Re: Containment Breach Unity Edition (2016) - Indev v0.2.1 is out! (11/13/16)

#152
zornor90 wrote:
Zackonark wrote:Are you going to use the basic 5 level key card system? Because I think an id badge system would work better.
viewtopic.php?f=5&t=5624&p=110687#p110606
That's interesting! I like the ideas in that thread, I may do something like that instead.
sorry i havent posted in a few days
that is a really cool suggestion! but i have a differant idea/extension
if you think about the original games you have to solve puzzles to get to heavy/entrance so i think certain scp's would help you acsess other rooms and areas, maybye make it harder to get a level 2 keycard (since its so critical) since 106 is very important to the endings maybye the doctor who dies there (the one that falls out of the ceiling) left his keycard there of any level that would force the player to go there to advance (since the dimension is pretty useless) and maybye theres an mtf squad outside of each gate and you can use 132 (i think thats its name, its the tooth gun thing) to kill them and get out
i think the game shold be much more challenging given the circumstance of breaking out of the most secure place in the world XD

Re: Containment Breach Unity Edition (2016) - Indev v0.2.1 is out! (11/13/16)

#153
cross-conception wrote:
zornor90 wrote:
Zackonark wrote:Are you going to use the basic 5 level key card system? Because I think an id badge system would work better.
viewtopic.php?f=5&t=5624&p=110687#p110606
That's interesting! I like the ideas in that thread, I may do something like that instead.
sorry i havent posted in a few days
that is a really cool suggestion! but i have a differant idea/extension
if you think about the original games you have to solve puzzles to get to heavy/entrance so i think certain scp's would help you acsess other rooms and areas, maybye make it harder to get a level 2 keycard (since its so critical) since 106 is very important to the endings maybye the doctor who dies there (the one that falls out of the ceiling) left his keycard there of any level that would force the player to go there to advance (since the dimension is pretty useless) and maybye theres an mtf squad outside of each gate and you can use 132 (i think thats its name, its the tooth gun thing) to kill them and get out
i think the game shold be much more challenging given the circumstance of breaking out of the most secure place in the world XD
One of my biggest goals after I start getting the game's systems more stabilized is to create "victory paths". Say that I want to have certain endings possible but I want the path to those endings to be different every time.
The map generation would then utilize these paths to ensure that the player always had at least one way to win out of several
ex: Needing to unlock the elevator room to go down to heavy containment.
1) Find a keycard on a dead scientist and unlock it
2) No way to unlock it normally, have to go to another dimension to find a device to do it
3) Find the keycard by completing some type of unlock quest
4) etc

The point is that the game will thrive on randomness, and random encounters, as long as it's always ensured that the player can win. Some paths might be easier or harder than others, depending on the seed, but there should always be a way to complete the game.

Re: Containment Breach Unity Edition (2016) - Indev v0.2.1 is out! (11/13/16)

#154
Getting close to a build, looks like it'll be tonight! It'll primarily fix a lot of issues with 173, performance, and stability. Here's a sneak preview of one of the things I've been working on: A new lookObject system where you can use multiple colliders to define the shape of an object that you want to check for visibility! This will allow me to reshape them to make 173 much more immersive. Because his head is smaller than his body, it was hard to use just one collider and get a good experience.

[youtube]Qj_fbWcwkWQ[/youtube]

Re: Containment Breach Unity Edition (2016) - Indev v0.2.1 is out! (11/13/16)

#155
zornor90 wrote:Getting close to a build, looks like it'll be tonight! It'll primarily fix a lot of issues with 173, performance, and stability. Here's a sneak preview of one of the things I've been working on: A new lookObject system where you can use multiple colliders to define the shape of an object that you want to check for visibility! This will allow me to reshape them to make 173 much more immersive. Because his head is smaller than his body, it was hard to use just one collider and get a good experience.

[youtube]Qj_fbWcwkWQ[/youtube]
Cool, I'm looking forward too it, your doing great for a solo dev!

Re: Containment Breach Unity Edition (2016) - Indev v0.2.1 is out! (11/13/16)

#156
Indev v0.2.2 Released!

The main focus of this release is stability and bugfixing. Loading should be faster and use less memory. 173 should behave more as expected (less going through walls, less killing you when looking at it, less pushing you around).

Let me know what issues still remain!

