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Re: Dev Topic #2
Posted: Mon Apr 08, 2013 6:04 pm
by Tikara
April 13th release date????
this is the best early birthday present I could ask for aaaaaaa
Thanks for the info and teaser change log, Regalis! Seriously can't wait now~~
Re: Dev Topic #2
Posted: Mon Apr 08, 2013 6:58 pm
by InnocentSam
I wonder if five SCPs is meant loosely. As in, are some of them less significant than others, are they subcategories like SCP-049-1, etc.
Re: Dev Topic #2
Posted: Mon Apr 08, 2013 7:13 pm
by SCP 513
Omniary wrote:Steelpoint wrote:On that topic it would be cool to be able to see the Intercom guy at the starting chamber overseeing the testing, and when things go pear shaped you see him bailing out of the room. Then if you get to an exit/special room you can witness the intercom guy and several guards manage to escape the site while being pursued by an SCP. (Taking an elevator out or quickly moving through the Gate D exit)
Yeah, I could imagine him being accompanied by 3 or 4 well built bodyguards along the way, perhaps that use the Guard model (with a modified texture). I would assume by his roles so far in the game that he of a high rank or role within the site or even in the Foundation itself. I'd love to see him escape to the surface through some sort of lift, out to a waiting apache, perhaps acknowledging the D-Class from 173's chamber before ascending out of sight.
It could use that as a new special/bonus ending. I like that idea. On that note, when taking a Gate D or elevator to see Intercom guy, I assume when he talks through the window 173 or 106 could be behind, and the Intercom guy just tells last words and 173 (or 106 when he slowly walks) kills you or takes Class D to the evacuation shelter.
Re: Dev Topic #2
Posted: Mon Apr 08, 2013 9:27 pm
by ThatGoodSir
Regalis wrote: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
I like it.
Re: Dev Topic #2
Posted: Tue Apr 09, 2013 12:34 am
by Irontaco
I'm still waiting for proper Amnesia-style puzzles to make this a proper horror game.
Re: Dev Topic #2
Posted: Tue Apr 09, 2013 1:01 am
by FoxMccloud64
Irontaco wrote:I'm still waiting for proper Amnesia-style puzzles to make this a proper horror game.
But of course
And a storyline and cutscenes and guns
I'm serious, but not in the guns
Re: Dev Topic #2
Posted: Tue Apr 09, 2013 12:00 pm
by hug0905
Re: Dev Topic #2
Posted: Tue Apr 09, 2013 5:34 pm
by juanjp600
I wish we had time time travel...
Re: Dev Topic #2
Posted: Wed Apr 10, 2013 1:20 am
by BJFowLer
Yes fine sir...very much so.
Re: Dev Topic #2
Posted: Wed Apr 10, 2013 1:23 am
by BJFowLer
Yes fine sir...very much so.