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Faithful!SCP Unity Experiment

Posted: Thu Feb 14, 2019 8:36 pm
by ricky_daniel13
Original Post
As my project for my school last semester, we are supposed to write a program in a object oriented language. Our team opted for a top down shooter in a procedural map, with predesigned rooms. As i was asigned to write the code for said map generator, I took a small detour to test its capabilities with a SCP-style map generations.

I've been in the community for years know, and I know there have been endless amounts of attempts to remake this game into a newer engine with barely none making into some level of completion. I'm labeling this as an experiment since its something I don't know I'll continue or not, but I'd like to share my work

My biggest gripe with some of the most succesful attempts to remake SCP Containment Breach, its how much they stray away from this game very distinct and grounded style. The SCP facilities dont feel like some SCI-Fi experiment, they feel like a site, that could exist, right now without nobody of us knowing. And while I respect and Admire the work of the people that worked on they own version of SCP, I dont personally like their work
Screenshots
Spoiler
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Features
  • The Full SCP map algorithm: 3 Distinct Zones with checkpoints at their borders, Random Rooms based on chance, Unique rooms spawned in specifics Zones, and in its specific room types
  • Interactive Doors spawned by the map algorithm.
  • Dynamic Lighting. Rooms are lit smartly, leading to good perfomance and good quality visuals, not ruined by illogical low quality shadows. Indirect lighting simulated by SSAO, leading to the same look as in original SCP, but completely realtime and with good perfomance.
  • Reflective Cubemaps rendered at startup, surfaces accurately reflect its enviroment.
  • Materials updated to Unity PBR pipeline, with careful considerations in keeping them in line with the original SCP, but with the power of modern rendering techinques
  • A simple culling algorithm that manages room rendering keeping it in a range around the player.
I would love to know your thoughs! One of the members of our team will be working on pathfinding and enemy behavour, so I'll see if he eventually wants to bring its work into this project


March 12 - Progress #2
Spoiler
So , after fixing up some issues in the mapgen, it produces very accurate maps now. I now added the random events system, you can add an event handler in any room, set up the percetence of a event occurring, and have a object that controls said events. I also coded some "Events puppets", objects that i can set to follow a path, search for the player, play dialogs sequences, etc. So my first test run with my event manager was, the intro sequence:
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The Event puppets head's can be set to any target and will look around realitically. I also can fine tune it, so, this other guard has a more downer look, just like his in-game persona, according to the dialogs
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SCP-173 now has his behaviour coded in. Goes after the player whenever he is not seen or player is blinking. Events can also control him, and set him to inactive if needed. If he stuck in a room where he can't move, like a lockroom, he will teleport to another. If he is too far from the player, he will constantly select random rooms and roam around the facility.
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Cameras and smoke are coded in and they only spawn when they are close to the player, to keep perfomance. The cameras are also pooled, so the game just renders a limited number of them, 4 in close proximity. The worst case scenario is 2 corner rooms one next to each other, since each one has 2 cameras, this fills up the pool and has no issues.

Looking forward to more progress.

Re: Faithful!SCP Unity Experiment

Posted: Mon Feb 18, 2019 3:41 am
by nightscout01
Extremely interesting, I wish you the best of luck!

Re: Faithful!SCP Unity Experiment

Posted: Tue Mar 12, 2019 7:44 pm
by ricky_daniel13
Progress #2

So , after fixing up some issues in the mapgen, it produces very accurate maps now. I now added the random events system, you can add an event handler in any room, set up the percetence of a event occurring, and have a object that controls said events. I also coded some "Events puppets", objects that i can set to follow a path, search for the player, play dialogs sequences, etc. So my first test run with my event manager was, the intro sequence:
Image
Image
Image
The Event puppets head's can be set to any target and will look around realitically. I also can fine tune it, so, this other guard has a more downer look, just like his in-game persona, according to the dialogs
Image
Image
Image
Image
Image
SCP-173 now has his behaviour coded in. Goes after the player whenever he is not seen or player is blinking. Events can also control him, and set him to inactive if needed. If he stuck in a room where he can't move, like a lockroom, he will teleport to another. If he is too far from the player, he will constantly select random rooms and roam around the facility.
Image
Image
Cameras and smoke are coded in and they only spawn when they are close to the player, to keep perfomance. The cameras are also pooled, so the game just renders a limited number of them, 4 in close proximity. The worst case scenario is 2 corner rooms one next to each other, since each one has 2 cameras, this fills up the pool and has no issues.

Looking forward to more progress.