Re: Containment Breach Unity Edition (2017) - Latest Build: 0.4c (3/26/17)

#501
Basically, if you've ever played version .6.6, you'll notice that for example, there's the start room (with the first hallway with gasmask and batteries as well as a document on 173 and clipboard as of version 1.0.0) then the next room could be a three way gas walkway (as there is no zone segregation) and in one of those doorways could be 106's Containment chamber and the room in the second doorway could be an office (or any other two-way type room) that leads to another set of randomly generated rooms. The algorithm is simply put, weird. It had gone through many versions to insure that at least one of every needed room would spawn and spawn in such a way as to avoid rooms that lead to nowhere or other issues such as room clipping. It was completely random except for a few specific instructions so that players would be able to progress properly. It made no sense at all but that's what made it fun. You never knew what to expect in the next room.
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History is written by the victor~Winston Churchill
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Re: Containment Breach Unity Edition (2017) - Latest Build: 0.4c (3/26/17)

#502
Hmm well the zones are completely random as are the rooms inside. I suppose that you could increase the rooms per zone so that only one zone generates, once I've gotten custom world gen sliders in. However the basic algorithm itself will not change...

You will be able to modify distance between zones, distance between rooms in zones, and number of rooms per zone, so maybe by tweaking those you'll be able to replicate this behavior?

Re: Containment Breach Unity Edition (2017) - Latest Build: 0.4c (3/26/17)

#504
LORD DEATH wrote:snip
If I recall correctly, juanjpro made a mod that added completely random generation back in 0.7.4. One of the major issues of the completely random system was that there were some unwinnable seeds. SCP-914 was a lot more forgiving with keycards back then too. The map generator would have to be really advanced to make sure there was a possible win condition.

Re: Containment Breach Unity Edition (2017) - Latest Build: 0.4c (3/26/17)

#505
@zornor90

I've seen one person complaining about the intro to the game in terms of the D-Class cells not making any sense location wise. Also, the catwalk offices as well as SCP-173's chamber placement don't seem to match up as well. I'm not sure if it's too late to suggest this, but the intro does need an overhaul. It simply doesn't make any sense design wise. I'm not sure if you could (or want) to do anything about it. It's just something to consider when making changes to the original concept for your new Unity build. I've seen suggestions to have an entire area dedicated to Class Ds. Here's my take on the entrance zone. BTW, anyone, feel free to critique me on this or offer your own suggestions. I'm just trying to think of a good way to do this. My take is this, you could have a separate zone specifically for D-Class located in a zone separated by a checkpoint. It would be located in the Entrance zone (for expediency purposes as the Foundation would want to be able to quickly transfer D-Class) One idea for transit to the Containment Chamber would be to have the player being escorted by armed guard to the chamber in handcuffs (or not) through a lively facility that hasn't been breached yet. However, this could be a potential pathfinding and scripting nightmare to deal with as the facility is randomly generated. A way to bypass this completely would be to have a tram system or something that takes prisoners from the cell block to different zones. In my example, you get escorted past a checkpoint that goes to a tram platform. you're still escorted by armed guard but the pathfinding would be simpler. The tram would take you past the HCZ tram platform to the LCZ tram platform. You'd then be let off at that entrance area in the large room. It's the room that looks like the SCP-173 area where the gasmask and batteries spawn. After walking up the stairs and into the "original" intro, you would then walk to SCP-173's chamber. I'm not exactly sure what could be done about the overhead catwalk with offices though. I just don't know what would be good to replace it. :|
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History is written by the victor~Winston Churchill
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Re: Containment Breach Unity Edition (2017) - Latest Build: 0.4c (3/26/17)

#506
LORD DEATH wrote:@zornor90

I've seen one person complaining about the intro to the game in terms of the D-Class cells not making any sense location wise. Also, the catwalk offices as well as SCP-173's chamber placement don't seem to match up as well. I'm not sure if it's too late to suggest this, but the intro does need an overhaul. It simply doesn't make any sense design wise. I'm not sure if you could (or want) to do anything about it. It's just something to consider when making changes to the original concept for your new Unity build. I've seen suggestions to have an entire area dedicated to Class Ds. Here's my take on the entrance zone. BTW, anyone, feel free to critique me on this or offer your own suggestions. I'm just trying to think of a good way to do this. My take is this, you could have a separate zone specifically for D-Class located in a zone separated by a checkpoint. It would be located in the Entrance zone (for expediency purposes as the Foundation would want to be able to quickly transfer D-Class) One idea for transit to the Containment Chamber would be to have the player being escorted by armed guard to the chamber in handcuffs (or not) through a lively facility that hasn't been breached yet. However, this could be a potential pathfinding and scripting nightmare to deal with as the facility is randomly generated. A way to bypass this completely would be to have a tram system or something that takes prisoners from the cell block to different zones. In my example, you get escorted past a checkpoint that goes to a tram platform. you're still escorted by armed guard but the pathfinding would be simpler. The tram would take you past the HCZ tram platform to the LCZ tram platform. You'd then be let off at that entrance area in the large room. It's the room that looks like the SCP-173 area where the gasmask and batteries spawn. After walking up the stairs and into the "original" intro, you would then walk to SCP-173's chamber. I'm not exactly sure what could be done about the overhead catwalk with offices though. I just don't know what would be good to replace it. :|
I'm liking these ideas. It would be cool to have a separate zone for D-Class...