be...

- two:01
Just as in Penumbra, seeking at enemies is a very best avoided. In Amnesia it will lead to your sanity to drop.

- 2:05

Notice how books just slightly slide along the shelf because of friction and so on. This is all due the good simulations supplied by Newton Game Dynamics. It was fairly fun setting everything up on the table so that that some fell off although pushing it, providing the a really feel of urgency when attempting to barricade the door. The table was also tougher to move due to the weight from all the stuff on it, so had to give it an extra push to get into location (employing the "throw" button). 1 by no means knows what going to come about with physics...

- 2:26
It took a while to bear in mind the greatest occasions to open the closer door, in order to get a good impact. After 50 tries or so, I had that creature pretty a lot figured out although (apart from the occasions he managed to stray from the path and not be where I anticipated, that really scared me a few times...). Also note that there is no special gimmick for hiding in a closet (like in Clock Tower, and so forth), you are usually in complete control and use very same mechanics as the rest of the game.

- three:13
Brief glimpse of another enemy...

Hope you enjoyed this closer appear at the teaser! If you liked the film, please spread the word and post on your Facebook, Youtube, Twitter or what not. We do not have any huge PR resources (it is basically me or Jens taking a break from normal function to do it), so any assist is really welcome! Thanks for all support so far!

No comments:

Post a Comment