SCP-106 DISCUSSION

A sub forum to discuss ingame SCP's and other entity's, and how they should function.
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Akatos
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Re: SCP-106 DISCUSSION

Postby Akatos » Tue May 27, 2014 4:47 am

Cpbald wrote:I think SCP-106 should break doors it touches. It makes no sense that he corrodes everything he touches, walks through a bunch of electronics and there isn't even a scratch.(broken doors have a 1/4 chance of breaking shut, 3/4 of breaking open)

SCP-106 is able to phase through solid matter and corrodes everything it touches. It would make an interesting effect though if corroded doors had a chance of breaking, but I believe the door mesh would have to be splitted into smaller meshes (pieces of the door), and I don't know how far Blitz3D can handle that.
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Re: SCP-106 DISCUSSION

Postby MonocleBios » Thu Jun 12, 2014 9:57 am

Akatos wrote:SCP-106 is able to phase through solid matter and corrodes everything it touches. It would make an interesting effect though if corroded doors had a chance of breaking, but I believe the door mesh would have to be splitted into smaller meshes (pieces of the door), and I don't know how far Blitz3D can handle that.

Or you could just replace the mesh with either smaller pieces or an animated model. No point introducing a complex system when a simpler solution exists.
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SciZoroark
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Re: SCP-106 DISCUSSION

Postby SciZoroark » Mon Aug 11, 2014 12:53 am

D-9999 wrote:
SCP-500 wrote:How about some more jump scares in the pocket dimension?.

For example

-You walk through a corridor and a corroded body drops and dangles from a string in front of you.
-Illusions of 106 or maybe other SCP's as 106's way of messing with you.
-a torture room that the player is sent too if he follows the wrong path too many times, maybe a scripted event where 106 tortures the player.

Also what about a room based on a mobius strip, or one of those optical illusion pictures, where going down leads up and stuff like that.

Jumpscares? Eh, no. Jumpscares ruin the horror experience, and you get used to them after the first or second time. I can understand this:
-Illusions of 106 or maybe other SCP's as 106's way of messing with you.

and perhaps
-a torture room that the player is sent too if he follows the wrong path too many times, maybe a scripted event where 106 tortures the player.

because that makes sense. But those do not count as jumpscares. The only one I'm kinda "NO!" about is this:
-You walk through a corridor and a corroded body drops and dangles from a string in front of you.

It's my opinion, and SCP: CB is fine as it is without jumpscares and pop-ups that some other horror games do, and they do nothing but annoy the player. I agree with 2/3 of that list, but the first one, "NO!" is what I say. We already have enough heart attack moments with :106: and jumpscares will distract from it. :roll:

I actually like all of those suggestions, even the jumpscares. Personally, I think jumpscares that are fitting are fine. In this case, corroded bodies in the PD make sense, so I would personally be okay with them being there. I actually don't like the pop-ups of Larry's face in the PD. Not sure if they're still around or not, but I'd rather them be gone while adding in corroded bodies falling/otherwise appearing in front of you, while also keeping the occasional jumpscare of Larry darting through the hallway right in front of you. Actually is that still around as well? I haven't really been in the PD much lately. I try to avoid it like the plague because I'm too afraid of it.

Also, personally I think it adds to Larry's sadism, as I would honestly expect someone like that to drop dead bodies in front of the player like "hey, this is what you're gonna end up like huehuehue <3". He already does it in the "real" world with a scientist that's dropped from the ceiling in a T-shaped room (tbf though I believe that might have been added to a version after the posts I quoted were posted. I don't keep up with when new versions come out too terribly much).

---

On other notes, I agree with the many posts that have already said they want Rad Larry to leave a trail of ick when he walks, just like the Gate A ending. I also support doors breaking or at least otherwise getting corrosion effects when he walks through them, same with walls.

Anything else that adds a sadistic touch is nice. I like the idea of something more sadistic for when he actually attacks you, but the few posts I've seen with a certain "scene" in mind haven't really sparked as much interest. They seemed either a bit bland or too specific or...something? I like the idea of having something simple, but the only really simple one (that I actually kind of liked but wanted a little more out of) was too simple. I believe it was where he lifted the player up and tilted his head? Would be nice if he smiled (more) at them. Maybe that would add just enough to the scene. I'm not sure if him smiling at the player was mentioned in that post or not, but imo it would be nice.

