

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).MonocleBios wrote: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.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.
Woah, that's pretty impressive! I hadn't heard of this project before, thanks for mentioning it.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.
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.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).MonocleBios wrote: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.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.
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.
Interesting... Day 1 mod support pls.Regalis wrote: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).
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.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.
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