[HN Gopher] Amnesia is now open source ___________________________________________________________________ Amnesia is now open source Author : jsheard Score : 644 points Date : 2020-09-23 14:18 UTC (8 hours ago) (HTM) web link (frictionalgames.com) (TXT) w3m dump (frictionalgames.com) | chme wrote: | > Here is everything you need to build Amnesia: The Dark Descent. | | But I think the assets are missing, so it is not _everything_. | Maybe they released those somewhere else? | runevault wrote: | Rarely do they release the assets with the open sourcing of the | engine. If you want those they tend to want you to pay for the | game and then pull the assets out to put in your build. | chme wrote: | That ok. Is great that they open sourced their engine, | however they don't even mention the assets and that you need | to buy their game to have them, which is a bit strange. And | they even say here is _everything_ you need for the whole | game. | RealStickman_ wrote: | The announcement on their website noted that you still have | to own the game itself. Maybe that should be added to the | readme. | chme wrote: | They also own their code. Releasing it as open source did | not change that. | | They don't actually state that you have to own the | original game on their website. | masklinn wrote: | It's implicit in their having "only" open-sourced the | code: you can't actually play the game without the | assets, and accessing the assets legally requires buying | the game. Unless you want to remake all assets by hand I | guess. | stefanve wrote: | Everything to build the game. Which is true. | chme wrote: | No. A 'game' can be played, and without any assets it | cannot be played. It is just a 'engine'. | slezyr wrote: | Build - you get an executable, which is true. Run or | Played is a different thing. | aspaceman wrote: | Building != playing. | | Building -> a functional exe is produced. | | Playing -> Many EXEs expect a set of resource files to be | in the directory to further their execution. | justin66 wrote: | > Is great that they open sourced their engine, however | they don't even mention the assets and that you need to buy | their game to have them, which is a bit strange. | | When it comes to open sourcing game code, it is pretty | standard. | chme wrote: | AFAIK most open sourcing of 'games' state that they open | sourced only the engine and not the complete game. And | maybe provide a guide that shows you how to copy the | original assets into a game compiled by yourself. | | I just think this is misleading and probably just a | marketing act for the next release of their game. | | Personally I find it great that they released their | engine again, the more open source code the better, | however they should have just been more careful with | their press release. Some reporters that don't look to | close to the code might think that Amnesia is now a open | source game like 0AD or recently unvanquished, that | actually tries to make their assets fully open source | compliant. | justin66 wrote: | > assets fully open source compliant | | It's hard to interpret that phrase but it certainly seems | to apply to their art assets. You could ship a GPL | reimplementation or total conversion mod of their game | tomorrow and use the game assets, as long as the user | already owns the game. Just like all the very popular | Quake and Doom stuff, for starters. | | You just won't get the free game that you want. | ClikeX wrote: | Maybe they weren't allowed to. | masklinn wrote: | > But I think the assets are missing, so it is not everything. | | It's everything you need to _build_ the game, which is | different than everything you need to _play_ the game. | | > Maybe they released those somewhere else? | | No, studios rarely to never release assets as OSS. In part | because most artists don't sign off on this, and in part | because especially smaller studios will license existing assets | from stores and the like which they literally can not, legally, | relicense. | sto_hristo wrote: | I think it's targeted at modders. So they just get the code and | take it from there. You get the misleading article. | masklinn wrote: | > I think it's targeted at modders. | | Modders have been modding for years (Amnesia has over a | thousand mods). They'll be happy for sure, and certainly are | one of the targets: | | > We are all really excited to see what comes out of it! The | modding community has been incredibly creative over the years | and it will be fun to see what it can do with the full source | code at its disposal. | | but they've never _needed_ the code either. | | It could also be useful to, well, | | > anyone wanting to create their own engine or just wanting | to learn more about game programming. While the code is not | the greatest in places and the tech used is not the latest, | it is a fully contained game engine in a fairly easy-to- | understand package. It is also a testament that it is | possible to do this sort of thing, even with a very limited | team. | Karawebnetwork wrote: | > but they've never needed the code either. | | That's true, but having the code of a game usually makes | modding it easier and allows mods to go even farther | d1zzy wrote: | Maybe "to build" means more specifically "to build the binary | of". Then yes, you don't need data assets for that. It | particularly doesn't say this is everything needed to "build | and _play_ the game". | shard wrote: | From reading the title, I thought this game was being open | sourced: https://en.wikipedia.org/wiki/Amnesia_(video_game) | | I never got very far in that game, but it made quite an | impression on me for the gritty reality in the game that wasn't | present in other games of that era, with you having to beg or | wash car windows for money in order to buy food. | iainctduncan wrote: | Oh I totally misremembered, I thought it was infocom! | iainctduncan wrote: | But I remember playing. It was hard. | vorpalhex wrote: | One of the selling points of at least the later games was the | availability tools to build your own "stories" with the same base | mechanics, so it's cool to see these be made more widely | available and some of these fan creations evolve into more. | klmadfejno wrote: | I only played the first Amensia game. I felt it was