General Release – Alpha v0.4.0 is out!
Hey folks! After almost two months, the new build is ready for public release!
Get it here!
There have been a LOT of system changes. The major ones are listed below.
World Gen System
The biggest change in v0.4.0 is the implementation of my custom, sector-based worldgen system. This system creates sectors of interesting rooms (rooms containing SCP rooms) and connects them together. This system fixes the problem in the old system where rooms would be generated light years apart. It also is infinitely scalable – I, and modders once I have modding in, can add as many SCP rooms as we like and as long as we follow the system correctly, they will plug right in.
Audio – Purchased and implemented Master Audio: AAA
I purchased the master audio asset. This asset allows sounds to be streamed in when needed and then unloaded, keeping memory low. It also allows for sounds to be on separate buses, making it easy to enable / disable certain kinds of sound (ambient, SCP, player, etc). Finally, it separates music and audio and allows for a lot of powerful customization, volume mixing, sound ducking, and eventually audio occlusion. Well worth the money, thanks to my patrons for making it happen!
Highlighting System – Purchased and implemented Highlighting System
Interactables in the game are now highlighted. This increases immersions and helps the player know when they are mousing over something they can interact with. There are several quality levels, and the highlight can be disabled completely in order to better recreate the feel of the original game.
Elevators
Elevators are in! Currently teleporting the player between the facility and the storage room, the elevators make use of Unity’s prefab system to allow seamless transition between points. They utilize a ElevatorFloor system to allow as many floors as the user wants, not just two. Note that these are just teleport elevators; eventually real moving elevators will be added for some new rooms and areas.
Tesla Gate
Tesla gate is fully armed and operational. Uses Unity’s particle system for better graphics. Will kill the player, take care!
Settings
I imported the free library
SharpConfig to allow settings to be loaded / saved in an ini file. Settings are now persistent between playthroughs. Audio settings, input settings, and graphics are now all stored in the file.
Other cool stuff!
• Started supporting Linux and will do my best to keep that build in sync with the Windows build
• Added a text reader to help people read the documents on low-resolution screens and lower resolution settings
• Pathfinding grids now initialize in a smarter fashion when returning from SCP-1499’s dimension, so it should take less time for the facility to load back in
• New post-processing effect – bloom! Thanks to Unity’s upgraded Post Processing Stack
• Started turning room furniture into reusable prefabs to more easily create rooms in the future
• Did some lighting work in several rooms
• Added a possibility for SCP-173 to despawn for a period of time to give the player some breathing room
• Added a music system to track dimension, area, and event music. Event music is prioritized over area music, with dimension music as a fallback. That way the correct music will always be playing and then the audio manager will switch to the next best as the event ends, player exits the area, etc.
• All loading screens from the original game are in and working
Let me know what you all think! Hope you like the changes I’ve made. This build focused heavily on systems. Going forward, I will be using those systems in the next build to add SCPs, SCP animations, rooms, and controller support in the next build.