Hubbawubba64 wrote:zornor90 wrote:
What...does this mean
It means adding camerafog, better lighting, correct surfaces, maybe toning down some GFX so it doesn't look like a typical shovelware unity game, completely fixing all bugged textures, 100%ing the map generator, adding most to all non-npc related events, all so that you can be done with something one at a time and not have to go back to it later to make changes, significantly simplifying things.
I mean obviously I'm not the developer here, but I feel like any game should have a straightforward one step at a time development path.
Ah I see. Yeah, I can see why that might make sense. Unfortunately, game development is rarely straightforward. It's a balancing act between making code that works now and ensuring that the code is scalable and modular, and will continue working in the future. It's easy to get bogged down in trying to make a system that will handle every end-case, to create the "perfect" system, and never produce anything...conversely, it's all too easy to produce code that "works" *cough*earlyaccess*cough*.
eyedine wrote:Hey OP, you fine with me suggesting a room?
Anyway, "room4offices"
It's a room 4 light containment area with 4 offices, yes, offices in the LCZ.
Since I have no clue how the forum screenshot function works, I'll just post an imgur link
Yes, the room was built on the Valve hammer editor and uses lots of assets from various source games
Hopefully you can substitute those models with actual SCP:CB assets and such
I am definitely fine with room suggestions! I'm not sure how many I'll implement tbh, especially when i haven't settled on the theme I want for each area. Right now, I'm more focused on core game systems
cross-conception wrote:also in terms of bugs i found two new problems with the game,
when running the game at the "fastest" quaity and loading the game it will appear as pitch darkness, the only thing visible is the blink/run meter. i tried to start a game and this happens every single time. thiss does not occur for any other lvl of quality.
this has been reported with others but they never mentioned quality
also with the gas room with the open close the texture of the door glitches out in a way i cant describe but seems to go further than is supposed to than is normal
PC specs (so you dont have to ask ever)
AMD Radeon R7 360
AMD FX 8320 EIGHT-core processor
8GB ram
and im unsure of motherboard but i dont think it matters
regards the serious cross
Ok that quality setting is interesting. I tried running it on my machine with fastest and that didn't happen. Would you mind PMing me the output.log file in the game folder, after starting and quitting a game where this occurs?
Zackonark wrote:eyedine wrote:Hey OP, you fine with me suggesting a room?
Anyway, "room4offices"
It's a room 4 light containment area with 4 offices, yes, offices in the LCZ.
Since I have no clue how the forum screenshot function works, I'll just post an imgur link
Yes, the room was built on the Valve hammer editor and uses lots of assets from various source games
Hopefully you can substitute those models with actual SCP:CB assets and such
Imma go ahead and second that suggestion. I really like that room's layout.
Also, I had an idea for the clicking buttons behind you system.
What if instead of a single cursor that appears on your screen to represent the closest interactable object, a few appear instead. To select a specific one, an orientation lock could be implemented that allows the player's target reticle to be unlocked from center screen which they can then use to click on a specific interaction icon.
That's an interesting idea...I'm definitely still working on how to best represent that to the player.
Continuing to make progress; been sick the last few days so it's been slow, but I'm getting close to a fully functional options menu. I'll probably feature-freeze after that and fix a few bugs and do QA, and then release - mostly because it's a lot easier to test builds with these options so that everyone can tweak mouse acceleration / brightness to a good value for their systems.