Re: Irrlicht Port

#373
in my opinion, the amount of scp in the game is not the problem but the problem is the game story line is not so complicated like FnaF and Half life. the game story line is so basic until it make the game feel like playing an arcade game
Furries and FnaF fan must be terminated to avoid incident-[REDACTED]
- DR.Yonzo

Re: Irrlicht Port

#374
Yonzo, Even if we could modify the story line in some way, It would be impractical at this point of development. It would add the issue of further scripting and bug testing while trying to stay within the confines of the SCP Foundation canon. It's simply too complicated to even try and attempt. Also, The story wasn't meant to be as complex as Half-Life and FNAF. But I do agree that the current amount of SCPs is a good thing. It gives the game a certain amount of depth. What do you expect? It's one guy and a handful of developers and While FNAF may have been under similar circumstances and has a more complicated story, the gameplay and scripting aspects are extremely simple and it is, at the end of the day, a point and click game. SCP Containment Breach on the other hand is a first person horror game that requires a lot of work and coding. Probably more so than FNAF, so you can see where certain things (I.E. an elaborate story line) had to be cut.

Also, Jaunpro, you probably are better off making a simple port for the game rather than trying to modify an already proven formula IMO. It's up to you.
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History is written by the victor~Winston Churchill
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Re: Irrlicht Port

#376
InnocentSam wrote:
Cridone wrote: If you're saying those are useless too, then yes.
A key that opens all doors- including keypad locks- without having to go to 106's dimension isn't useful? Whatever you're on, give me some.
You can also get the code from a very fine radio, as you probably know, and there are at least two radios on the map, so you can have both a very fine radio and a fine one. There's no need to go to the old man's playground. In fact, it's a place best left avoided - when 106 doesn't outright kill you, you usually respawn in the heavy containment/entrance zone with a Level 2 Key Card.

PS: Obviously 005 is a useful SCP. Not arguing that. I am of the opinion SCPs shouldn't be qualified or disqualified simply due to their usefulness or threat level.
SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.

Re: Irrlicht Port

#379
InnocentSam wrote:Nice job everyone for ignoring the troll but I've got one thing to say:
General_101 wrote:BOH is only cool for about 10 minutes before you realize all it does is add more useless rooms that clutter the map with a bunch of pointless SCPs that don't help or really threaten you.
SCP-005 and SCP-038.
The omni key card covers all my bases when it comes to doors. Never really went out of my way to look for the key when I did use the mod since 914 spawns closely more often than not and save scumming gets me the card. Never actually had a use for the tree. By the time I could actually get to the tree I could already end the game so duplicating anything was pointless since that was as far as I could go. Because everything else was just pointless clutter it more often than not artificially inflated the length of the game because actually important SCPs or rooms needed to end the game never spawned. Honestly, between not having to go to the basement or not have to deal with the issue of 914 or rooms that spawn cards not appearing I choose the latter. I rather not have to increase the map size to ensure I get all the important content because of a mod.

Re: Irrlicht Port

#380
General_101 wrote:
InnocentSam wrote:Nice job everyone for ignoring the troll but I've got one thing to say:
General_101 wrote:BOH is only cool for about 10 minutes before you realize all it does is add more useless rooms that clutter the map with a bunch of pointless SCPs that don't help or really threaten you.
SCP-005 and SCP-038.
The omni key card covers all my bases when it comes to doors. Never really went out of my way to look for the key when I did use the mod since 914 spawns closely more often than not and save scumming gets me the card. Never actually had a use for the tree. By the time I could actually get to the tree I could already end the game so duplicating anything was pointless since that was as far as I could go. Because everything else was just pointless clutter it more often than not artificially inflated the length of the game because actually important SCPs or rooms needed to end the game never spawned. Honestly, between not having to go to the basement or not have to deal with the issue of 914 or rooms that spawn cards not appearing I choose the latter. I rather not have to increase the map size to ensure I get all the important content because of a mod.
The mod doesn't stop rooms from spawning.. the GAME does that.
Also you are aware that the key also opens keycode doors aswell? including doors that have no code to open them WITH.

Thats a point, does the key open the wooden door used by the blue key? obviously it wouldn't open to the forest but being able to bypass that would be cool.
Up and Down and All around.