Edit (8/2/13): From balancing my job, and school; realizing that this custom story is bigger than what ive imagined a year ago. The ideas I have for new puzzle mechanics and every type of environments bringing them to life with unique architecture sets will have more heavy load of work left to be done. I imagine in my head and know its possible. Animation of birds flying around, people walking, cars driving by. Bringing life into these worlds. I passionately care about this. And with every idea and knowing its possible, I just half to learn the skills to achieve that and make it happen. This achievement might take months of development to achieve. From planning the blue print for this, to the final export of the model and animation. But im not focusing on that right now. Right now its getting all the story done. And get the final polished lines to the voice actors.
Strangely enough, I did not have no motivation to work on my mod during my last 2 days off (Sunday and Tuesday). It was from over sleep. I would sleep 10 to 12 hrs a day. Which would bring by fatigue and motivation down quite a bit. I will be avoiding that for sure.
Lastly, I do not see the mod coming out this year unfortunately. I will of course get the blue print of all the puzzle's/scares/level design's that need to be taken care of done for sure. I need to re-work some levels. I know y'all are eagerly anticipating this mod, I am too, but quality of work must be meet. I want this to feel unique, beautiful, and scary, and initiative. Its like I can see the whole big picture of this mod; from beginning and to end, and something inside of me just says it fits vary well, you did a exultant job. Having that entitlement of this mod will take more work and polish. I think its safe to say, that this mod will be like if you mixed Myst, with Silent Hill, and it had a baby. (Not copying or anything of those games, but just the feel and atmosphere of the game.) Both you will feel. Some places are terror, other places of worm and comfort. Once this mod is released, I can tell you that it will rival the top amnesia mods. Well I hope XD.
The biggest mistake I have made in developing this mod is this, I did not blue print the story, puzzles, environments, and scares, etc. While I did keep a thorough check on the story and made sure it stuck to context and atmosphere at least for the 95% of the time, that last 5% of no intention of the antagonist that I surprisingly skipped, can take a major hit on the story. And you leave the player wording and wanting to know why this happened. In my findings, I only leave a hint of intention. It will leave the player disappointed and make no logical since, I cannot and will not have this in my mod. Everything has to stick to context.
So I am making a document of story analysis on each level. Asking questions of why the player needs to be here, what is the back story of the level, what is the characters intent of what is he doing or solving, and making sure every single element in story, level, puzzle, game mechanics, scare and atmosphere all tie in to each other and always sticks to the story and atmosphere.
Once I get all this done, it will be smooth sailing from there. And not floating around and trying to figure out what to do next, or worrying about the story and context's of the elements of the mod.
So in the gist of it, I will document every single element and bit and pic of my mod so its a road map till the vary end. And the voice acting is still not done but close.
On a side note of news, the puzzles that you will find in this mod will have a huge variety. And will test your thinking skills, pen and paper might be needed on a few. Yes, I will include some puzzles that require taking notes on paper, is this a bad thing?