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Re: Dev Topic #4
Posted: Fri May 15, 2015 2:53 pm
by LORD DEATH
Congratulations Regalis. You've done it!
Re: Dev Topic #4
Posted: Sat May 16, 2015 11:41 am
by InnocentSam
Very nice, much less buggy too!
Quick question though; was the medibay cut? You posted a pic of it a while back but I haven't seen it.
Re: Dev Topic #4
Posted: Sat May 16, 2015 1:05 pm
by CommanderMark
InnocentSam wrote:Very nice, much less buggy too!
Quick question though; was the medibay cut? You posted a pic of it a while back but I haven't seen it.
It's not in the game's files from what I've seen.
Re: Dev Topic #4
Posted: Sat May 16, 2015 1:11 pm
by AveryLP
CommanderPro100 wrote:InnocentSam wrote:Very nice, much less buggy too!
Quick question though; was the medibay cut? You posted a pic of it a while back but I haven't seen it.
It's not in the game's files from what I've seen.
Strangely enough the medibay's wall texture is in the GFX \ map folder
Re: Dev Topic #4
Posted: Sat May 16, 2015 2:29 pm
by CommanderMark
AveryLP wrote:CommanderPro100 wrote:InnocentSam wrote:Very nice, much less buggy too!
Quick question though; was the medibay cut? You posted a pic of it a while back but I haven't seen it.
It's not in the game's files from what I've seen.
Strangely enough the medibay's wall texture is in the GFX \ map folder
A lot of misc. stuff from BoH is in the folders and source code, it's probably just left over stuff from when Reg was importing content from the mod.
Re: Dev Topic #4
Posted: Sat May 16, 2015 10:53 pm
by MrJPenguin1
This was a very nice update. It was pretty darn scary too, especially that damn skull (caught me completely off guard.) Actually, speaking of the skull, that was a really cool scenario. Just the thought of taking the role of a PoW is enough for its own game. I would love to see that expanded (perhaps more exploring, seeing other PoWs escorted out or shot). Anyway, there is a lot of potential for this SCP. I don't really know if this is how the SCP works, but unless each subject is limited to one imprint, there could be more scenarios. SCP-178 was a good fright the first time and SCP-1074 was still pretty cool. I've yet to see the new pocket dimension room, but I'm sure it's spooky. The NV goggles are spiffy too. So is the clip board.
Good update Reggie!
Update: the new pocket dimension room is... loud to say the least. It's kinda like a WW1 era trench with a
![[DATA EXPUNGED] :EXPUNGED:](./images/smilies/90vU5WJ.png)
over you. It's pretty disturbing.
Re: Dev Topic #4
Posted: Fri Aug 14, 2015 3:08 pm
by yonzo_rikuo
i hope there is more active scp's like scp 096, 106, and 173. the game feels a little empty
Re: Dev Topic #4
Posted: Sat Aug 22, 2015 10:51 am
by Regalis
yonzo_rikuo wrote:i hope there is more active scp's like scp 096, 106, and 173. the game feels a little empty
There will be a bunch of SCP-[REDACTED] instances in the next update. ;)
Re: Dev Topic #4
Posted: Sat Aug 22, 2015 6:03 pm
by Hubbawubba64
Regalis wrote:
There will be a bunch of SCP-[REDACTED] instances in the next update. ;)
I'm calling, well you know, this:
Re: Dev Topic #4
Posted: Sun Aug 23, 2015 7:14 am
by Nehpys
Hubbawubba64 wrote:Regalis wrote:
There will be a bunch of SCP-[REDACTED] instances in the next update. ;)
I'm calling, well you know, this:
Well, you really can't "Call" it since it's confirmed that SCP-966 is going to be in the next update. I'm also pretty sure Regalis said so on an Undertow Games forum post. It might have been somewhere else, though.