![]() The Entrance Hall was first shown in our first gameplay trailer. The icons were created by Marc Nicander, after Thomas Grip had suggested a more simple model of a clickable billboard. While the audio file is playing, the volume of all other audio is decreased significantly to make the commentary easier to hear. ![]() When activated, they play an audio file, and radiate "waves". The developer commentary nodes appear as yellowish-golden microphone encompassed in a yellow cogwheel that rotate counterclockwise when touched. The total recording time for the commentary was approximately 17 hours. This resulted in a noticable difference in recording quality from commentary node to commentary node. Recording was rendered difficult because of the the lack of a centralised location to record at, which meant that everyone had to make do with their own recording equipment. The implementation of the commentary was inspired by games such as Half-Life 2 and The Chronicles of Riddick: Escape from Butcher Bay. ![]() On, after the bundle offer had ended, Frictional announced that their target of 2 000 pre-orders had been reached, and that they developer commentary would therefore be added to the game. At first, pre-orders were slow, but the amount of orders increased after Frictional joined the Humble Indie Bundle and offered pre-orders at half the price. After tossing ideas around, Frictional decided to do a discounted pre-order of the game, and promised that they would add the developer commentary if they reached 2 000 pre-orders. Filling Out and Making Breakable Objectsīy February of 2010, seven months before the games' release, Frictional Games was running low on funds for Amnesia: The Dark Descent.
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