Re: SCP-513 Implementation and Modelling.

#91
InnocentSam wrote:
SCP 513 wrote:
InnocentSam wrote: It's not as easy as that...
Or use a command on console: disable513-1
That's easier to implement.
Well, it is, but it's necessary to put it. Because, I said earlier that you can leave the bell without ringing, 513-1 will not appear. But if you do, then he appears literally. Although, i'm thinking to put this command, i had an idea this morning: if you leave the bell without ringing, then the cowbell itself can fall down of it's damaged hanging. As you can see in the Omniary's 2D Diagram the cowbell is damaged by an aggresive roaming SCP or by something, so i say because the cowbell can fall from the damaged hanging and ring itself. Then 513-1 appears and scares the player and kills him later if he looks very long at the ghost. Then the player types the command disable513-1 in the console and the ghost is not there. :roll:

Re: SCP-513 Implementation and Modelling.

#92
No, just no. There is no way of protecting yourself from 513-1, and not hearing it is imposible if you are near it. I acept it ringing when you sprint or ringing when you throw it away, but making it ringjust because is just mean and would serve for no other purpose than being a fully unavoidable demise.
God is perfect -> Nobody is perfect -> I'm nobody --> I'm perfect --> I'm God.

Re: SCP-513 Implementation and Modelling.

#93
Lusor1111 wrote:No, just no. There is no way of protecting yourself from 513-1, and not hearing it is imposible if you are near it. I acept it ringing when you sprint or ringing when you throw it away, but making it ringjust because is just mean and would serve for no other purpose than being a fully unavoidable demise.
THEN I DON'T HAVE ANY IDEAS LEFT!

Or just like Omniary said in Skype.
[color=#00BF00]Omniary[/color] wrote:...or just you take cowbell with it in the inventory... when you sprint too much, it will fall down and ring itself without animations. But this would be a more horror challenging gameplay

Re: SCP-513 Implementation and Modelling.

#94
I think that those ideas are enough. 513-1 should be like 895, an SCP that has little to no relevance on the story but is a awesome example of what are SCPs in general. You have to take into account that having heard 513 is a guaranted death. You can't just use it as a jumpscare.
God is perfect -> Nobody is perfect -> I'm nobody --> I'm perfect --> I'm God.

Re: SCP-513 Implementation and Modelling.

#95
Maybe I'm just being clueless, but based on what I've read, 513 does not kill people nor does it directly force people to kill themselves. It seems as though the suicides are just caused by people who go crazy from encountering 513-1 too often. And the deaths don't happen within a single day of hearing the bell.

I think 513 could be implemented into the game because it wouldn't kill the player at all. The player's character might kill him/herself if s/he successfully escapes the foundation, but that's long after the game is complete and therefore wouldn't matter to the game itself.

Though I personally prefer SCP-372 because we already have three hostile humanoid SCPs.

Re: SCP-513 Implementation and Modelling.

#96
yes, it would not influence direct gameplay, but then surviving has no point since even if you escape you are eventually gonna die in not too much time.You have to think not only about gameplay, but also about the story.

513-1 only appears every 14 minutes at most, so 372 place isn't really in danger.
God is perfect -> Nobody is perfect -> I'm nobody --> I'm perfect --> I'm God.

Re: SCP-513 Implementation and Modelling.

#97
Lusor1111 wrote:yes, it would not influence direct gameplay, but then surviving has no point since even if you escape you are eventually gonna die in not too much time.You have to think not only about gameplay, but also about the story.

513-1 only appears every 14 minutes at most, so 372 place isn't really in danger.
They are both hostile SCPs. So 372 will stay. And there is no official confirmation for 513 from Regalis. He could handle his mandatory service a bit faster.

And I still have no Ideas on the cowbell implementation. I'm not sure if i will stop my occupation.

Re: SCP-513 Implementation and Modelling.

#100
Lusor1111 wrote:well, the previous 513 was too uncanon and would always mean that the D-class would eventually end up commiting suicide. Also the bell need to be heards directly to affect anyone, not throught the com-system or a recording. Also it was imposible to avoid hearing the bell, while 096 is easy to avoid by not looking at it's face. A new 513 implemented in a new way should be great.

Also, 513-1 was never scary, at least on my opinion, just annoying because it could block your path and you would have to wait. I actually hope that he is scary this time.
Please do understand that was back in the very early alpha, when SCP:CB had very simple coding and implementation. So you can easily expect it to be buggy and awkward, but this re-implementation is supposed to be a complete remake. It will be improved, and will become far more superior in terms of coding as opposed to the early SCP-513. It is not going to be a buggy, floating, 2 dimensional, pixelated texture that teleports when you look at it or in some cases acts as a nuisance that randomly blocks your path and stares at you.

I also think there's a good chance that SCP-513 will be made avoidable like SCP-096. Perhaps it will be given something like a containment cell and/or will be given a trigger that activates the bell.
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