kind of a | weird fit. It was a horror game in that you were in a horror | environment with entities that were scary. But the lack of | consequence for death made it feel kind of gamey. Horror is hard | to get right. The amnesia monsters are horrifying, yes, but in | the context of a horror game, not especially memorable in my | opinion. One thing I think the resident evil series has done well | especially in number 7 and the number 2 remake, is realize that | players won't be scared for the whole game. In the first half of | these games, you tend to be weak and there are genuinely | frightening moments. Towards the end you're pretty desensitized | to the nature of that game's fucked up shit, and you just want to | mow them down or get by the efficiently. | | My absolute favorite horror moment is in the original Silent | Hill. You enter this giant hospital and you know its going to be | a huge daunting task if its full of monsters, but its not. So you | go through the elevator to floor one. It's empty. Floor 2 is | empty. The final floor, floor three... is empty. So returning the | the elevator you're feeling like you missed something and then, | ta-dah, the elevator eerily has acquired a bloody fourth floor | button letting you know you're about get shat on. | 101008 wrote: | The original Silent Hill was a masterpiece of horror games. But | mainly because it was all in your head. The creatures weren't | that bad, but the sensation that they were coming at you is | what it counts. Also, the radio that started every time you had | one close to you was excellent, because it made you feel | horrible even if you weren't doing anything. | | I played a few games after that one in the next years (I was | only 11 when I played Silent Hill) and nothing made me feel the | same. | StillBored wrote: | The first couple Penumbra games were the same way. You knew | there were monsters about, but mostly you crept around and if | you heard them the only sane strategy was to run like hell. | | I think the people who enjoyed the games were the ones that | could get sucked into that mental model early and didn't want | to die in game. | k__ wrote: | *"the radio that started every time you had one close to you | was excellent, because it made you feel horrible even if you | weren't doing anything." | | Haha, same with Aliens vs Predator, where you had either | radar or night vision, but not both at the same time. | | The beeping made you crazy. | ehnto wrote: | Have you tried Alien Isolation? It's a masterpiece, similar | mechanic to that in place too. | k__ wrote: | I think the last Alien game I tried was "Alien: Colonial | Mariens". | | It was so bad, that I stopped playing games from thaz | franchise | watwut wrote: | I bought the game in some bundle and then watched it on | youtube. It worked well as horror that way. | | I had no motivation to play it after and ended in some entance | hall right after start. | bitdizzy wrote: | I enjoyed how scared I felt in Amnesia until the first time I | died and reloaded. After that the edge was gone. | teawrecks wrote: | IMO "consequence" is the epitome of "gamey". Which is why | Amnesia didn't seem like it was targeted at the resident | evil/silent hill players who were used to "mowing" through | enemies. It was for people who wanted to be scared, and have a | scary experience, so they didn't give you any way to defend | yourself besides hiding and covering your eyes. More like a | movie or...a haunted hay ride. Very Lovecraftian. | | That silent hill example sounds cool. They used anticipation | and your own imagination to scare you. Amnesia is like 95% | this. | klmadfejno wrote: | By consequence, I mean, you have some sort of reason to want | to avoid death. Amnesia as I recall had very frequent | checkpoints, and dying set you back a minute or so, only to | encounter the same scare puzzle shortly after. Doing the same | scene twice in the same pattern breaks any immersion (which | is, again, a very difficult problem to solve in game design). | One of the design principles in the movie Alien was that you | do not want to show the monster. I think that's a good rule, | and is doubly true in games where death means you do it | again. An enemy you can only hide from is cool, but | frustrating when said enemy follows a scripted pattern and | its secretly a puzzle rather than something where you | actually feel like you're hiding from a being (Alien | Isolation does this well). Haunted hayride is a good | descriptor. Resident evil and silent hill have tried to | tackle this problem by inducing resource scarcity. Most scary | encounters will not kill you, but they'll force you to expend | resources which make you feel more hopeless about the future. | It's far from perfect but it sort of works. It is vulnerable | to players taking the opposite mentality, whereby they | purposefully die to try and clear sections with lower | resource loss. | | Silent hill games (the good ones...) aren't action games btw. | Most people consider the second one to be best psychological | horror game ever made. | | Horror's pretty dope these days. Next Resident Evil lookin | slick https://www.youtube.com/watch?v=JSapXD9vxYA | tentboy wrote: | I never played any of the silent hills. I played resident | evil 4 and 5 years ago, and recently played resident evil 7 | - which i felt had a lot more horror elements then emphasis | on shooting/exploding enemies like 4 and 5 did. | | I REALLY enjoyed RE7. I felt like it kept me on my toes and | I played it way faster than any other single player game in | recent times. | | What is the best entry point and order for the silent hill | series? | klmadfejno wrote: | Resident evil is a weird series the branches into | different genres over time. The first few were survival | horror and played on the dread of not being well equipped | enough to get through the rest of the game. Then Numbers | 4-6 become action games with unreasonably sexy badass | characters. They were good games, and some great co-op, | but not scary at all. 7 was a horror masterpiece (or at | least the first half). 