No More Monsters
#1Edit: this thread is abandoned. See "No More Monsters Development"
Last edited by Z-Bites on Sun Jul 28, 2013 6:53 am, edited 6 times in total.
"I'm not a psychopath. I'm a high-functioning sociopath."spartan322 wrote:it is not every day that an SCP comes out of the closet.
Never thought that someone would actually care about this.maniac1198 wrote:Well the idea of scp-122 being the main antagonist is a good idea, there arent alot of scps that are good for games but 112 could be one of them, 112-1 is a simply horrifying infectious creature . The story sounds great and follows the info on the scp, plus the side scps are great choices, well except scp-13, its effect is supposed grow over a long-term span, doesnt make much sense , but still, great idea . I would like to help make this game because ive never had a big game project myself. I have made a few small games on the unreal engine and am pretty good at level design , but not so much art and textures . If you could do the story line and outline of the game, I could help with the design. But more people are going to be needed for this endeavor. Ill be happy to help, if we get more volunteers
Since I'm only in control of the storyline here, whether or not props from CB are used in the game is your call. As for No More Monsters being linked with CB; I dunno, I'm feeling a bit mixed on that one. Something tells me that if that were to be the case, we'd end up having to bring in a bunch of other SCPs from CB into the game, which was never my goal when I made the idea. You already have to deal with an army of 122-1. I don't think that you need 173 and 106 derailing things. Plus, most areas in the Site are most likely locked down. That includes containment chambers (Edit: That awkard moment where I forget that Larry goes through walls).maniac1198 wrote:Cool love this wall paper, i might just use some of the textures from scp: cb for the walls and rooms and sounds, it would only seem logical to use them. I was thinking that perhaps this would correlate with scp cb, since a power outage is what causes scp-122 to start doing bad things ( though the unreal engine will make the world seem a little different from cb ). Ill get working on it as soon as i can. also if anyone sees this and is adept in 3D modelling and art, plz write a comment or send me a message .
That plot works. I also remembered the key goal of this game that I made up ages ago; basically you had to make your way to SCP-122, the nightlight that's causing all of this madness, and find a way to reactivate it. If you want, I can send you the picture for 122. It might not be in the article anymore (It was rewritten not too long ago and the pic was replaced with a 122-1 instance), but it still shows up in google searches.maniac1198 wrote:Well the idea i was thinking of was that it was far way from where the CB area is, but still in the same facility, scp-122 would be somewhat far away from dangerous scps due to its effects having a large radius. I mean i was just thinking of an explanation to the power outage which as i could tell from CB only affected certain electrical areas. I would not plan on putting in 173 and 106 because, one it wouldn't make much since for them to be moving all around the facility like that and two, i dont plan on implementing a blink feature. I also plan on making the game more of a story then a simulation, the map would have a set design and 122-1's would appear in certain areas and attack you until you get a certain distance away from them at which point they disappear. And as you continue towards you they become faster and greater in numbers. Its just a start . Im working on getting the main menu built right now ill try and post an image of it soon.