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Re: SCP Containment Breach Unity Remake!
Posted: Thu Jan 15, 2015 6:17 am
by NepT1
Congratulations on your work, this looks great. I do not understand much about modern programming but I think the creation of random rooms if they could do in unity. It's more complicated to do but could lengthen more the life of the game.
https://www.youtube.com/watch?v=DLXRJ8BdW4g
https://www.youtube.com/watch?v=m0wgFgUv1zs
I wish you luck in your project
Re: SCP Containment Breach Unity Remake!
Posted: Sun Jan 18, 2015 1:41 pm
by Stormrage
Is there way to help with remake on unity?

Re: SCP Containment Breach Unity Remake!
Posted: Mon Jan 19, 2015 12:46 am
by danielmus
Stormrage wrote:Is there way to help with remake on unity?

I don't think there's anything I really need much help with, since this is more of a personal project

Thanks for the offer though!
Re: SCP Containment Breach Unity Remake!
Posted: Sun Feb 08, 2015 11:48 am
by IceWolf
great work!

Re: SCP Containment Breach Unity Remake!
Posted: Tue Feb 17, 2015 12:33 am
by LORD DEATH
Wow....

This looks really...GOOD.
Re: SCP Containment Breach Unity Remake!
Posted: Tue Feb 17, 2015 10:44 pm
by danielmus
LORD DEATH wrote:Wow....

This looks really...GOOD.
IceWolf wrote: great work!
Thank you very much!

Re: SCP Containment Breach Unity Remake!
Posted: Wed Feb 18, 2015 5:52 pm
by Nehpys
Just to say, I think you might want to Update the front of the topic a little.
Also, is this remake going to be as RAM and Computer Intensive as EVERY OTHER UNITY GAME?
Re: SCP Containment Breach Unity Remake!
Posted: Wed Feb 18, 2015 6:47 pm
by LORD DEATH
SyphenTV wrote:Just to say, I think you might want to Update the front of the topic a little.
Also, is this remake going to be as RAM and Computer Intensive as EVERY OTHER UNITY GAME?
First off....THIS^
I was hopping I wasn't the only one who thought that Unity was RAM and CPU intensive. Unity=Crying Computer.
EDIT:
LORD DEATH wrote:Trialtrex21 wrote:yonzo_rikuo wrote:hope it irrlicht (i hate unity)
Unity is a powerful engine that is just abused by shitty teenagers.
Yes but it still runs like crap on lower end computers, even on low settings. :/
A note about Unity's optimization, I found a game that seems to be very efficient about handling Unity. It seems to run at a constant and smooth 60FPS on my computer and runs at maybe 18-25 on high settings on a cheap dinky computer that barely runs other Unity games at more than 6FPS. The game that achieved this is literally called "GameofTheYear420BlazeIt" for any one working on the Unity port for SCP:CB, I suggest you look and see how this game is optimized.
In the end, how well the game runs IS up to the developer and how well he manages the games assets.
Re: SCP Containment Breach Unity Remake!
Posted: Fri Mar 06, 2015 9:40 pm
by ricky_daniel13
Altough it looks nice, I will add my criticsm
The lens-flares are way too heavy, innecesary, and unrealistic (Those lights aren't strong enough too make lens flare in a real camera, and since our eyes aren't composed of tons of lens layered infront of eachother, we don't see lens-flares. Just having bloom effect would be better)
The Dynamic shadows: Altough dynamic shadows are nice, in this enviroment full of lights, it looks very unrealistic, and might slow down the game. The original used prerendered shadows, since it doesnt really does anything interesting with the lights, and that way, the shadows look very realistic and doesnt affect the framerate. However the game can benefit if the the shadows are only produced by the npc and objects, and the map doesnt produce any shadow.
Re: SCP Containment Breach Unity Remake!
Posted: Sun Mar 08, 2015 5:51 am
by danielmus
ricky_daniel13 wrote:Altough it looks nice, I will add my criticsm
The lens-flares are way too heavy, innecesary, and unrealistic (Those lights aren't strong enough too make lens flare in a real camera, and since our eyes aren't composed of tons of lens layered infront of eachother, we don't see lens-flares. Just having bloom effect would be better)
The Dynamic shadows: Altough dynamic shadows are nice, in this enviroment full of lights, it looks very unrealistic, and might slow down the game. The original used prerendered shadows, since it doesnt really does anything interesting with the lights, and that way, the shadows look very realistic and doesnt affect the framerate. However the game can benefit if the the shadows are only produced by the npc and objects, and the map doesnt produce any shadow.
Thank you for your input! I must say I nodded with agreement at your lens flare statement! I will do something about that shortly!
Regarding the shadows, interesting ideas, at the moment only a couple of the lights actually have shadows enabled, the long hallways do not have them

I will look into a better way of using them! Thanks again!