Re: Dev Topic #3

#151
It would be awesome if after the intro sequence, you can go through those doors in the lower area of the first room, and re-enter the offices you see in the intro sequence, perhaps finding a keycard, document on 173's testing for the day, and a dead scientist or two? Also, maybe you could see the guard from the intro running across the bridge, and shouting for help from the area of the 3-way tunnel.

It would be even cooler if you could explore some more in that area, even entering an elevator that takes you to the room where the intercom guy watches over the chamber.
It slep time bunner.

Re: Dev Topic #3

#152
Omniary wrote:It would be awesome if after the intro sequence, you can go through those doors in the lower area of the first room, and re-enter the offices you see in the intro sequence, perhaps finding a keycard, document on 173's testing for the day, and a dead scientist or two? Also, maybe you could see the guard from the intro running across the bridge, and shouting for help from the area of the 3-way tunnel.

It would be even cooler if you could explore some more in that area, even entering an elevator that takes you to the room where the intercom guy watches over the chamber.
I think Intercom Guy would make more appearances rather watching over the Foundation how D-9341 wanders around the chambers. I do agree and like the both statements above.

How about trying to find a ladder and carry it over, while walking slightly to the Intercom Upper Room? There could be a level 2 or level 1 keycard or a redacted document written by Intercom Guy or a recording of his voice on his past working for the Foundation? It would be cool.

Re: Dev Topic #3

#153
SCP 513 wrote: I think Intercom Guy would make more appearances rather watching over the Foundation how D-9341 wanders around the chambers. I do agree and like the both statements above.

How about trying to find a ladder and carry it over, while walking slightly to the Intercom Upper Room? There could be a level 2 or level 1 keycard or a redacted document written by Intercom Guy or a recording of his voice on his past working for the Foundation? It would be cool.
Ladder? I like the rest of the idea, but a random carriable ladder in the facility sounds....stupid.
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."
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Re: Dev Topic #3

#154
scpharrisee wrote:
SCP 513 wrote: I think Intercom Guy would make more appearances rather watching over the Foundation how D-9341 wanders around the chambers. I do agree and like the both statements above.

How about trying to find a ladder and carry it over, while walking slightly to the Intercom Upper Room? There could be a level 2 or level 1 keycard or a redacted document written by Intercom Guy or a recording of his voice on his past working for the Foundation? It would be cool.
Ladder? I like the rest of the idea, but a random carriable ladder in the facility sounds....stupid.
I think so. There is no other way to reach the uppeer intercom room.

Re: Dev Topic #3

#155
I'm still waiting for the day this game has puzzles.

That day a tear will come out of my eye.
sup

roger copy bravo tango mango

Re: Dev Topic #3

#156
Irontaco wrote:I'm still waiting for the day this game has puzzles.

That day a tear will come out of my eye.
Do you have any particular puzzle ideas?

I myself can't come up with anything that will mix with the facility itself too well. Perhaps there are a few SCPs that could create good puzzles, though.

Re: Dev Topic #3

#157
106-mucus-damaged doors that require the player to search for something to open it/break it/find a long stick to push it without corroding his hands, things like maybe switches that don't work and require the player to fix them up, all kinds of stuff.

Actually, a nice place for a proper puzzle would be in the maintenaince tunnel. There could be a passage full of hot steam that requires the player to move steam valves and things that have been sabotaged.
sup

roger copy bravo tango mango

Re: Dev Topic #3

#158
Irontaco wrote:106-mucus-damaged doors that require the player to search for something to open it/break it/find a long stick to push it without corroding his hands, things like maybe switches that don't work and require the player to fix them up, all kinds of stuff.

Actually, a nice place for a proper puzzle would be in the maintenaince tunnel. There could be a passage full of hot steam that requires the player to move steam valves and things that have been sabotaged.
I like that steam idea, but they could develop the idea of puzzles more by having you restore power to certain parts of the facility in order to advance - and it wouldn't be as simple as flipping a switch you run into. Idk, someone already mentioned that idea, I just don't remember who it was. Regardless of who it was, me gusta.
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."
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Re: Dev Topic #3

#159
Irontaco wrote:I'm still waiting for the day this game has puzzles.

That day a tear will come out of my eye.
Those puzzles should be random too
DON'T SHOOT! LET THEM BURN!

Re: Dev Topic #3

#160
garbo wrote:
Irontaco wrote:I'm still waiting for the day this game has puzzles.

That day a tear will come out of my eye.
Those puzzles should be random too
special containment puzzles, it all makes sense!
on topic: i think reglias should turn off radical larry's noclippin' in the next update.
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(last edited 10/09/2020)