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Re: Dev Topic #2

Posted: Sun Apr 07, 2013 3:03 pm
by InnocentSam
Well seeing as Regalis posts infrequently, this thread (in my opinion) should be used to discuss the upcoming update. Like, what we're looking forward to, what could this image be that Regalis posted, etc.

Re: Dev Topic #2

Posted: Sun Apr 07, 2013 3:05 pm
by Destructoid
... Explosions.

Re: Dev Topic #2

Posted: Sun Apr 07, 2013 4:38 pm
by Regalis
Sorry guys, but I won't be able to release the update this weekend. It's 99% ready though; now it just needs some tiny tweaking and bugtesting. Otherwise I could release in a day or two, but I'll have to get back to the barracks in a couple of hours and won't be able to do any coding before next weekend, because I'll be spending next week at a training camp again. But I promise that I'll upload it on Saturday 13th.

...Anyway, here's the (incomplete) changelist for v0.7 to give you an idea of what's coming up. :)

Code: Select all

v0.7
- FIVE new SCPs
- improved map generation algorithm - now the map is divided into three "zones" 
("light containment", "heavy containment" and an office/research zone). Due to
this, the layout of the facility now makes much more sense: you won't be seeing 
a toilet or an office next to the containment chamber of a Keter-level SCP anymore.
- lots of new rooms
- plenty of new scripted events, including:
	- scenes where you'll witness the staff trying to escape the facility with
	varied success
	- an event where SCP-096 gets to do more than just sit on the floor
- new items
- ambient sounds that are played near specific objects/areas, such as the sound of
dripping water near a pipe or a quiet humming sound near a ventilation shaft
- some optimization to 096's AI, it shouldn't cause FPS drops as much as before
- some small additions to the intro sequence
- minor visual improvements to the smoke
- more security cameras placed around the facility

Re: Dev Topic #2

Posted: Sun Apr 07, 2013 4:44 pm
by Steelpoint
I like the inclusion of being able to witness the site staff trying to escape, I hope that you can see a combination of failed and successful escape attempts. Reminds me of the early stages of Doom 3 where you could see and hear survivors fighting the Daemons and trying to escape.

Nonetheless looking forward to the new update, also as a note when you do publish the new patch could you possibly be able to post it in the new "Patch Notes" forum?

Re: Dev Topic #2

Posted: Sun Apr 07, 2013 4:45 pm
by Ketercheat
Nice. And I'm glad you're giving us a release date.

Re: Dev Topic #2

Posted: Sun Apr 07, 2013 4:47 pm
by Glitch
Sexcellent
Sounds good, can't wait to play it.

Re: Dev Topic #2

Posted: Sun Apr 07, 2013 5:12 pm
by InnocentSam
Sounds great! But...

More code porting for me.... :sob:

Re: Dev Topic #2

Posted: Sun Apr 07, 2013 5:20 pm
by ­́̄̔͝
5 new SCPs? Ok.

Re: Dev Topic #2

Posted: Sun Apr 07, 2013 5:20 pm
by hug0905
Regalis wrote:But I promise that I'll upload it on Saturday 13th.
No reglias, upload it on scp containment breach's birthday!
anyways, nice changelist, and i think ONE thing you may have forgottened:
- :106: no longer noclips at the stairs, nor he flies through in the lift anymore.

Re: Dev Topic #2

Posted: Sun Apr 07, 2013 5:37 pm
by MonocleBios
InnocentSam wrote:Sounds great! But...

More code porting for me.... :sob:
Don't act like updating to recent versions isn't 95% copy-pasting. Hopefully this update revives the development forums a bit.