Re: SCP Suggestions General

#741
Glitch wrote: 882 - A Machine:
I imagine this SCP being in the center of a 3 or 4 doored room with an acrylic walkway around the outside, it's tank would be smashed and it's support broken, while near it you will start hearing machine noises, your character's speed will drain and you will slowly go insane, to stop this you'd leave the room quickly and get away from it to recover. If you go fully insane, you loose control of your character and a short sequence plays where he climbs onto the rail and jumps into 882, giving it all your metals and resulting in death.
^. I agree with this SCP. I like the short sequence idea to it. It would be not too hard to implement it.

Also, I suggest SCP-241, not a bad idea...
It would be similiar to SCP-1025 reading and it's effects, but when clicking and reading SCP-241, a short sequence plays with pitch black with sounds how Class D prepares the main recipe of the book - Sautéed Scallops, and when it's complete you decide it to eat it or leave it. If Class D eats it, he dies in 1 minute while having anaphylactic shock.

Re: SCP Suggestions General

#742
I know this thread is about SCP Suggestions but right now I feel as if the game is being desperately STUFFED TO THE BRIM with new SCPs.
How about thinking about some separate areas first? You know, a proper LAYOUT for the building. Otherwise it is quite possible to end up with a Mapseed with
about 10 SCPs stuffed into one area (not counting the wandering 173 and 106) and one area with just... nothing?
During my time at the hospital (which was much longer than I liked) I actually started drawing layouts for the building.

I know Regalis started with that thought by putting Offices and SCPs into different areas, but that can only go on so long.
(Or until you have 20-30 SCPs in there) And then eventually PLUS the MFT morons.

But that might be just me.
My Youtube Account: http://www.youtube.com/user/TheSerimah
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Re: SCP Suggestions General

#743
Serimah wrote:I know this thread is about SCP Suggestions but right now I feel as if the game is being desperately STUFFED TO THE BRIM with new SCPs.
How about thinking about some separate areas first? You know, a proper LAYOUT for the building. Otherwise it is quite possible to end up with a Mapseed with
about 10 SCPs stuffed into one area (not counting the wandering 173 and 106) and one area with just... nothing?
During my time at the hospital (which was much longer than I liked) I actually started drawing layouts for the building.

I know Regalis started with that thought by putting Offices and SCPs into different areas, but that can only go on so long.
(Or until you have 20-30 SCPs in there) And then eventually PLUS the MFT morons.

But that might be just me.
Yeah, I agree. How about just making three different Foundation building complexes? This could be better to get about 10-15 SCPs in one building. As for that note, why not have some stairs with different floors in one building and having containment zones? This could be more scary if free roaming SCPs will wander through three buildings.

Re: SCP Suggestions General

#744
*Eats a Luther Burger off of SCP-807 while searching for the SCP he found so interesting just the other day* Here it is!
http://www.scp-wiki.net/scp-906: The Scouring Hive

Just looking at it's photoshopped picture gives me goose bumps but what's even scarier is that this thing is made up of a colony of worms that secrete acid. It's scary, it's disgusting... and it's perfect! Reading it's article, I imagine that in-game it would be much like SCP-106, but without the ability to teleport. It doesn't have the curtsey of taking you to a pocket dimension, instead I imagine it'll burn your skin off with the acid it secretes before devouring you.

On a totally unrelated note... am I the only one who thinks that SCP-106 was inspired by the book "The Most Dangerous Game" by Richard Connell?

Here's the Wikipedia article:
http://en.wikipedia.org/wiki/The_Most_Dangerous_Game
I'm not a game programmer, I know nothing about the Blitz3D, Unity, Unreal, or Source engines. I'm just an amateur writer wanting to contribute to an awesome game.

Re: SCP Suggestions General

#746
Serimah wrote:
Juicy wrote: The areas should be in different floors, with staircases or elevators to other zones
I absolutely agree with that.
I agree with that, too.

Re: SCP Suggestions General

#747
I agree aswell, but it would mean Reg would need to create a 3D room generation algorithm.
I'm not here as much right now, mention me on our Discord server if you need anything.

Re: SCP Suggestions General

#748
Glitch wrote:I agree aswell, but it would mean Reg would need to create a 3D room generation algorithm.
I think he was doing fine for a start with the player being able to go up and down some stairs.
If it's possible to actually make this into an algorithm... that would be beyond awesome. However, we won't know until someone with lots of knowledge on the Unity Engine replies.
However, for me personally I think it is more important to work on the map layout first before adding any other SCPs.

I've watched countless Let's Players the last few days (and of course played the game myself) and the whole map layout is becoming more and more confusing.
Any new player with no SCP experience will be hopelessly lost within a few minutes. I actually took my sweet time slowly checking all the surrounding rooms,
but I had the advantage of knowing what could possibly await me.

So yeah... the map layout needs some more..hmm... "texture"... before adding any other new SCPs.
My Youtube Account: http://www.youtube.com/user/TheSerimah
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Re: SCP Suggestions General

#749
Serimah wrote:the whole map layout is becoming more and more confusing.
There is the S-NAV, but no one seems to know how it works.
Every square corresponds to a single room...
I'm not here as much right now, mention me on our Discord server if you need anything.

Re: SCP Suggestions General

#750
Yeah. Fixing the map generation should be one of the top priorities for now. I almost always get lost in those repeating three-way rooms at the beginning of the game.

But I don't agree with Serimah's point about the game being "filled to the brim" with SCPs. If anything, there aren't enough SCPs populating the huge maps. The fact that there are so many empty and repeating rooms/halls is proof of that.
Last edited by 106phobia on Wed May 08, 2013 2:02 am, edited 2 times in total.