Spent this week at a 6-day boot camp in a frozen forest. Combat training in the daytime, and sleeping a couple hours in a cold and wet tent when I wasn't guarding the camp in a small dugout in -15 C weather. So no progress on the game this week.
However, I started working on a huge upgrade on the map generation algorithm. Now it divides the map into several different "zones" and each room is only used in a specific zone. It should make the layout of the facility a lot more rational - no offices next to SCP-106's containment room or toilets in the middle of two airlock rooms.
I've been thinking of three different zones. The first one could be an area for the containment rooms of the least dangerous SCPs. Airlock rooms, plenty of those white-walled hallways and stuff like that. The second zone could be for SCP-106, 096, 682 (?) and other extremely dangerous SCPs. Lots of concrete and heavy steel reinforcements, dark tunnels and huge blast doors. The last one is the area closest to the main exits. It could be a modern, sterile area where the offices are located. Some break- and locker rooms here and there, and maybe a cafeteria.
I've already done the necessary changes to the map generator, now I'll need to do some changes to the current rooms and make some new ones to make the zones look distinct enough.
Re: Dev Topic #2
#342Ill admit i prefer random placements of rooms as you never know what you will come across next, however im liking you are adding break rooms, cafeteria's etc, we were missing some more normal room types.
Local Forum Amateur and Galactic God Entity: Current mistakes:3
"If you collect them, something good might happen!" - About half of the Road Trip Adventure NPC's
"If you collect them, something good might happen!" - About half of the Road Trip Adventure NPC's
Re: Dev Topic #2
#343FEEL THE BURN UN YOUR THIGGHHHSSS. Anyways, the changes to the map sounds great! It's high time it got an upgrade. The new system and the new looks sounds awesome. I see you've been reading the room suggestions thread. 


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Atheros drivers SUCK!
Re: Dev Topic #2
#344They will still be somewhat randomly placed, the update will just group some types of rooms next to each other so that the layout of the facility makes more sense.MOV_Games wrote:Ill admit i prefer random placements of rooms as you never know what you will come across
Re: Dev Topic #2
#346Why wouldn't it be?InnocentSam wrote:Will it still be seed-based?
-Resident Bacon Fanatic-
Re: Dev Topic #2
#347Regalis, what new scp's are you interested in maybe adding to the game that have been discussed? You can keep it a secret if you want but.
I'm bad at keeping my emotions bubbled and end up being perfect. It would have been trouble.
Re: Dev Topic #2
#348Zone based things would mess up the seed system a bit. Fixable, but still..spartan322 wrote:Why wouldn't it be?InnocentSam wrote:Will it still be seed-based?
Re: Dev Topic #2
#349How do you mean? Why should some different design logic disqualify seeds from it's implementation?InnocentSam wrote:Zone based things would mess up the seed system a bit. Fixable, but still..spartan322 wrote:Why wouldn't it be?InnocentSam wrote:Will it still be seed-based?
Re: Dev Topic #2
#350I am in favor of the zone idea, as I expressed a week or two ago on an old topic, here is what I said. It also gives some ideas on some zones to use.
One thing that many others have brought up is the weird design of the site. I do enjoy the random generation but from a practical standpoint why would their be a service tunnel connecting an office and a containment chamber?
I would like to see their be certain kind of "zones". Where an Office Zone would contain office like rooms such as conference rooms, breaks areas and the such. Or a Security Zone or Containment Zone. Basically this would create a more realistic depiction of the site, instead of the current weird layout.
To expand the zone idea a bit more.
Let's say that at the start of the game the player is in the "Prison Zone". This zone would contain rooms that would be associated with a holding area of Class-D's such as cell's, lunch rooms, security offices and armories. In this Prison Zone you would find corpses of both Class-D's and guards, possible also medical personal (Prison Infirmary) and specialist guards (Riot for example). Also the zone, since it is adjutant to 173's containment cell, would have (For example) a higher chance of it appearing in this zone in comparison to 106.
(Basically a zone would function similarly to what is currently implemented but it would restrict what rooms spawn to a certain criteria)
In actuality the Prison Zone would be a unique one since it would be a combination of a Randomly Generated zone and Hand Crafted, the hand crafted bit being where the player is escorted from their cell to 173's containment chamber. So if the player is somehow able to return to the Prison Zone they would be able to access it in its entirety, as well as revisit areas they were in at the start. Most other Zones would be almost entirely randomly generated in their layout. (Except for plot specific zones).
Of course the disadvantage of this system is that it eliminates certain random elements of the game, since an experienced player would know what to expect in a certain zone, but I feel that this system would make the game more realistic. Also this system can allow for changes to the zones so that more random elements can be added if need be.
SCP:CB Administrator. 99% of my statements are my own and do not represent the official developers viewpoint.