Re: Improved intro

#11
Steelpoint wrote:One thing I must point out though is that I disagree with letting the Class-D walk through the offices, I highly doubt Class-D's would be escorted through busy work offices and could potentially cause trouble. An Idea I have is that the player be put through a medical scan/brief check up with a attending doctor prior to entering 173's containment chamber, this would also be a good point to introduce the blinking mechanic since the doctor would want to ensure that you can blink.
I think this can be fixed by having a modified version of a two level office. Simply, the upper plane of the office would be a featureless walkway where'd you walk down, which overlooks a separated office section. This is the old pic I submitted into the room suggestions thread, which I think can be substituted. This way, you'd still see the doctors at work, yet still stay clear of their workspace. I also think the idea of a medical check up is a quite clever way to go through a tutorial, testing your eyesight and such. It seems natural enough, I'm sure they would go through these procedures in a normal situation.

I think if it could be helped, a music change could be nice. A somewhat calming, less ominous theme could do for everything up to the point where you reach 173's chamber, where you'll be greeted with silence, and then The Dread as usual.
It slep time bunner.

Re: Improved intro

#13
WhiteAce wrote:If it's going to be an intro, could you maybe have credits rolling on the start of the intro for example when Bailey made the Nazi Zombies: Doom Edition new version he mentioned my name in the credits, so anyone who has contributed should be in the intro credits.
I don't know about just the intro credits, are usually for for main collaborators(the admins from this forum maybe), maybe in the end game credits we could credit everyone.
RusskiSam wrote:
Regalis wrote:There could be some office workers sitting at their desks and scientists walking around
STOP RIGHT HERE!
When contaiment breach started, why there are no workers and scientists?
They CAN'T teleport from facillity!
OR can they?
Last edited by CostaRic on Wed Nov 21, 2012 7:23 pm, edited 1 time in total.
Inspiration is our best weapon.

Re: Improved intro

#15
When playing the game for the first time before the intro/game starts there should be a tuturial, like: player spaws in a empty room with a door and a button, then a text appears saying ''press W A S D to move and use the mouse to look arround'' a few seconds later a new text appears ''stay close to the button and left click in the mouse to open the door'' the door leads to another empty room with a random item in the floor, then ''get close to the (that random item) and left click to pick it up'' then ''press TAB to open your iventary'' then ''double click on the item to use it or press TAB again to close the iventary'', i think you are seeing how is my ideia right? A tuturial in the beginning of the game will help newbies, do not do exacly what is here, is just a ideia, just make the tuturial as you want,,,

-ReDz
Image
Wait... WHAT?

Re: Improved intro

#16
As suggested I will suggest here. :P

Here are something that I came up with:

D-Class guy#1-Guys, what the hell is going on?
D-Class guy#2-I don't know dude I think they are sending us into an experiment.
D-Class guy#1-Experiment?! We aren't guinea pigs!
D-Class guy#3-I heard it was about an statue, I wouldn't worry so much
D-Class guy#4-Guys... I have heard about it, they bring you here and then whoever goes in never comes back.
D-Class guy#5-I have heard that if you don't look directly to the statue it kills you!
D-Class guy#3-I don't think so, that sound like pure bullshit to me.
D-Class guy#2-And what if its true? I mean, this is a pretty high-secured facility for testing ghost tales...
D-Class guy#1-I don't know about you guys, but this place is giving me goosbumps...
Inspiration is our best weapon.

Re: Improved intro

#17
Wiped the argument and stickied.

Dialogue Bits (for other rooms):

Code: Select all

D1: Do you really think they'll let us out?
D2: Hell if I know, we still have a month to get through.
------------------------------------------------------------------------
D1: Do 'ou know when they send us out to the cafeteria? 
D2: I dunno, probably round mid-day. Getting the munchies now, are we?
D1: Fuck you, what type of dope do I look like?.
D2: Well you sure don't look like the sober man if I've seen one.
------------------------------------------------------------------------
D1: Eh, what number did you get then?
D2: Lemme, uh, 9291. Do you think this ink will come off?
D3: Probably not, we're their property now.
------------------------------------------------------------------------
D1: Oh, hoh, what's up with your cheek mate? It looks like a damn pulled po-
*sounds of beating*
------------------------------------------------------------------------
D1: Did they ever say when they'd be calling us out?
D2: The guard out there said we'll be prepped when needed, which probably will be soon.
------------------------------------------------------------------------
D1: Did you guys see any exit signs on the way?
D2: *scoff* As if, do you really think you can make a run for it?
D3: Did you see even the two guards waiting outside every other room? 
------------------------------------------------------------------------
D1: I bet they gas you if you manage to survive your time due.
D2: How do you know?
D1: You never see any bus-fulls of people riding on out of this place, now do you? Just loads coming in.
------------------------------------------------------------------------

Suffice to say, I'm not the best when it comes to dialogue, I'm not the most street-wise about this stuff, but eh.
It slep time bunner.

