Re: 1.0 Update?

#32
MonocleBios wrote:
Irontaco wrote: I seriously doubt it, there's no clear limit or boundary that can be strictly established by a developer unless the developer says so, TBH, i've never seen SCP:CB as a game that could be classified in alpha or beta stages since there is no testing and it's like pretty much one of these games that are released basic and then progressed from there.
That being said, I think Reg would be better off not adding more content to the game after 1.0. It's pretty obvious to anyone who's looked at CB's source code that the game doesn't scale very well. I'd be much more interested in Reg starting a new project applying what he learned from CB and CS, rather than tacking on content to his engine that isn't suited to support it.
There will still be some SCP and other additions after v1.0 (and the usual bugfix updates of course), and v1.0 definitely won't be the last version. Obviously I couldn't keep on adding more content indefinitely even if I wanted to - the engine is already struggling with the current amount of content. I originally intended SCP-CB to be a small game with maybe 5 or so SCPs and a map as big as maybe one of the current zones, and for that scale, the engine would've sufficed. By the time I started to realize the issues with engine, the project had already gotten so far that rewriting the engine probably wouldn't have been a good idea (considering the way the game is built: change one thing and and 10 other things break).

Nevertheless, these past ~2.5 years have taught me so much about programming and game development that I'm eager to start a new project with a clean slate. I already have a cool game idea which I think the players of SCP-CB will like (even though it isn't SCP-related or even really a horror game). ;) There's still a lot of work to do on SCP-CB though, so I'll try to keep myself from getting sidetracked too much until the game is in a state where I can confidently call it finished.

Re: 1.0 Update?

#33
Regalis, haven't you think on merging SCP:CB with Abincyprus' game? It's a modification for Mirror's Edge, and it is going very well. The game looks extremely well in that engine, really, I was impressed the first time I saw it. But enough talking, here are some videos so you can see for yourself:

[youtube]/watch?v=aXJq6uFFppk[/youtube]

[youtube]/watch?v=SF1ZE0dMHz8[/youtube]

I think it would be right that after you launch the version 1.0 you move the game there. As just seen, it could improve in many ways. Wouldn't you like to see the entire game that way? Don't you wish the engine did not have so many limitations? Wouldn't you like to take SCP:CB to a whole new level? I think this is a good opportunity to make that happen.
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Re: 1.0 Update?

#34
Brunou8 wrote:Regalis, haven't you think on merging SCP:CB with Abincyprus' game? It's a modification for Mirror's Edge, and it is going very well. The game looks extremely well in that engine, really, I was impressed the first time I saw it. But enough talking, here are some videos so you can see for yourself:

I think it would be right that after you launch the version 1.0 you move the game there. As just seen, it could improve in many ways. Wouldn't you like to see the entire game that way? Don't you wish the engine did not have so many limitations? Wouldn't you like to take SCP:CB to a whole new level? I think this is a good opportunity to make that happen.
Woah, that's pretty impressive! I hadn't heard of this project before, thanks for mentioning it.

...But merging SCP-CB with a Mirror's Edge mod, it's not as simple as just "moving the game there". They are two completely different engines, so merging them would basically mean making the game from scratch in the new engine (which is pretty much what they're doing already). And as much as I'd like to see SCP-CB running on some modern engine, I'm not going to be the one to do the port. I don't have any experience in UDK (= the toolkit used for modding Mirror's Edge and other games that use Unreal Engine), so I don't know how much I'd be able to help with the development anyway.

Re: 1.0 Update?

#36
i had pretty much the same problem. when i started my first project and did some content, i got better and better in programming, and then i realized: hey, my current code is really unefficient and i could do it better now! So i decided to start a new project, because there was too much content already, and it would be too much work to recode it. Than the same again and again. I never really finished a project cause of that :/

anyway, i am happy that you will add more content in the future. and if the engine reached its limit, i would like to see some more fixes or minor improvements to the code or to models :)

EDIT: 682 still has to be implented! :) night is doing an awesome model :682:

Re: 1.0 Update?

#37
It's definitely good considering what you were working with... if I ever actually get enough done on something simpler to get to the point where i feel confident I eventually want to remake this game in cryengine... but I'm a little ways off from that yet

Re: 1.0 Update?

#38
Regalis wrote:
MonocleBios wrote:
Irontaco wrote: I seriously doubt it, there's no clear limit or boundary that can be strictly established by a developer unless the developer says so, TBH, i've never seen SCP:CB as a game that could be classified in alpha or beta stages since there is no testing and it's like pretty much one of these games that are released basic and then progressed from there.
That being said, I think Reg would be better off not adding more content to the game after 1.0. It's pretty obvious to anyone who's looked at CB's source code that the game doesn't scale very well. I'd be much more interested in Reg starting a new project applying what he learned from CB and CS, rather than tacking on content to his engine that isn't suited to support it.
There will still be some SCP and other additions after v1.0 (and the usual bugfix updates of course), and v1.0 definitely won't be the last version. Obviously I couldn't keep on adding more content indefinitely even if I wanted to - the engine is already struggling with the current amount of content. I originally intended SCP-CB to be a small game with maybe 5 or so SCPs and a map as big as maybe one of the current zones, and for that scale, the engine would've sufficed. By the time I started to realize the issues with engine, the project had already gotten so far that rewriting the engine probably wouldn't have been a good idea (considering the way the game is built: change one thing and and 10 other things break).

Nevertheless, these past ~2.5 years have taught me so much about programming and game development that I'm eager to start a new project with a clean slate. I already have a cool game idea which I think the players of SCP-CB will like (even though it isn't SCP-related or even really a horror game). ;) There's still a lot of work to do on SCP-CB though, so I'll try to keep myself from getting sidetracked too much until the game is in a state where I can confidently call it finished.
If you do such a project, you should make another section of the forum for it (with its own general discussion, collab, bug reports), so we can follow all your projects, i'm sure your next thing is going to be great and that people will be willing to also help you with it. Man, SCP:CB surely has progressed quickly.
sup

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Re: 1.0 Update?

#40
Regalis wrote:There will still be some SCP and other additions after v1.0 (and the usual bugfix updates of course), and v1.0 definitely won't be the last version. Obviously I couldn't keep on adding more content indefinitely even if I wanted to - the engine is already struggling with the current amount of content. I originally intended SCP-CB to be a small game with maybe 5 or so SCPs and a map as big as maybe one of the current zones, and for that scale, the engine would've sufficed. By the time I started to realize the issues with engine, the project had already gotten so far that rewriting the engine probably wouldn't have been a good idea (considering the way the game is built: change one thing and and 10 other things break).

Nevertheless, these past ~2.5 years have taught me so much about programming and game development that I'm eager to start a new project with a clean slate. I already have a cool game idea which I think the players of SCP-CB will like (even though it isn't SCP-related or even really a horror game). ;) There's still a lot of work to do on SCP-CB though, so I'll try to keep myself from getting sidetracked too much until the game is in a state where I can confidently call it finished.
Are you planning to use Blitz3D for the next project or rather an other engine? Maybe it's a bit too early to ask that, though.
Do you think NASA invented thunderstorms to cover up the sound of space battles?