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Cpbald
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Re: SCP-106 DISCUSSION

Postby Cpbald » Sun Jan 11, 2015 8:53 pm

ok sorry for necrobump but anyways here's my idea:

106 should still occasionally spawn from the floor/ceiling/wall/wherever else that piece of crap chooses to come from - But I think it'd be a lot better if he actually WANDERED the facility - If he was close by, gurgling noises and 106's laugh could be heard on rare occasions, along with rooms possibly having cracks in the walls and patches of corrosion here and there.

Only issue is the limitations of Blitz3D which could possibly make this hard to implement (probably not IMPOSSIBLE)
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Re: SCP-106 DISCUSSION

Postby Nehpys » Mon Jan 12, 2015 11:57 am

Cpbald wrote:ok sorry for necrobump but anyways here's my idea:

106 should still occasionally spawn from the floor/ceiling/wall/wherever else that piece of crap chooses to come from - But I think it'd be a lot better if he actually WANDERED the facility - If he was close by, gurgling noises and 106's laugh could be heard on rare occasions, along with rooms possibly having cracks in the walls and patches of corrosion here and there.

Only issue is the limitations of Blitz3D which could possibly make this hard to implement (probably not IMPOSSIBLE)


I don't think it would be that hard. It's sort of like implementing the MTF AI onto 106. The problem would be to switch the coding so instead of 106 shooting a gun, he would come and touch you. I think this fits, since pretty much the whole map is loaded into one single map, so him walking around would be much trouble. The trouble would be lag, since he is leaving decals and Cracks everywhere.

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Re: SCP-106 DISCUSSION

Postby Ltn Vasquez » Wed Apr 29, 2015 6:38 pm

SyphenTV wrote:
Cpbald wrote:ok sorry for necrobump but anyways here's my idea:

106 should still occasionally spawn from the floor/ceiling/wall/wherever else that piece of crap chooses to come from - But I think it'd be a lot better if he actually WANDERED the facility - If he was close by, gurgling noises and 106's laugh could be heard on rare occasions, along with rooms possibly having cracks in the walls and patches of corrosion here and there.

Only issue is the limitations of Blitz3D which could possibly make this hard to implement (probably not IMPOSSIBLE)


I don't think it would be that hard. It's sort of like implementing the MTF AI onto 106. The problem would be to switch the coding so instead of 106 shooting a gun, he would come and touch you. I think this fits, since pretty much the whole map is loaded into one single map, so him walking around would be much trouble. The trouble would be lag, since he is leaving decals and Cracks everywhere.

SUPER NECROBUMP

The MTF AI is based on the inside of the facility. The 106 AI needs to move everywhere, and I mean EVERYWHERE.

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Re: SCP-106 DISCUSSION

Postby Sirwhiskers100 » Sun Feb 14, 2016 4:51 am

I think that the PD should have more rooms like
-A room with pews simaler to a church
-A room with stairs leading to a giant hole in the middle of the room that would kill the player if he fell in, and a doorway at the other end of the room
-A room with a catwalk where :106: would watch you from
-A maze with randomly generated events
-A flat plain filled with towers that :106: could watch you from
-A room filled with symbols and writings done by :106:
-A room that looks like it's in the process of being blown up (frozen in time) that would show you the dark abyss that surrounds this world
-A room that looks like a trench bunker from WWl
-A room with corroded bodies strung from the ceiling
-A room simaler in design to a living room
-A hallway with multiple barred cells on both sides, some of which hold corroded bodies (maybe even a freshly caught class-D or scientist asking you to help them)
-A room with chains on the walls
-A hallway with stairs leading down Into a different room
-A hallway with twists and turns

Just some suggestions
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Zackonark
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Re: SCP-106 DISCUSSION

Postby Zackonark » Sun Feb 14, 2016 7:08 am

I agree. While the pocket dimension has finally been given an escape method, it now seems less dreadful because I know the exact way out. It needs more rooms. It needs to be more maze-like, and anti-gravity, and the like, needs to be added in as a random event for certain rooms to further increase the fear factor.


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