Release: 64-bit | 32-bit

Changelog:

Code: Select all

Decreased forward interaction distance from 5 units to 3 units
Rewrote the visibility system.
There is a LookObjectController that handles all LookObject MonoBehaviour components. These components add / remove themselves from the controller OnEnable and OnDisable. The controller asks the camera each frame if they are visible or not, and sets a flag on the components. This makes the system MVC and removes that functionality from the AI and camera, keeping it inside the look object system. This will also enable multiple objects to be queried for visibility at the same time. In addition, this allows the look objects to have multiple colliders of different sizes. All memory for the system is allocated on the LookObject scripts at Awake(), so there will not be any extra GC being generated by this system.
Resized 173's controllers to fit the new system.
Rewrote the GetColliderBoundsNoAlloc function to take colliders of various sizes and subdivisions
Added a delay when the camera responds to blinking in order to allow 173 to finish its move before the player can see it
Fixed 173 pathing through the walls around doors. Started by shrinking down portals. This broke 173 in doorways sometimes, as it was not on any grid. I then implemented Apex Path's CallbackPathRequest! This now handles all path requests. If 173 starts off-grid, it finds the nearest cell and moves there, then re-generates the path. This fixes that problem. I can also use this to move 173 back to the grid if it falls of the map.
Went into all rooms and resized grids. They will now fit standard humanoid NPCs like 173 better.
Lowered chance of t-shaped lockroom spawning from 15% to 10%
Reworked small_testing_room so that objects were separated, added missing colliders. Continued the vent and capped it so that the player can no longer see the skybox
Fixed door in 1123 room going through wall
Fixed missing collider for computer in scp012_room, added portal for stairs
Disable recursive hallway from spawning, as it is breaking maps and isn't done yet
Added vent blocker to lockroom to block skybox until I can model another vent
Fixed elevator room's wall not extended far enough in one area and thus allowing the player to see through the wall. Redid room in blender, separated upstairs mesh from downstairs (downstairs incomplete as there are no elevators yet)
Fixed bug where mustSpawn rooms were not being copied from their prefabs, so room grids were not working correctly
Changed arrival distance for 173 to 0.46 to avoid it overshooting as per Apex Path support's instructions
Rebuilt the RoomCache to be a lot smarter
 -Utilizes classes for each type of room
 -String lists for per-zone random and mustSpawn instead of instantiate a lot of copies
 -Cleaner and easier to read and use
Noticed that 173's attack raycast was starting from the ground. Added an AttackPoint field for an empty transform, so that it can be started from its hands instead. This avoids it being blocked from raycasting the player with its own collider, which broke attack in many cases.
Added a new button type, AirlockButton, for the t-shaped lockroom that should ensure that the doors always end with one open and one closed regardless of starting state.
LookObject system now correctly hits the corners of the colliders when raycasting. Added two more points to check, front and back center.
Increased room grid spacing from 20.2 to 20.5. This fixes some rooms extending into others
Reworked grids in several rooms to ensure that they didn't allow 173 to enter walls near doors
Reworked Doors. Door abstract class now defines only information needed to set up type of door. StandardDoor extends this, and provides all functionality for most Facility doors. Added a new bool, gridConnector, which lets the door know whether it needs to generate portals or not.
Went through all rooms, upgraded their doors to the latest version
Added a new function to Tools/Containment Breach to auto create an empty room
Fixed bug where sometimes grids would not all initialize. This is because the number of grids to initialize is compared to the number of already initialized grids; if all grids are initialized, the loader moves on to the next sequence. Sometimes the current grids would finish initializing before the rooms were all placed and initialized, which meant that there were grids that were not correctly initializing.
Added RaycastBlockBetween function to Utilities
Interaction handler now checks if there is a wall / obstacle between the player and objects behind him.
Fixed bug where dragging an item out of an equipment slot would make the item image black (image darkened incorrectly)
Increased inventory slots to 12 to fill the grid better
Did work with the PDA UI for items and equipment so that it looks better on 5:4 resolutions
Fixed bug where resizing resolutions ingame would break InventorySlots

Re: Containment Breach Unity Edition (2016) - Indev v0.2.1 is out! (11/13/16)

#157
zornor90 wrote:Indev v0.2.2 Released!

The main focus of this release is stability and bugfixing. Loading should be faster and use less memory. 173 should behave more as expected (less going through walls, less killing you when looking at it, less pushing you around).
Ok i got it, definetly have whatever bugs remain compiled in a list for you tommorow, looks like you pretty much fixed everything though, makes my job easier XD
Your pushing updates faster than the original dev's you should ask them for help maybye? Or at least get a team. Great job

-EDIT-
you introduced a new control system for the lockroom doors but you accidentally broke the gas lockroom that usually has the camera n it. they worked fine before
i got a quite a scare XD 173 tp out of the map to jumpscare me lol
the armoury bug still exists

Re: Containment Breach Unity Edition (2016) - Indev v0.2.2 is out! (11/19/16)

#160
Indev v0.2.2a is out!

Normally, I wouldn't release a patch so quickly, but the lockroom doors being broken is kind of important to fix.

Release: 64-bit | 32-bit

Changelog

Code: Select all

Fixed lockroom buttons
Slightly modified 173 to stick to the ground better, and compensated height slightly accordingly
Fixed archive room / armory - extended floor collider, fixed missing wall, and added missing door
Fixed lower grid in scp012 being too tall and trapping 173 downstairs inside the room
Also started working on Zackonark's new room, got some UV in. Going forward, will be moving to a new release schedule - details to come. My next major task consists of working on dimensions and equippables, placing items around the map, and adding content. I hope to also be able to add some rooms as I think of them, to start adding some variety to the map. Maybe even some minor scps if they don't require a lot of coding.