8 looks like it'll continue along | that trend. The recently reimagined Resident Evil 2 is | phenomenal and finds an unexpected sweet spot between all | 3 of them where it's still action-y, but has a bunch of | things that are suspenseful and scary. | | Silent Hill struggled to get out of the original | playstation and hasn't had anything good in years. | Remakes and remasters of the originals are generally | perceived to be lower quality. I would try to grab an | emulator and just play the first 4 in order then pretend | the rest doesn't exist. Number 1 and 2 are the treasures | of the series. | fetus8 wrote: | I just played SH1 for the very first time on an emulator, | last month, and had a great time with it. Getting used to | the controls and game mechanics took a little bit, but I | got up to speed quickly. Finished the game in about 7 | hours. | | It's creepy, weird, kind of funny, and ultimately an | interesting game. Definitely recommend a play through. | slezyr wrote: | > Amnesia as I recall had very frequent checkpoints, and | dying set you back a minute or so, only to encounter the | same scare puzzle shortly after. | | It worked great for Limbo, Inside and I loved those. Just | different tastes. | rspeele wrote: | I vaguely remember a dev commentary or interview about | Amnesia. | | If I remember right, one thing they said was close to what | you said about "you do not want to show the monster" -- but | changed to "you do not want to show what happens when the | monster gets you". | | If the player dies, you either have a gamey consequence | (you are set back a long way, you lose resources), or | nearly no consequence (you restart quite close to where you | died with the same resources). Either way though, the | player's fear of this monster is now based on that game | mechanic, and could be better described as annoyance than | fear. You've lost the visceral suspension of disbelief | where on some lizard-brain level the player still thinks | "this thing is going to GET me". | | So it leads to kind of an ironic balance where the devs are | trying to come up with things that are very effective at | scaring the player while not __really __being that | difficult to evade for a reasonably competent player. Their | ideal is for the player to get through the whole game | always feeling like they 're in danger and just barely | surviving, but never actually dying. | | Again, wish I could actually find the source, because it's | been years, but the idea stuck with me. I want to say they | gave an example of some trick they pulled on the memorable | "water monster" level, to amp up the terror while not | actually increasing the player's chances of failing. Maybe | something like the water monster moves slower while you're | looking away from it, so when you hear it behind you while | you're turning a crank you think it's about to get you but | you actually have enough time to succeed. I don't remember. | klmadfejno wrote: | That is interesting. I do remember the water monster. | That was a great segment. Probably the best part of the | game. Sounds like a good framework, but that's pretty | darn tough to execute. | | Letting the world end in Majora's Mask comes to mind for | me. As a kid I was terrified of the ever present timer | and never let it hit 0, even once. There's probably | something about agency there. I wouldn't ever choose to | let the monster get me in Amnesia, but when I did it was | because I misjudged something and got myself into an | unwinnable situation. If you're going for the strategy | they're describing, I think you need to reduce the tree | of possible mistakes that leads the player without them | realizing they're taking a risk... | inanutshellus wrote: | One mechanism that really got me ... maybe not "horrified" | but uh, anxious as hell, was the Dark Souls games. | | The "you better survive until you find your corpse or you | lose everything" mechanism worked really well when I was | new at the games. | | Also in the "not horrified but anxious as hell" gameplay | was the original Bioshock and seeing the Big Daddy | character... still remember hearing him before he came | around the corner... so cool. :-) | grawprog wrote: | I didn't find that aspect of Dark Souls too tense or | stressful, maybe because I'd played salt and sanctuary | and Hollow Knight first and was used to it. | | Dark Souls did have some good creepy moments though. The | first time entering the catacombs with the giant | skeletons, the first time you face the ghosts of anor | londo especially if you stumble in there early, seeing | the guardian at the top of sen's fortress and knowing | you're going to have to face him after you get by the | archers and giants after getting through that hellish | trap filled nightmare. Going back to the undead asylum | and falling through the floor to face that demon. The | giant rat before blight town. There's more, Dark Souls | had a lot of those that worked well on the first | playthrough. The did lose some of their impact on | subsequent ones though. | klmadfejno wrote: | The Dark Souls one is interesting, because losing a big | stack of souls sucks. But at some point you're probably | gonna find an easily grindable stack of enemies and just | farm them for a few minutes for 15 minutes and get way | more. So it's not that big of a deal. | | But it still works pretty well in spite of that. The | emotional harm of loss stings. | galimaufry wrote: | Have any games tried frequent savepoints + only allowing | the player to reload 24 hours after dying? Seems like that | would make reloads feel a bit more fresh/consequential, and | also prevent addiction. | klmadfejno wrote: | 24h sounds like a turnoff, but in general, I think that's | a great concept. You just need something that the player | can do while unable to try to scary part again. | gverrilla wrote: | this would be boring as hell because it relates to mobile | games: they will tell you can't do something for X hours, | unless you pay them some dollars. Even if you don't | charge, the memories will flow I can guarantee you | ehnto wrote: | I think maybe you met the game mechanics too quickly and that | might have ruined it for you. For me it was very non-gamey | because I had no idea what the consequences of meeting one of | the monsters was so I spent almost the entire game petrified. | Once I had died a couple of times and learned how the monsters | worked, the spook factor wore off