As my project for my school last semester, we are supposed to write a program in a object oriented language. Our team opted for a top down shooter in a procedural map, with predesigned rooms. As i was asigned to write the code for said map generator, I took a small detour to test its capabilities with a SCP-style map generations.
I've been in the community for years know, and I know there have been endless amounts of attempts to remake this game into a newer engine with barely none making into some level of completion. I'm labeling this as an experiment since its something I don't know I'll continue or not, but I'd like to share my work
My biggest gripe with some of the most succesful attempts to remake SCP Containment Breach, its how much they stray away from this game very distinct and grounded style. The SCP facilities dont feel like some SCI-Fi experiment, they feel like a site, that could exist, right now without nobody of us knowing. And while I respect and Admire the work of the people that worked on they own version of SCP, I dont personally like their work
- The Full SCP map algorithm: 3 Distinct Zones with checkpoints at their borders, Random Rooms based on chance, Unique rooms spawned in specifics Zones, and in its specific room types
- Interactive Doors spawned by the map algorithm.
- Dynamic Lighting. Rooms are lit smartly, leading to good perfomance and good quality visuals, not ruined by illogical low quality shadows. Indirect lighting simulated by SSAO, leading to the same look as in original SCP, but completely realtime and with good perfomance.
- Reflective Cubemaps rendered at startup, surfaces accurately reflect its enviroment.
- Materials updated to Unity PBR pipeline, with careful considerations in keeping them in line with the original SCP, but with the power of modern rendering techinques
- A simple culling algorithm that manages room rendering keeping it in a range around the player.
March 12 - Progress #2