Re: Dev Topic #4
Posted: Mon Aug 24, 2015 11:33 pm
That's debatable.Brunou8 wrote:Coding AI in newer engines is much more simple.
That's debatable.Brunou8 wrote:Coding AI in newer engines is much more simple.
I guess it would make more sense, but I also think the distorted radio effect makes them sound much more ominous. It could be explained with some hand-waving, maybe the masks are plated with telekill alloy which muffles their real voices or something...undead003 wrote:Wouldn't it be more appropriate for the MTF to speak cleanly in person? I could rerecord all of the lines I did and provide both clean & radio speech. Just my opinion.
Also, I'd like to add my own radio filter to ItsDuke (the person that voices the MTF currently, for those who don't know)'s lines so that the radio sound between his and my speech is consistent, but he's not around the forum atm. I don't know if it's okay to just take his raw sounds from SoundCloud & radiofy them for the game. :doubt:
This. I've been programming NPC AIs at work using Unity and an AI engine called RAIN for the past few months, and nothings more annoying than spending hours and hours guessing why some pre-made component isn't doing what I expect it to do or why a simple AI mover component is allocating gazillion megabytes of memory per seconds. At least I can take a look at the actual code and see if I can figure out what the problem is when I'm using Blitz.juanjpro wrote:That's debatable.Brunou8 wrote:Coding AI in newer engines is much more simple.
The best way to see if it's good (or better) is to try it. I'll get on it when I get home.Regalis wrote:I guess it would make more sense, but I also think the distorted radio effect makes them sound much more ominous. It could be explained with some hand-waving, maybe the masks are plated with telekill alloy which muffles their real voices or something...
Technically the license allows you to take the ItsDuke's recordings and do pretty much whatever you like with them. Whether ItsDuke approves of it is another matter, but I doubt he'd have a problem with it, considering that they were recorded exactly for that purpose (adding a radio filter on top of them and putting them in the game).
The thing with SCP Containment Breach, is that the updates are meant to be a surprise. You'll see once the update comes out. It's only a short wait now.AveryLP wrote:I know that I probably already have asked that but what will come with 1.2?(Just the number of SCP's, not exactly which ones beside 966)
Wasn't 0.5 another exception? Because I think that no SCP's were added in 0.5 but I don't know because I wasn't playing SCP:CB yet when 0.5 came out.KirbyMario12345 wrote:The thing with SCP Containment Breach, is that the updates are meant to be a surprise. You'll see once the update comes out. It's only a short wait now.AveryLP wrote:I know that I probably already have asked that but what will come with 1.2?(Just the number of SCP's, not exactly which ones beside 966)
My best guess is that there'll be 2 or 3, as is standard with every update. (Except with the 1.0 family which introduced 4 SCPs in 1.0 (SCP-939, SCP-860, SCP-066, SCP-970) and another (SCP-1048) in 1.0.4)
Good idea.superarmandbros wrote: But hey, that's just my opinion. What do you guys think?
That sounds terrible, actually. I meet SCP-173 a lot already and ACTUALLY disable him because he's annoying as hell, so no.superarmandbros wrote:SCP Containment Breach for me personally has been losing focus gradually. All these new SCP's and new events make you forget that the main antagonist is SCP 173. I was thinking that in the next update, Regalis could possibly make SCP 173 far more aggressive (i.e appear in a lot more rooms). Most scares I get in the game are from 173, so I think it's a shame he's being forgotten more and more...
But hey, that's just my opinion. What do you guys think?
0.3, .5 and .6 didn't add any new SCPs.AveryLP wrote:Wasn't 0.5 another exception? Because I think that no SCP's were added in 0.5 but I don't know because I wasn't playing SCP:CB yet when 0.5 came out.