Page 12 of 14

Re: SCP-860 implementation list + discussion

Posted: Wed Dec 25, 2013 7:40 pm
by Kenneth crooker
Maybe the current monster model could be just a placeholder for a new one. I was thinking of having someone like Microcaine, while done with the current model, could make a newer, cooler model for the future. This is my concept art based on my take of the monster.
Image

Re: SCP-860 implementation list + discussion

Posted: Wed Dec 25, 2013 7:45 pm
by spartan322
I don't really think that concept fits the monster too well. I imagine the monster being something more like a beast, a wild animal, something similar to an existing creature but....monstrous. The concept you made looks more like a magical type creature or something, I don't know. It looks cool, thats for sure, but it doesn't fit.

I would like to bring my idea of the monster changing appearance with every new entry. Not make it be a completely different monster, but rather add or take parts away each type. Maybe at first you see it with six legs, the next time it has two heads, then a tail, etc... So that you won't get used to the monster after a while.

Re: SCP-860 implementation list + discussion

Posted: Wed Dec 25, 2013 8:16 pm
by Mr. Shy-Guy
For a while I tough that SCP-860 would never been added but as I can see, the project revived! YAY! :D
Initially I imagined the forest's path completely straight with some 90°-curves (just a road with no kind of fork...) where you just need to run like an angry 096 ( :096: ) using the Super Gas Mask to avoid being caught by the monster. By seeing the kind of path that the game generates, I'm glad to say that I was wrong! :)
So the forest's path can now be auto-generated by the game like the rest of the map, but I still have some questions that I keep asking myself since I heard about the project the first time:
1) will it be dispayed on the navigator? I think that the path should not be displayed, the forest is supposed to make the player lost (probably making the navigator lost signal like in the Pocket Dimension could be useful, same thing for the radio...)
2) how will the monster move? Will he be like a little 106 ( :106: ) that constantly moves torwards you passing trough the forest's trees and unreachable points, or he will use a Path-Finder to move following the forest's path?
3) where will you able to find the forest's door? Will it be in the Light Containment Zone, in the Heavy Containment Zone or it will be an autonomous area?

I don't know those things, but I know that you guys are amazing! :D
Don't listen to who will say "Complete the forest, plz!! Be fast, I wanna play it cuz it will be AMAZING!!!!!!111" and take your time for doing whatever you need to do.
You are doing a great job with this, I really hope to see this in-game one of these days... :)

Re: SCP-860 implementation list + discussion

Posted: Wed Dec 25, 2013 8:19 pm
by spartan322
The door would probably be semi-random each time since the key has different coordinates each time. Although the doors should be in set areas each time, not just any random doors.

Re: SCP-860 implementation list + discussion

Posted: Wed Dec 25, 2013 8:44 pm
by Juicy
spartan322 wrote:I don't really think that concept fits the monster too well. I imagine the monster being something more like a beast, a wild animal, something similar to an existing creature but....monstrous. The concept you made looks more like a magical type creature or something, I don't know. It looks cool, thats for sure, but it doesn't fit.
I agree
I would like to bring my idea of the monster changing appearance with every new entry. Not make it be a completely different monster, but rather add or take parts away each type. Maybe at first you see it with six legs, the next time it has two heads, then a tail, etc... So that you won't get used to the monster after a while.
That would be cool, but It might not be worth the effort; If the changes are too big it's too much work and if they are too small people may not even pay attention to them


P.S: I love seeing progress here, I know that you do it because you want to do it but I really appreciate it, this is one of my favourite SCPs :D

Re: SCP-860 implementation list + discussion

Posted: Thu Dec 26, 2013 12:02 am
by mrslig100
If I was nintendo...
I would hire you as a Pokemon concept artist...

Re: SCP-860 implementation list + discussion

Posted: Thu Dec 26, 2013 12:04 am
by Kenneth crooker
Here's another SCP-860-1 monster concept. I know some didn't approve of my first, but read 'em and weep!
Image

Re: SCP-860 implementation list + discussion

Posted: Thu Dec 26, 2013 12:07 am
by Brunou8
Seriously, your concepts are awesome, maybe with other colors this one could be one of the monsters of SCP-860.

Re: SCP-860 implementation list + discussion

Posted: Thu Dec 26, 2013 12:39 am
by Omniary
While your designs are rather nice (I actually like the latter one quite a bit), I don't think that they fit for 860. I prefer Moonsaber's concepts immensely to be honest, not to mention that the model has already been made for it, and it's already in the process of animation.

Re: SCP-860 implementation list + discussion

Posted: Thu Dec 26, 2013 1:17 am
by juanjp600
Here's a procedurally generated mesh for the forest:
Spoiler
Image
Download link: https://www.mediafire.com/?p6y3idp2edw689a

The height and brightness of each vertex is randomized, if we adapt this to texture the mesh with RisingStar's algorithm, it might look pretty good. Making it spread "infinitely" by the sides shouldn't be too hard to do. What do you think?