Re: SCP-860 implementation list + discussion

#82
juanjpro wrote:
Mirocaine wrote:...please ensure that the entrance/exit of the room is Level 1 access, as well as the booth doors being level 4.
http://www.mediafire.com/?a4l5yltg0o7sys4

Here's a modded version of SCP - Containment Breach. The room I shared before has been modified and implemented in the "mod", so you can use the doors ingame.
Mirocaine wrote:Maybe we could add a supply closet in there somewhere?
The are some shelves in the room now, that seems enough to me.
Mirocaine wrote:...the door placement coords would be very nice :)
You can find the door coordinates in the edited source code, but I'll share them here anyway:

Code: Select all

- Single door (the wooden door)
X = -384
Y = 0
Z = 0
- Doors to the "observation booth"
X = 640
Y = 0
Z = (-/+)400
- All doors in the room
Rotation = 0 (this may change depending on how the wooden door is made)
Thank you so much. That PM is sent btw.

I'll see how I can get this to stick with Monoclebios, we'll hopefully have this done soon now. Only a couple more things to do.. maybe we should have you handling the forest generation system as well. :laugh:

Re: SCP-860 implementation list + discussion

#87
Moonsaber wrote:Im glad to hear that you got your computer back Miro. If there is anything you guys need tell me. However it might be hard to find time but I will try.
Thanks bro (;

Nah, nothing in particular right now -- because I think I am going to pour all my energy into the Unity conversion actually and therefore make some higher quality models.

Perhaps we should do a minecraft technique of building the Unity version as a MULTIPLAYER game, but singleplayer is simply one person playing in a personal local lobby. 8)

Re: SCP-860 implementation list + discussion

#88
I've got a simple idea for one of the more long-term things in regards to how to get the player to loop back to the path if they go too far sideways.

You could simply have an event when they enter one of the furthest tiles, or travel too far from the path that occurs either when they blink, or forces them to blink, and while they are blinded they are teleported to a similar/identical tile on the other side of the path. Should help to keep the immersion and not let them notice a teleport, while still making it seem like they looped back around. Most people wouldn't notice right away, but sub-consciously it'd be very unsettling when things are clearly moved around.

It'd need to be an identical tile that isn't also a teleport location on the other side so they aren't stuck in an infinite teleport every time they blink. That'd just be disorienting. I think it should actually teleport nice and far away from other teleport locations, and it shouldn't break too much immersion if they teleport and are immediately close enough to see the path. Actually that should be super creepy and awesome.

if you're also planning to have the forest change when players do this (path shifts in shape/size/texture/forks - trees change in type/move around), you could just have multiple instances generated, randomized by the seed. Every time you enter a teleport area it will pull you to a random instance (including potentially the one you're already in). This should prevent bugs/glitches caused by just having a single forest instance that actively changes.

Having stuff just suddenly change on blinking would totally contribute to the totally unsettling horror in the game, and it solves your looping problem. In relation to 860-2 (should you use the multiple forest levels idea), you could simply have it teleport to that same instance when the player does. Preferably not too close to the player.

Re: SCP-860 implementation list + discussion

#89
Lios wrote:I've got a simple idea for one of the more long-term things in regards to how to get the player to loop back to the path if they go too far sideways.

You could simply have an event when they enter one of the furthest tiles, or travel too far from the path that occurs either when they blink, or forces them to blink, and while they are blinded they are teleported to a similar/identical tile on the other side of the path. Should help to keep the immersion and not let them notice a teleport, while still making it seem like they looped back around. Most people wouldn't notice right away, but sub-consciously it'd be very unsettling when things are clearly moved around.

It'd need to be an identical tile that isn't also a teleport location on the other side so they aren't stuck in an infinite teleport every time they blink. That'd just be disorienting. I think it should actually teleport nice and far away from other teleport locations, and it shouldn't break too much immersion if they teleport and are immediately close enough to see the path. Actually that should be super creepy and awesome.

if you're also planning to have the forest change when players do this (path shifts in shape/size/texture/forks - trees change in type/move around), you could just have multiple instances generated, randomized by the seed. Every time you enter a teleport area it will pull you to a random instance (including potentially the one you're already in). This should prevent bugs/glitches caused by just having a single forest instance that actively changes.

Having stuff just suddenly change on blinking would totally contribute to the totally unsettling horror in the game, and it solves your looping problem. In relation to 860-2 (should you use the multiple forest levels idea), you could simply have it teleport to that same instance when the player does. Preferably not too close to the player.
So in essence, the kind of thing SCP-106 does sometimes, when you travel down one of the hallways in its Pocket Dimension?
The Nightmares...will last...FOREVEEEEERRRRR!
In the event that Nightmare Tank tries to take charge, Dr. Glitch is to warn it, until it ceases its behaviour.