cross-conception wrote:in scp 205's room 2 "glitches" can occur, the first being that you can phase through the computer terminals (this happens because
![[REDACTED] :REDACTED:](./images/smilies/fTPcBX1.png)
) in that room and scp 173 can spawn behind the player and instantly kill them when all doors are still closed, this has happened to on many occasions. in the repeating hallway there are no doors for me at least.
![SCP-173 :173:](./images/smilies/173.gif)
seems so spawn more often here and always when in noclip mode
also this game is really cool.
in my opinion you should add your own scp's
it would be cool to see o8'7 in containment breach XD.
good luck with this project and id love to help in any way i can
PS. why are the bigger containment doors not there? is it because you havent implimented it yet or does it not work? and ill do my best to test everything you impliment, i really wanna help this succeed
Hey thanks for the feedback! Those glitches are due to the fact that 205 is the least implemented room yet. I've gone ahead and added colliders to the terminals, cabinet, and railing. 173 can spawn behind the player because currently the algorithm just chooses a nearby pathfinding grid that the player is not standing on. The room is divided into several grids, so it's probably just spawning on one of the room's other grids. 173 will be much more smart about pathfinding as I continue to tweak its AI. It does also spawn a lot, that will be toned down as I add difficulty modes and options.
As far as the bigger containment doors, I didn't have a way to import some of the .x models from the game as they are an older format. I finally discovered another program with which I can convert the old .x to the new .x format, and THEN convert into blender...I've gotten the doors but I'm still searching models for the door frame.
I'd like to see you recreate earlier versions of SCP:CB instead of just attempting to recreate the entire game at once.
I think 0.5 would be a good place to start.
This is all mostly because SCP:CB has been developed over a couple of years with tons of people contributing to it. I've heard that you are solo'ing this, so unless you intend to get everyone from the past four years on board, you should start with a smaller scope imho.
Appreciate the feedback! This is an important point with which I agree with 100% - overscope is a huge problem. I will say that Unity makes creating things a lot faster than blitz3d so I can compress the time to develop down a lot. In addition, I am able to use a lot of assets that are already created while I'm building the gameplay systems. I do plan on first implementing light containment before moving on and adding other areas, dimensions, and features.