quickly. | | But I still far preferred that to the classic weapons based | horror games where the spookiness is derived from how tough an | openent is in combat. | | You should really, really try SOMA though. They dialed in the | non-combat spookiness and even once you figure out how the | monsters work, the few there are, it's the story and atmosphere | that drives the spookiness anyway so it doesn't detract from | the experience. Much less gamey, and quite a good mystery mixed | with some existential dread. | baby wrote: | The most horrifying moment for me was the hospital level in the | last of us 2. This and the night where you play abby and save | the girl and the boy. I had to switch from hard to easy or I | was going to have PTSD. Didn't remember that the first game was | really scary. | ehnto wrote: | Frictional Games and Loiste Interactive are my two gaming | sweethearts. Them and Cyan Worlds are the only studios I keep an | eye on to make sure I don't miss a game. | | Cyan Worlds, makers of Myst, are releasing games again for those | like me who are late to parties like this. | | Loiste Interactive released a game called INFRA which I have | replayed like 4 times already. There is no other game atmosphere | like it, similar to how SOMA, Amnesia and Myst are without rival. | There are games as good as them, but few if any games that are | like them. | rspeele wrote: | Cyan's Obduction was pretty good but had its flaws too. | | I was just a kid when Myst was a hit, and never finished it. | But I remembered being fascinated by the strange worlds to | explore in that game and the uncanny mix of fantastic and | realistic elements within them. Obduction definitely hit that | same tone. I was absolutely thrilled with the exploration side | of it and most of the puzzles were pretty enjoyable too. I | enjoyed the unique look of each world so much that I was really | disappointed when one turned out a bit boring -- though of | course it makes sense in context. | | However, like Myst, its open-world puzzle style gets | frustrating when you run out of obvious paths and aren't sure | what to do next, and end up running around everywhere trying to | find something you haven't played with yet. That's a double- | edged sword because the freedom and discovery is part of the | appeal of those games, and I would never want them to remove | it. But it does get annoying sometimes and I wish they would | have considered that and chosen NOT to have areas to find with | stuff that NEVER becomes useful. Especially when one of them | has switches to flip (that don't affect any of the games actual | puzzles). I wasted probably half an hour trying to find some | purpose to the submarine cave and tiki bar while stuck, | thinking they would provide a path through what was blocking me | when in fact I needed to look elsewhere. | | The other thing is that the load times in Obduction are a | little long. That's annoying given how often navigating between | worlds is required to complete a puzzle. This is probably | getting better with faster and faster SSDs these days. | | It was great overall though and I wouldn't hesitate to | recommend it to fans of the genre. | | I'll have to check out INFRA. | dllthomas wrote: | I've found things published by Annapurna Interactive to be | disproportionately interesting. | ehnto wrote: | I just started playing Outer Wilds today which was released | by them, and you are absolutely right | dllthomas wrote: | You're in for a treat! It leans on tropes a bit in some | areas, but I'm not sure that's the wrong call - it can be | hard on your audience when you're too original | _everywhere_. There 's definitely much innovative stuff, | and it's a heck of a ride. | | I also very much enjoyed Gorogoa, Donut County, and What | Remains Of Edith Finch. All very different (which is easier | for a publisher than a studio), but all compelling in their | own way. | sandGorgon wrote: | I would pay a lot of money to be able to play these games on my | smartphone. | | There could be a market for a studio that licenses desktop games | IP and makes mobile games out of them. | TonyTrapp wrote: | I have to doubt that Amnesia would "work" on a smartphone. The | tiny screen would remove a lot of the immersion. Amnesia is not | (just) about finishing the game - it's about immersing yourself | in the horror. | sandGorgon wrote: | sure - i have a chromecast as well. i can mirror my phone | screen on my TV in full HD as well. | | A phone is far far far more powerful than you think. And the | new Snapdragon 865 are beasts. | hoten wrote: | Isn't there significant latency when screen casting a | phone? | robotnikman wrote: | There already are. Feral Interactive is one I can think of off | the top of my head. | panpanna wrote: | I think there is a large community on android for this kind of | stuff DIY style. | | Probably why monkey island was released on ios only, so it has | some drawbacks too. | asimovfan wrote: | I think you can play monkey island on Android with ScummVM. | And all the games that work with ScummVM. | sandGorgon wrote: | Not talking about an emulator. It's fundamentally taking | the assets and art and making a mobile first gaming | experience. | | For example, take Braid - that whole time skipping | mechanic. I'm pretty sure there are ways to do that | mechanic on the mobile...but you can't emulate. | | It could make for a good business model. You are taking out | the cost of design, story, art direction, everything.. | because you're licensing it. | | You are basically creating a game engine company that | licenses assets, story and gameplay. | carlio wrote: | I'm pretty sure that's Aspyr Media's | (https://www.aspyr.com/about) business model. At least, I know | they're the ones who ported Fireaxis' Civilization games to OSX | and Linux. | skee0083 wrote: | I never played any of these games but the first one looked pretty | scary from the videos i've seen of it. I might have to download | it, it is fall after all and i'm in a mood to be scared. | frakt0x90 wrote: | I played through the first and part of the second. First one is | quite scary and has an engaging story! | bpizzi wrote: | Somewhere almost at the end there's a 'level' where the | player need to walk across the ocean floor under a rough | 'weather', be sure to check that part out, it's a highly | immersive experience. | | There's some effort to port it to VR, I can't even begin to | fathom the kind of feelings that could emerge from such an | immersion (pun intended, the game sets stage on the ocean | floor). | ehnto wrote: | The sound design in SOMA was incredible. They sold that | scene so well I felt exhausted after it. | jjoonathan wrote: | SOMA was my favorite. Amnesia launched the genre and is more | famous, but SOMA not only scratched my hard(ish) sci-fi itch, | it elevated its own horror by doing so. | | Sci-fi horror usually focuses on relatively silly premises like | "what if the monster gets out" or "what if we open a portal to | hell." SOMA really rises above those tropes. It's legitimately | unsettling to have a game confront you with troublesome | implications of future technology that you had been | subconsciously avoiding. | the_af wrote: | Seconded. I'm still impressed by SOMA, a couple of years | after playing it. Some of its dialogue has remained stuck in | my mind: "I woke up in my bed today -- a hundred years ago". | | What works for me is that it's a genuine scifi story, even | with its horror motifs removed -- some people even prefer it | that way! It's a nice scifi story with interesting | existential questions and compelling characters. I like how | key aspects of the ending are foreshadowed by previous | events, and how it's completely consistent that the main | character remains blind to the implications. | | I was really, really impressed by SOMA. | saberience wrote: | I'm always surprised at how people can vary so much in | opinions. I didn't play an hour of Soma before I felt bored | and infuriated at the gameplay mechanics, quit and never | played it again. | the_af wrote: | Do you remember roughly at which point you left the game? | | SOMA feels very by the numbers horror-survival at first | (think: Bioshock, System Shock, etc), but this begins to | unravel after a while. The first few situations seem | standard, you think you have the plot figured out, and | there is one escape-from-the-monster situation which is | infuriatingly difficult. | | However, I'd say if you give it a chance you'll discover | it's not really in the survival horror genre -- some | people play it with monsters disabled! -- and is in fact | an exploration of consciousness and the sense of the | "self". And quite interesting, too. There are some pretty | poignant moments I wouldn't expect from a videogame. | | I know every game likes to say this about itself. I, for | example, found the plot twist and self-proclaimed "deep" | plot points about Bioshock very unimpressive. But SOMA | feels closer to something like A Mind Forever Voyaging in | my opinion... | gtsteve wrote: | It's got some brilliant writing and voice acting as well. | It's also not too long a game, I played about an hour a night | and completed it in a week. It's not a giant time sink like | some games try to be. | | I'm definitely interested to hear about similar games - I was | never able to find anything that quite compared. Amnesia | looked quite dated and unpolished by comparison after playing | SOMA and I couldn't quite get into it. | ehnto wrote: | There is nothing like the story and atmosphere of SOMA, but | some notable games in the ballpark of "unique, low combat, | engaging story" are: | | Obduction, The Talos Principle, Alien Isolation (some | combat), INFRA (creepier than expected) | jjoonathan wrote: | I've never found anything that compared either. | | I recently had another pleasant hard sci-fi surprise, | though: Horizon Zero Dawn. I didn't expect it to take the | backstory (or even the main story) seriously, but it did, | and it did a brilliant job of it. | wheybags wrote: | I had exactly the same prejudice. "Shoot robot dinos with | a bow and arrow" doesn't sound like a premise that could | possibly have a decent underlying story, but they | actually pulled it off. | badsectoracula wrote: | Nitpick but the genre existed before - Amnesia is a first | person horror adventure game and the Penumbra series was | their first attempt with almost identical mechanics. However | even before there was Call of Cthulhu - and Thomas Grip's | (Frictional's programmer) own Unbirth game[0] which was | cancelled but they demo uploaded (the downloads do not work | but you can find it at the archive[1]). Unbirth feels like a | very unfinished Penumbra without the physics stuff (but the | horror adventure game elements are still there). | | And of course there were similar games going back in time, | e.g. Realms of the Haunting [2] and i'm sure you can find | many others. | | [0] https://unbirth.frictionalgames.com/ | | [1] https://archive.org/details/unbirth_alpha | | [2] https://www.youtube.com/watch?v=wzT27LXpoyc | Maken wrote: | I'm actually a bit disappointed their next game is set in the | Lovercraftian Amnesia universe. Before the SOMA released I | considered the Penumbra series to be above Amnesia, despite | the later being the one which gave them recognition, and | after SOMA I'm convinced they are much better at sci-fi | horror than at cosmical/mythological one. | | Although maybe the reason is that I find the Penumbra/SOMA | setting to be much more believable and therefore unsettling. | the_af wrote: | Ouch. Color me disappointed as well. | | After SOMA, I'd say they are good at _sci-fi_ , period. | Even with its horror elements removed, SOMA has some | interesting scifi situations. | ehnto wrote: | How did you feel about A Machine for Pigs? I felt the real | story there was the way the father went crazy, and the role | the church had, two really believable plot points. Not | really the man/beast moster and so on which was less | believable. | | I do agree though, for what it's worth they have two | projects in development right now so maybe one of them is | more scifi. | Slartie wrote: | I strongly second this opinion. After playing SOMA (and being | seriously frightened by it - you need to play it in the dark | at night, with headphones, full immersion style) I was an | instant fan of the studio and tried Amnesia. But the entire | historic-fantasy-style theme turns me off pretty hard. I'm | having a hard time continuing to play it, though I want to | give it another chance sometime. | | But SOMA? Really, really great game. I'm considering | repurchasing it on PS4 and replaying it in my home cinema | setup for even more immersion. Though knowing the story | beforehand probably takes quite a bit out of the experience. | jjoonathan wrote: | Yes, try to experience SOMA without spoilers. "Figuring it | out" is part of the experience. | | If you're 5 minutes in and worry that you've figured it out | and aren't impressed, don't worry, you haven't seen | anything yet. | ehnto wrote: | I found the themes in A Machine for Pigs to be more | believable and thus scary than A Dark Descent, but neither | hold a candle to SOMA thematically and most people regard A | Machine for Pigs to be less good than it's predecessor. | rspeele wrote: | SOMA was wonderful. Maybe it helped that I didn't have really | high expectations going in -- I pretty much thought "more | horror like Amnesia, but in a new setting". So I went into it | blind. | | But it ended up being one of those experiences that you keep | thinking about for a few days afterwards. And it's a rare | video game that I think would have lost its impact as a movie | or a book, despite not having much gamey stuff to do (it's | practically in the walking simulator category). | | The philosophical questions it brings up may not be anything | new, but the game does an excellent job of putting the | humanity in them and making you really consider what it would | feel like to be in the circumstances of its characters -- not | just the playable ones or the ones they interact with | directly, but the ones you find audio logs and transcripts | from. | | Edit: I should also note that I played The Talos Principle | shortly after playing SOMA and was struck by a couple | similarities they have. Talos is a much less story-driven | game, you can almost ignore the story and just focus on the | puzzles if you please. But playing it right after SOMA I | couldn't help but enjoy how it almost covered the same type | of scenario from another -- perhaps more optimistic -- angle. | ehnto wrote: | We had a really similar experience, including playing Talos | directly afterwards. They both had a really incredible | solitude to them, which I think resonated because of the | same ideological reasons but in two different contexts like | you said. They managed to evoke pretty much the same | emotions from me, except for the horror from SOMA. | | There was an uncanniness to the Talos robots and the | terminal entries which was really creepy to me though, I | found them really unsettling at first. | ninefathom wrote: | This absolutely thrilled me. Right up until I realized that | there's a closed-source, binary-only dependency (FBX SDK). I | guess my dreams of playing this game (which I do, in fact, | already own a copy of - twice over, actually) on Linux/aarch64 | are still a ways off. AutoDesk indicated as of ~2017 that | Linux/ARM support for the FBX SDK wasn't on their road map, and | nothing seems to have changed since then. | | Still- major kudos to Frictional for doing this. It's 100% an | appreciated move, and very much in the right direction. The | choice of FBX SDK is just, in hindsight, unfortunate, but that | doesn't diminish the helpful nature of what they've done here. | | ( _fingers crossed_ - maybe FBX SDK is just needed for the | editor? Hope springs eternal...) | Arelius wrote: | Does it actually use the FBX SDK during runtime? Most engines | I've worked in just use the FBX SDK to convert assets from a | DCC into engine specific assets. If that's the case you might | just be able to disable it? | ninefathom wrote: | Just got the HPL2 engine from TDD to build on Linux/aarch64 | right up until it needs to link against the FBX SDK. Only real | PITA was getting Newton on ARM going. After that it was a few | cmake hacks in HPL2, and a few symlinks in the lib/linux | directory of the dependencies archive. | | Looks like the culprits are "MeshLoaderFBX.cpp" and | "LowLevelResourcesSDL.cpp" - any workarounds for FBX SDK would | need to rework and/or replace those. | aspaceman wrote: | This all sounds very fixable, and one of my first programming | projects was actually interacting with the FBX SDK. I'll take a | look at it tonight, could be fun. | tus88 wrote: | Their own website incidcates Linux support: | | FBX Python SDK Windows | | FBX Python SDK Windows Mac | | FBX Python SDK Mac Linux | | FBX Python SDK Linux | cfcosta wrote: | He meant Linux/ARM64. | lux wrote: | With it being open source now, someone may be able to write a | new asset loader using either GLB or UDZ and convert any FBX | assets to one of those formats. | tauchunfall wrote: | Frictional Games also developed SOMA. It's also a horror game, | but the psychological horror in the game is just a gameplay | element where the philosophical topics are embedded. | Meekro wrote: | Maybe trying to generate interest for their upcoming game, | Amnesia: Rebirth? Honestly, their stuff is quite good if you like | horror games-- Amnesia: Dark Descent and SOMA are excellent! | TonyTrapp wrote: | Maybe (given the timing), but Frictional is known for open- | sourcing their older games. The Penumbra sources are on their | Github, too! | niek_pas wrote: | I'm not sure open-sourcing an older game would gain them many | eyes, since this news will likely only reach programmery types | and the most hardcore of gamers. | AdmiralAsshat wrote: | So can you fully build the game and run your executable build, | such that we could start seeing these games showing up on Flathub | and the like? Or is it the Doom-style "You can build the engine, | but you still need to supply your own assets from a purchased | copy of the game"? | throwaway889900 wrote: | Doesn't look like any assets are included in the github repo. | chme wrote: | The README.md states: | | > Here is everything you need to build Amnesia: The Dark | Descent. | | But as you said, the assets seem to be missing. Maybe they | release them somewhere else? | CobrastanJorji wrote: | I think "build" in this context means "compile," as opposed | to "run." | chme wrote: | Well a 'game' can be played, otherwise its not a 'game' | its just a 'engine'. | [deleted] | __david__ wrote: | Just because it's not complete doesn't make it