Re: Six-Eight-Two

#231
mrpeanut188 wrote:Divinity, I still think you need a weapon's animator. I've been pretty busy for the past few months, so I can't do anything.
But, you are in bad need of a HUD, and I can make one. Not very hard to create a dynamic image in C++.
I agree with animations, I will however be making a HUD soon, once we get a bunch of things done :)

Also, an idea I would like to share with you, SCP682 fans, let me know if you think this could be possible.. Welp, here goes nothing :
Okay, so a lot of people want smaller type enemies that can be killed, and I thought I could address everyones wishlist while technically still only having one enemy in the game; 682. So in the Q+A video with GamingMediocrity I talked about smaller 'safe corridors' that you could go in to get away from 682 as he can't fit in them.... BUT... What if I said, that if you stay in there for too long, SCP682 can re animate and regurgitate Class-Ds and Mobile Task Force members that he has absorbed, and send them into the corridors to try and kill you or drag you to him....
Just to clarify, these re animated zombie type things will be very fast, use melee and sound somewhat similar to the zombies from Half Life 2, where they beg you to kill them and what not... Creepy, huh?

Ideas ideas.... What you think? I wouldn't add it in if people found that it wouldn't be accurate alongside his file, I'm just 'brain storming'

~Danivity
They were, disgusting.

Divinity website : http://divinitystudios.webs.com/

Re: Six-Eight-Two

#232
Divinity wrote:
mrpeanut188 wrote:Okay, so a lot of people want smaller type enemies that can be killed, and I thought I could address everyones wishlist while technically still only having one enemy in the game; 682. So in the Q+A video with GamingMediocrity I talked about smaller 'safe corridors' that you could go in to get away from 682 as he can't fit in them.... BUT... What if I said, that if you stay in there for too long, SCP682 can re animate and regurgitate Class-Ds and Mobile Task Force members that he has absorbed, and send them into the corridors to try and kill you or drag you to him....
Just to clarify, these re animated zombie type things will be very fast, use melee and sound somewhat similar to the zombies from Half Life 2, where they beg you to kill them and what not... Creepy, huh?

Ideas ideas.... What you think? I wouldn't add it in if people found that it wouldn't be accurate alongside his file, I'm just 'brain storming'
I do like the idea of smaller enemies that might make the player feel like they're accomplishing something. Looking at 682 and how much he could do, I wouldn't be surprised if he could send out half-consumed/mutilated MTF units that scream things like the HL2 zombies.
Spoiler
"YAH BA MY ICING"
Perhaps adding more SCPs? For example, 008 can be an SCP that just requires MTF units to be slightly retextured and given some new animations. Perhaps 049- he would constantly produce zombies and you'd have to sedate him to stop him from doing so.
It slep time bunner.

Re: Six-Eight-Two

#234
I personally don't like the idea of including other SCPs in this game. I feel that doing so would remove some of the suspense from 682's presence. But the MTF and D-class zombies do sound like a cool idea. They're directly connected to 682, and they would give the player a bit more to do while the reptile isn't around. As long as they don't litter the entire map, I would be fine with their inclusion.

That's just my thought, though. As long as everything is handled well, I won't complain about anything you do with this game.
Steelpoint wrote:Interesting twist to the idea of SCP-682 adapting to any scenario given.
Indeed. Will 682 be mutating his appearance throughout the game? Or will his looks mostly remain the same?

Re: Six-Eight-Two

#237
garbo wrote:I don't like the idea of the smaller enemies. The game is called six eight two, so other scps than 682 won't fit. Also, I disagree at all with the "zombies"
Agreed. The game is titled Six-Eight-Two. It's about SCP-682. Keep all other SCPs out of it. We can also put this in the SCP Omega Seven thread.

I say, outside of co-op, don't even put MTFs. It's a great little horror/puzzle game about luring SCP-682 back into containment. Keep it as that.

Re: Six-Eight-Two

#238
The lore of SCP-682 states it adapts to a given situation to overcome any objective, the question is would it creating these "zombies" or possessed extensions of itself to go into inaccessible areas be too far a stretch on the SCP-682 lore, or its ability's in general.

Ultimately at the end of the day this is a video game, compromises will be made to fit that purpose and put simply I think the player should not be able to just walk into a door way and be suddenly completely safe from SCP-682. "Sorry 682, you can't fit so turn around and walk away". It will either try forcing its way into that space, or force its prey to leave. How it does that is up to the creators to decide upon.
SCP:CB Administrator. 99% of my statements are my own and do not represent the official developers viewpoint.

Re: Six-Eight-Two

#239
The zombie idea is kinda iffy, but it is also true that 682 wouldn't simply wait while the player is in a safe room. He would do all he can to reach him/her. Summoning zombies would be interesting to see, and is there anything in 682's description that says he can't do such a thing?

Granted, I completely understand why some people wouldn't be a fan of the idea. Some people might hate it because it doesn't stick to what we know of 682. Other people might hate it because they think game should only have one enemy. But I personally like the idea because it adds a bit more variety to the game and shows what ungodly things 682 is capable of.

That doesn't mean I'm closed to other good ideas, though. Maybe after a certain amount of time, 682 will shed some of its flesh and shrink until he can fit into the room.
Last edited by 106phobia on Sat Apr 20, 2013 7:35 pm, edited 1 time in total.