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Room Generation Suggestion

Posted: Mon Jul 28, 2014 8:57 am
by TheHoongs
Even though SCP:CB is very difficult when you start at first,it gets easier when you play further into the game because you gut used to the environment and such. I was thinking if the game actually generate at run-time,wouldn't it be more of a challenge? By generating at run-time I mean the walls actually "move" on you just like this game. It may be hard(or EXTREMELY HARD) to implement but remember : this is just a suggestion.

Re: Room Generation Suggestion

Posted: Mon Jul 28, 2014 11:20 am
by MonocleBios
Doing this isn't exactly 'hard' per se. The hard part is making it not look gimmicky/annoying as fuck.

Jesus Christ the necromancy up in this sub is phenomenal.

Re: Room Generation Suggestion

Posted: Mon Jul 28, 2014 11:55 am
by TheHoongs
Maybe just edit the meshes a little? :wink:

Re: Room Generation Suggestion

Posted: Mon Jul 28, 2014 12:34 pm
by Omniary
Hmm, if I'm understanding this correctly, wouldn't this sort of thing give the entire Site SCP classification? I don't see it being a very good thing for the game, it could probably screw up a lot of saves, depending on what rooms are cut off and omitted. Perhaps, under a certain circumstance, certain rooms would rotate, linking them to other rooms (I could see this being harder to implement)? The only time I can imagine that'd be excusable as a mechanic is if there's some sort of mind-altering SCP, and that's just done to make you disoriented. Otherwise, I think the subtle mindfuck moment in the room2 trick event is good enough at creeping the player out.