a game | 'engine' (though there's likely an engine in the code | somewhere). It's more than a game engine, it's a game-- | it's just has no art assets. So, no, you can't make a | full release from this repo, but you can build the | executable. | | This is also how the Doom 1, 2, and 3 sources were | released. You get the code but you need to buy the game | to legally get the other assets. | remram wrote: | You guessed right, the GitHub repositories only include the | code, and the README mentions (emphasis mine): | | > All _code_ is under the GPL Version 3 license. | | And the linked page: | | > Very important note: This doesn't mean that the game is | suddenly free. It just means that people are free to use the | source however they want as long as they adhere to the GPL3 | licence. The game and all of its content is still owned by | Frictional Games. Just like before. | asutekku wrote: | Awesome! I can also recommend their earlier Penumbra series. Bit | dated by today's standards, but still very enjoyable horror | games. | lilboiluvr69 wrote: | Frictional Games has always had good Linux support as well. I | wish other companies would follow suit and release some of their | older, abandoned (not that I would call Amnesia either) titles to | the open source community. | | Warzone 2100 had something similar happen and it gained a | community revival. | | Edit: I can't believe Amnesia is 10 years old! | RealStickman_ wrote: | Not sure if it's my connection, but the website seems to not | responds. | whitten wrote: | I had problems as well. 9/23/2020 @ 10:54 AM (EST) | snvzz wrote: | https://archive.is/Ij2zA | kuu wrote: | It's not working for me either, I guess we killed it :) I | couldn't find a cache link neither... | sharkweek wrote: | I consider myself pretty thick-skinned when it comes to being | scared but I * _checks notes_ * still have only played 27 minutes | of Amnesia according to Steam. | gnulinux wrote: | My grandma has this super old wooden house in the middle of | nowhere. One summer I was staying there with her, I went | downstairs, turned off all lights and played Amnesia. I | honestly thought it'd be fun, but I stopped after ~1 hour. It | was an experience. | catsdanxe wrote: | Amnesia needs to come out with a mobile version so I can go | camp out in the woods alone. | tehsauce wrote: | The monster's AI is amusing to read, and its behavior has a | surprising amount of depth. Really explains its scary, clever and | unpredictable nature. | | It has over 15 different behavior states: | | Idle, GoHome, Wait, Patrol, Investigate, Alert, Search, Eat, | Hurt, Hunt, HuntPause, HuntWander, AttackMeleeShort, | AttackMeleeLong, AttackRange, BreakDoor, Dead, Flee, Stalk, Track | | States: | | https://github.com/FrictionalGames/AmnesiaTheDarkDescent/blo... | | Implementation: | | https://github.com/FrictionalGames/AmnesiaTheDarkDescent/blo... | | There's also naming gems like "mindfuckevents" | | https://github.com/FrictionalGames/AmnesiaTheDarkDescent/blo... | shmerl wrote: | That's the right way to preserve past games. | __david__ wrote: | Absolutely. This practically guarantees there will be a port of | this to every OS available for years to come. | paines wrote: | SOMA sources would be nice. Just last night I ran into this bug | under Linux when pulling the lever at the relay station in delta | sector the game reproducibly crashes with an trap divide error in | libfmodevent.... | hesdeadjim wrote: | I'd love to do this with my VR game, but it contains at least a | dozen thirdparty paid assets -- some of which contain heavy | modifications. I'd have to withhold these assets from a release, | making it unbuildable, unless someone could prove with invoices | that they also own them. | | Kind of bums me out, because there aren't really any released | projects from commercially successful Unity games. And then there | is the legal ramifications of having your source out there. | What's stopping a bad actor from trying to find something trivial | they could sue you over because of vague patents? | boarnoah wrote: | Hobbyist gamedev, kind of a concern to me too. There is no way | to make such a project FOSS to any degree without treading on | license obligations from the Engine or third party assets (most | of which only allow redistribution within a clearly defined | team). | | A compromise I've seen (and what I do with my hobby projects) | is to publish source code to github without a FOSS license, so | at least the code I write has some value to others to look at, | binary assets (including third party) are included in the | project over git LFS so its possible to deny access to those by | not providing LFS credentials. | | An example along the lines is a project I follow a lot, the | developer publishes their core gameplay mechanics code as | MIT[1] and it's been very useful to me in a UE4 context (for | things like understanding good practices re: building larger | systems in UE4). | | I guess I mean realistically impossible for you to release | projects as FOSS but IMO there is still value if you can push | any content you do have ownership to in an open way (at least | for educational purposes for others). | | 1 - https://github.com/alanedwardes/Estranged.Core | zelphirkalt wrote: | Well, in theory, if you had used a free libre engine, you | would not need to fear such a thing. That would have been an | ahead of time consideration, when choosing your tools. | | Whether or not you could have done what you have with a | differently licensed software is a different question, which | is about licensing of big companies and their ethics. | klodolph wrote: | At hobbyist scale, it's usually more of a problem with | assets rather than the engine itself, or with tools. | | For example, in a game jam you might want to be able to | push something to a public Git repo that anyone can pull | from and build, and license it so people on the team have | no question about whether they can share the code with | other people. Easy way to do that is to have an agreement | like, "Let's license our code under MIT and make the art CC | BY 4.0. Agreed?" Then drop copies of the license text in | the repo with everyone's name on it, and make the repo | public. | | As soon as you use third-party assets then you _probably | can 't do that any more._ | | Just speaking from a practical perspective here... I'm | working with people and want them to freely use the code | that I've written and the assets I've made. | boarnoah wrote: | Yep, as far as I'm aware none of the larger engines UE4 | or Unity mind if you release your source code under a non | viral FOSS license. | | But almost all third party assets have restrictions, it's | not like the assets can have DRM to prevent the paid for | asset being redistributed and used in other works. | tinus_hn wrote: | I'm not sure if this release contains assets either, it looks | like it is the engine only. | Waterluvian wrote: | Are they the kind of assets you can stuff into a folder and if | absent fallback to some dummy assets? | hesdeadjim wrote: | No unfortunately not. The most important ones are code | assets. | | For instance I use heavily modified versions of: | | - PuppetMaster from http://root-motion.com/ - Chronos from | https://ludiq.io/chronos | | Trying to fake the API surface area of these assets would | be... hard. And without them the game is entirely non- | functional. | brokensegue wrote: | You could still release what you can. Might be helpful as a | reference or for modders of your game. | mcpeepants wrote: | Could you theoretically supply patches to those libraries | alongside your code? I'm curious what the legal | implications of that are. | deelowe wrote: | I've seen other devs open source their games and simply | release it in a non-functional state with statements | clarifying what's not included, why, and what it would take | to get things up and running. Just about anyone looking to | build a modern game from this sort of source release is | going to know what they are getting into with or without | these assets and may still get value out of the release | even if it doesn't provide all the necessary bits to create | an executable. | kllrnohj wrote: | If you're doing it for community contributions then yeah you're | stuck. But if you just want to let other people see & learn | from your code you're perfectly free to release whatever you | can. | | For example DOOM, the thing ported to freaking everywhere, was | released without working sound on DOS because of licenses ( | https://github.com/id-Software/DOOM ): | | > The bad news: this code only compiles and runs on linux. We | couldn't release the dos code because of a copyrighted sound | library we used (wow, was that a mistake -- I write my own | sound code now), and I honestly don't even know what happened | to the port that microsoft did to windows. | | And also without any game art assets - no textures, no levels, | no sounds, no etc... Just the code, and just the code that | wasn't covered by a license agreement. | masklinn wrote: | > I'd love to do this with my VR game, but it contains at least | a dozen thirdparty paid assets | | Note that the release doesn't contain any assets. It's | buildable in the sense that you can build the binary (and even | then it looks like that doesn't actually work quite yet for any | random setup). | | IME this is common for OSS release of commercial games, | generally you have to provide the game assets to get a | _playable_ artifact. Though I guess it 's more complicated if | building the game assets is part of your build pipeline. | danShumway wrote: | I have a policy with the games I'm working on that I won't | include any resource, engine, code, etc... unless it's Free | (Libre) or I personally own the IP. I often wonder if I'm too | strict about that, but seeing comments like this makes me feel | like it's the right move. | | I don't want to be in a situation where I want to do something | with my game and can't because I would need to track down the | rightsholder. As a consumer I want to have some semblance of | ownership over the things I buy, but even more than that as a | creator, I _really_ want to own the things I make. | chrisweekly wrote: | Kudos! Also, I just checked out your personal site and WOW | does "Reset Hard" (2018) sound amazing! | | https://danshumway.com/blog/reset-hard-announcement/ | | On my phone, no time now to look closer but plan to soon. | [deleted] | doomlaser wrote: | Pretty impressive. These games have sold millions of copies. | | Here's the GitHub the repo for Amnesia: The Dark Descent, | https://github.com/FrictionalGames/AmnesiaTheDarkDescent -- looks | like a custom C++ engine called HPL using SDL for input, Newton | Dynamics for 3d physics, and OpenGL for graphics? The engine also | supports AngelScript for scriping in-game events & logic: | https://www.angelcode.com/angelscript/ | messe wrote: | Minor correction: I think you mean SDL, not STL. | vanderZwan wrote: | > _The engine also supports AngelScript_ | | Heh, if I didn't know already that FrictionalGames was a | Swedish studio, this would have given it away | throwaway894345 wrote: | Why is that? Do the Swedes use Angelscript pretty | exclusively? | hnarn wrote: | I'm Swedish and I've never heard of it, but I also don't | work in the games industry. Apparently a Swedish guy made | it according to Wikipedia, so I'm assuming it's popular | among Swedish game developers or something? | svrtknst wrote: | Heh, HPL... Fitting name | westmeal wrote: | Lovecraftian game engines, who wouldve guessed | 0-_-0 wrote: | Cyclopean code blocks and sky-flung monoliths, all dripping | with green ooze and sinister with latent horror... | panzagl wrote: | Anyone who's looked at game engine code... | eternalban wrote: | Gargoyles of the cathedral of computing. | Shermanium wrote: | non-euclidian | baby wrote: | IIRC the game was impressive in the way you could slightly open | doors and drawers, never played it but I remember that. | mmm_grayons wrote: | For anyone that hasn't yet seen it, I'd highly recommend watching | Ars Technica's video interview on Amnesia and how it created its | unique atmosphere: https://www.youtube.com/watch?v=sMl2la8-3-o | | Along with the rest of their War Stories videos, for that matter. | The interview with Andy Gavin on Crash Bandicoot is great, even | though I never played the game: | https://www.youtube.com/watch?v=izxXGuVL21o | [deleted] ___________________________________________________________________ (page generated 2020-09-23 23:00 UTC)