Re: Improved intro

#19
Omniary wrote:I think the idea of hearing other D-Classes would be interesting, as well as the randomly generated conversations, would you hear them through the walls? If not, and there's a couple of D-Classes sharing a cell with you, why not make them be the participants in 173's testing arrangement as well, it would require less models, and would make you feel somewhat sympathetic for them when they die.
I was thinking of just letting the player to faintly hear them through the walls, but that sounds better actually. Although it would mean more work for animators, we'd need some kind of idle animation for both of them when they're chilling out in the cell.
Omniary wrote:And seeing the doctors in the lit facility, conversing and working about sounds like a fun sight to see before the breach. Maybe a bit more character development between The Guard (Agent Ulgrin from the old character list maybe?) and the Intercom Voice (Sec. Chief Franklin), it'd be nice to have DukeLovesYou back for a bit, since he missed out on the new requests.
Yep, they could be heard talking about 106's breach that happened before the game started for example.
MrJPenguin1 wrote:I'm all for this idea, but you know me! I always ask questions so when will this be added? Will it be added when the D-Class get new models? Will it be in this update? Also, if you fail to comply to blink will the guards terminate you?
I won't be able to put in the stuff like the scientists and office workers for the next update, but I think I could make a simplified version where the guards just escort you into the containment room.
Steelpoint wrote:One thing I must point out though is that I disagree with letting the Class-D walk through the offices, I highly doubt Class-D's would be escorted through busy work offices and could potentially cause trouble. An Idea I have is that the player be put through a medical scan/brief check up with a attending doctor prior to entering 173's containment chamber, this would also be a good point to introduce the blinking mechanic since the doctor would want to ensure that you can blink.
How about this?

I like the medical scan idea, the doctor could first ask the player to blink and then to keep his eyes open for as long as he can, for example. It would help the players understand how the blinking mechanic works.
Combine wrote:D1: "I heard one of the doctors talking about some test thing today."
D2: "Ugh, they never freaking stop, those doctors are just test test test!"
D1: "Worse, me you and some new guy have to go and do it."
D2: "*sigh*"
I though the Foundation recruits the entire monthly Class D batch at the beginning of each month, so I guess they would all be the "new guys". Although they might recruit more if they end up losing too many before the new batch arrives, but I think it would be better if all of them were fresh recruits who don't know what exactly the place is and what they do there.
Omniary wrote:I think if it could be helped, a music change could be nice. A somewhat calming, less ominous theme could do for everything up to the point where you reach 173's chamber, where you'll be greeted with silence, and then The Dread as usual.
I agree. Does anyone have any suggestions?
ReDz-Tonner-RMT wrote:When playing the game for the first time before the intro/game starts there should be a tuturial, like: player spaws in a empty room with a door and a button, then a text appears saying ''press W A S D to move and use the mouse to look arround'' a few seconds later a new text appears ''stay close to the button and left click in the mouse to open the door'' the door leads to another empty room with a random item in the floor, then ''get close to the (that random item) and left click to pick it up'' then ''press TAB to open your iventary'' then ''double click on the item to use it or press TAB again to close the iventary'', i think you are seeing how is my ideia right? A tuturial in the beginning of the game will help newbies, do not do exacly what is here, is just a ideia, just make the tuturial as you want,,,

-ReDz
WASD to move and mouse to look around is so obvious that I don't think there's need for that, but there could be something that shows how the inventory works. Like some "WELCOME TO THE SCP FOUNDATION - a brief guide for the Class D personnel" -document in the starting cell, and instructions on how to pick it up and read it.
CostaRic wrote:As suggested I will suggest here. :P

Here are something that I came up with:

D-Class guy#1...
No offence but this sounds a bit too cheesy imo.

Re: Improved intro

#20
Revised:
D-Class 1: "I dont get it, is this gonna be some kinda new prison?"
2: "Quiet! im trying to hear those guys!"
Doctor: "Are the D-Class ready for the 173 test?"
Doctor2: "Yes."
Doctor: "Inform the overseer."
D2: "They are doing some test thing, im not sure what 173 means."
Guard: "Alright, cut the chatter, i've had enough of your damn eavesdropping, come with me."
*Yours and 2 other cell doors open and 2 guard escort you*
D1: "Ohhh, your in some deep sh*t/trouble!"
Guard: "You too chubby."
*Points to player*
Guard: "Hey, the mute guy, you come too."
"now that the victim is in place, the killing bite will be administered in 10 seconds." --Valve.

Beware the man that speaks in hands.

☜☝☞☟ ✌