Improved intro

#1
Some of you probably remember the discussions of a longer, tutorial-like intro sequence where the player gets to see parts of the facility before the breach. I said that I'd start working on it later, and I think now is a good time.

I already modeled a cell block area for the Class D personnel and a path that leads past a large office block into 173's room. The player will start the game in his cell. I think there could be some brief dialog between the Class Ds in the nearby cells; they could be wondering where they are or discussing something they saw/heard when they were escorted into the cells. The discussion could be randomly selected from maybe four or five alternatives to make things more interesting. So if anyone has ideas for short pieces of dialog (only a few lines each, it would quickly get boring if you had to listen to a minute-long conversation every time you start the intro), post them here.

Soon after starting the game, a guard will open the door and ask for the player to step out. He will then be escorted into 173's room past the previously mentioned office block. There could be some office workers sitting at their desks and scientists walking around, maybe having one of them shout something like "Off to meet 173, are we? Have fun!" at the guard and the player. Before entering 173's room the guard could tell the player to blink repeatedly and an info text like "Press space to blink" could pop up on the screen, just to introduce the blinking mechanics to the player.

...Thoughts, suggestions, ideas?

Re: Improved intro

#2
A marvelous idea of a way of introducing the player to blinking, I didn't expected that before, I could suggest some dialog lines right now, but I think they would be quiet cheesy, rather wait and see how it comes out, could I try to do some voice-acting, have been willing to do for a while now. :P
Inspiration is our best weapon.

Re: Improved intro

#3
If it's going to be an intro, could you maybe have credits rolling on the start of the intro for example when Bailey made the Nazi Zombies: Doom Edition new version he mentioned my name in the credits, so anyone who has contributed should be in the intro credits.
Mandatory blank signature, here.

Re: Improved intro

#4
Wow, can't say I'm not beyond excited for this.

The cell block looks great, it makes me think of a self-storage facility, I guess it does show how lowly the D's are attended to. I think the idea of hearing other D-Classes would be interesting, as well as the randomly generated conversations, would you hear them through the walls? If not, and there's a couple of D-Classes sharing a cell with you, why not make them be the participants in 173's testing arrangement as well, it would require less models, and would make you feel somewhat sympathetic for them when they die.

And seeing the doctors in the lit facility, conversing and working about sounds like a fun sight to see before the breach. Maybe a bit more character development between The Guard (Agent Ulgrin from the old character list maybe?) and the Intercom Voice (Sec. Chief Franklin), it'd be nice to have DukeLovesYou back for a bit, since he missed out on the new requests.

I would think that this new intro would require quite a few new models and additions to current models, such as animations and props. Maybe set up a few requests in the model requests thread (2-3 scientists, researchers)? Oh, and here's an idea I had. I would think that the entrance to 173's containment chamber would have a sign outside of it, like that of the other SCP's in the game. You could maybe edit the first room of the map to have that addition. And I think the guard should have a few additional animations, such as a casual walking animation, so he isn't always pointing his gun out when you're being escorted.
It slep time bunner.

Re: Improved intro

#5
"If not, and there's a couple of D-Classes sharing a cell with you, why not make them be the participants in 173's testing arrangement as well, it would require less models, and would make you feel somewhat sympathetic for them when they die. "


Fuck.
Yes.

Specially taking in consideration that the D-class models can be worked on, which means actual faces can be added.
Our D-class will lose his 2 new friends before he even got to know them.

Re: Improved intro

#6
Regalis wrote:There could be some office workers sitting at their desks and scientists walking around
STOP RIGHT HERE!
When contaiment breach started, why there are no workers and scientists?
They CAN'T teleport from facillity!
Had feel trip over [REDACTED]. Don't want to do that again.
Best chemical comes from mixing hope and dream.
RAMIREZ,
KILL THE SCP-682!

Re: Improved intro

#7
RusskiSam wrote:When contaiment breach started, why there are no workers and scientists?
They CAN'T teleport from facillity!
They escaped, it's as simple as that. The facility is full of those "prop doors" that can't be opened by the player, maybe some of them lead to an exit, an evacuation shelter or something.

Re: Improved intro

#8
I'm all for this idea, but you know me! I always ask questions so when will this be added? Will it be added when the D-Class get new models? Will it be in this update? Also, if you fail to comply to blink will the guards terminate you?
Heheh, you said a bad word.

All of you guys really are special. Did you guys know that? Yes you guys are! Each in your own special way.

Re: Improved intro

#9
All very nice indeed. I agree with multiple kinds of random dialogue with fellow Class-D's, could add some interesting flavor to the game.

One thing I must point out though is that I disagree with letting the Class-D walk through the offices, I highly doubt Class-D's would be escorted through busy work offices and could potentially cause trouble. An Idea I have is that the player be put through a medical scan/brief check up with a attending doctor prior to entering 173's containment chamber, this would also be a good point to introduce the blinking mechanic since the doctor would want to ensure that you can blink.

I also like the comment from a site personal about meeting 173, this could be given by either an attending guard near the entrance or a passing by scientist. The guard might be easier since you would not need to animate a talking animation.
SCP:CB Administrator. 99% of my statements are my own and do not represent the official developers viewpoint.

Re: Improved intro

#10
D1: "I heard one of the doctors talking about some test thing today."
D2: "Ugh, they never freaking stop, those doctors are just test test test!"
D1: "Worse, me you and some new guy have to go and do it."
D2: "*sigh*"
"now that the victim is in place, the killing bite will be administered in 10 seconds." --Valve.

Beware the man that speaks in hands.

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