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Re: [Suggestion Topic] New scripted events
Posted: Thu Oct 10, 2013 3:23 pm
by That Same Anon
SCP 513 wrote:Just a quick scripted event suggestion.
In other window, you see a walking D Class in corridor, as soon he encounters SCP-106, he starts saying things:
“Go away.“
“Stay back! Don't touch me!“
“No! Nooo!
Then, 106 goes to his PD to [EXPUNGED] the D Class.
Just my 5 bucks.
other than the corny-sounding dialogue, that's a good idea.
Re: [Suggestion Topic] New scripted events
Posted: Sat Oct 12, 2013 2:15 am
by spartan322
I'm thinking that not all of the scripted events should be shown in a single playthrough. There should be a certain number of events that happen depending on the situation. It would kinda take some of the tone away from the game if there are too many scripted events.
I like the idea of adding cameras. Maybe there is a main surveillance room in which you can see various camera feeds in which some of theses events could be shown. It would be a good way to implement them without making the game appear to scripted.
Re: [Suggestion Topic] New scripted events
Posted: Sat Oct 12, 2013 2:39 pm
by FireFox
spartan322 wrote:I'm thinking that not all of the scripted events should be shown in a single playthrough. There should be a certain number of events that happen depending on the situation. It would kinda take some of the tone away from the game if there are too many scripted events.
Agreed.
Best to keep the Player guessing.
And for some Events, I think It may be best to avoid giving them a distinguishable room.
Anyone can tell they are about to enter the room where 096 kills the Guard due to it's unique look.
On the other hand, The Tunnel Room has a higher number of random events from 106 spawning from the ceiling to 173 dropping down as the lights go out or even just gas leaking through. Either way, That keeps the player on edge as they enter the Tunnel Room as they can never tell If something will happen, If anything at all. And No, I don't mean the Maintainence Tunnels or SCP-049's Tunnels but the small Tunnel room you can find around the Foundation.
Re: [Suggestion Topic] New scripted events
Posted: Sat Oct 12, 2013 2:49 pm
by Pony
How about a scripted event where you see 682 annihilating some security guards?
Re: [Suggestion Topic] New scripted events
Posted: Sat Oct 12, 2013 2:54 pm
by I'mNotBlappy
There will be blood splattering everywhere.
Re: [Suggestion Topic] New scripted events
Posted: Sun Oct 13, 2013 12:24 am
by D-9999
Not only that, but we'd need a fully animated 682 model, which we don't have right now. But if someone would be so kind as to give me the 682 model that Divinity uses in .fbx form, I could convert it in like, 2 seconds.
Re: [Suggestion Topic] New scripted events
Posted: Sun Oct 13, 2013 3:31 am
by mrpeanut188
D-9999 wrote:Not only that, but we'd need a fully animated 682 model, which we don't have right now. But if someone would be so kind as to give me the 682 model that Divinity uses in .fbx form, I could convert it in like, 2 seconds.
Nobody is gonna give you that, unless they ask YOU first about it. Mirocaine and Divinity are the people who have created and animated the model, and it's their intellectual property.
Re: [Suggestion Topic] New scripted events
Posted: Sun Oct 13, 2013 7:32 pm
by D-9999
I realize. But if they decide to, I can.
Re: [Suggestion Topic] New scripted events
Posted: Sun Oct 13, 2013 8:38 pm
by Omniary
I believe you can ask Divinity about it, as long as you mention it's for use in CB. The problem is, Mirocaine already tried to convert is, and it ended up all skewed and screwed up, so not sure if the result on your side would be too much different.
Re: [Suggestion Topic] New scripted events
Posted: Sun Oct 13, 2013 11:44 pm
by D-9999
One word: Jimmies.