Re: Improved intro

#123
Irontaco wrote:I think the walk from the Class D cells to 173's chamber should be quite longer. That way we could get to know the facility a bit more.
I wouldn't make it too long. It's a game, an indie game at that, and people will be impatient to start the real fun. Especially if the devs are actually planning on adding some sort of physical test as introduction to the blinking and using items from the inventory (like being instructed on taking up eyedrops from a table and using them, as a means to note down the difference between normal blinking and blinking with eyedrops with your character), then it'd be long enough as it is. You'll get to discover the facility during the game after all, otherwise there's not really a point to it.
Combine wrote:Guys, d-class don't get their own cells...
I don't know. They're part of the experiments. I'd imagine the good doctors would want to avoid possible epidemics, or more likely with this kind of prisoners, any violent behaviour amongst them leading to the loss of a few D-class members (due to severe wounds or even death). We're talking about psychopaths after all. Besides that, it's possible the cell you start in is simply a waiting cell, a location to put Ds in in preparation of a test.

Oh yeah, and a few suggestions as D-class conversations. I'm just throwing out a few ideas, I hope it helps as inspiration. Unless it's too cheesy of course, I'm not really sure what kind of mood you're looking for here (or how long you want it):

D1 "Hey bro, you still got that King of Spades I gave you? You know, when you were so scared about joining the experiment group?"
D2 "Yeaaahh, about that ... funny thing really ... I was 100% sure I put it down on the table when changing clothes, and suddenly it was gone! I've looked all over, but not a trace remained! They even almost shot me to death because I was stalling too much while searching!"
D1 "WHAT?! That was my lucky card, dude! My treasure from my granny! And you LOST it?!"
D2 "Come on, man! It'll be fine! I'll ask the guards if I can't look for it a bit more, I'm sure I'll find it! After all, it can't have teleported itself away, now can it?!"
D1 "You'd better!" *grumbling*

D1 "Pssst, I'd like to ask something. Have you seen any D-class members from the previous month?"
D2 "Huh. You the weird guy who actually let himself get captured to get in prison? You looking for a guy or something?"
D1 "Yes, my brother Link Borrows (or less obvious, Abraham Hole). He was supposed to be among our test predecessors, but not a single one of them left the facility again. You don't have a clue?"
D2 "Sorry pal. I'm new here too."
D1 "Damn! I don't like this. At all. And this place ... what's up with these strange vibes here anyway ..."
-> trying to make a Prison Break reference here :P Sadly, it seems Michael Scofield was a bit too late this time ... it's possible his text doesn't sound great, it's been too long since I last watched Prison Break and I have absolutely no feeling with his character anymore.

I'm still thinking about a conversation with a creepy mood ... that one's not so easy while avoiding cheesiness.
http://www.scp-wiki.net/the-things-dr-b ... foundation -> Dr. Bright for president! \o/

Re: Improved intro

#124
I've got a headset with a decent quality microphone. If some voice acting is required, I might be able to help out...

Also, on another note, about a new intro(and, I'm sure this topic has been touched on before): I was wondering if the team considered changing it so that the player is not in direct contact with 173 when the lights go out... Because, otherwise it doesn't quite make sense as to why he doesn't kill them. Food for thought, I suppose.

Much respect! Keep up the good work!
Just sit still, and this won't hurt a bit~

Re: Improved intro

#125
Juicy wrote:
Storytime Doctor wrote:I've got a headset with a decent quality microphone. If some voice acting is required, I might be able to help out...

Also, on another note, about a new intro(and, I'm sure this topic has been touched on before): I was wondering if the team considered changing it so that the player is not in direct contact with 173 when the lights go out... Because, otherwise it doesn't quite make sense as to why he doesn't kill them. Food for thought, I suppose.

Much respect! Keep up the good work!
That's true
I was thinking that a proper plot device, which could allow for this to happen would be a separate room beside SCP-173's chamber. When entered, it would lead to a set of power cords, or something along those lines. When the doors first fail, the attending guard on over-watch could tell you to enter the room, and locate the malfunction.
Just sit still, and this won't hurt a bit~

Re: Improved intro

#127
Storytime Doctor wrote:
Juicy wrote:
Storytime Doctor wrote:I've got a headset with a decent quality microphone. If some voice acting is required, I might be able to help out...

Also, on another note, about a new intro(and, I'm sure this topic has been touched on before): I was wondering if the team considered changing it so that the player is not in direct contact with 173 when the lights go out... Because, otherwise it doesn't quite make sense as to why he doesn't kill them. Food for thought, I suppose.

Much respect! Keep up the good work!
That's true
I was thinking that a proper plot device, which could allow for this to happen would be a separate room beside SCP-173's chamber. When entered, it would lead to a set of power cords, or something along those lines. When the doors first fail, the attending guard on over-watch could tell you to enter the room, and locate the malfunction.
Wait, why would they send a Class-D to fix a power malfunction? That seems like something way better suited to maintenance. A Class-D couldn't be trusted with something like that.

Re: Improved intro

#128
SlinkyCatalyst wrote:
Storytime Doctor wrote: I was thinking that a proper plot device, which could allow for this to happen would be a separate room beside SCP-173's chamber. When entered, it would lead to a set of power cords, or something along those lines. When the doors first fail, the attending guard on over-watch could tell you to enter the room, and locate the malfunction.
Wait, why would they send a Class-D to fix a power malfunction? That seems like something way better suited to maintenance. A Class-D couldn't be trusted with something like that.
Not to mention it would be a bit weird to keep power cords or even possibly a control mechanism right next to the cage of an SCP. I'd think they'd at least want to make sure these things stay out of reach of D-class personnel and SCPs as much as possible.
http://www.scp-wiki.net/the-things-dr-b ... foundation -> Dr. Bright for president! \o/

Re: Improved intro

#129
Juicy wrote:Imagine that the D-Class is a demoted engineer that worked in the Foundation :mrgreen:
Not uncommon for a foundation employee who screwed up in a major way to be demoted to a Class-D.

However I don't know how that would work, considering that they would know of the end of month termination.
SCP:CB Administrator. 99% of my statements are my own and do not represent the official developers viewpoint.