Re: More to the intro

#11
Cridone wrote:Managed to make this nice communication display.
Spoiler
Image
Instead of just putting a static image (because it would've looked pretty bad) of the guy he's talking to, I just put an error message saying the video feedback couldn't be displayed.
That looks really good.
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Re: More to the intro

#15
Airplane611 wrote:Here's the image with digital effects


-snip-
Erm.. Was that really necessary? The image looked fine on its own, IMO. The effect is too noticeable, especially on a computer monitor. I think the Foundation keeps their hardware and software up to date rather than having an old 1998-2000 desktop monitor and having that annoying effect on the screen. I used a modern desktop and saw no such effect, and nor would or did it happen on a laptop.
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Re: More to the intro

#16
The intro does feel dull and could use some livening up even if it's small changes.
We don't need to go super crazy with it like Half-Life 1's intro tram ride but small details can really build the atmosphere.
I just wonder how much the engine can take if you add some of those things you listed.
Either way I do feel that the place should look a little alive before it goes dead.
Image

Re: More to the intro

#17
Perhaps you could see distant viewing glass windows, When you are on a bridge, With People walking by? Some slight ambience of random, indistinguishable chatter etc. could help possibly.

Of course, These People could be 2D animated sprites similar to how SCP-513-1 originally appeared. Only way you could get close enough to see they are 2D would be to no-clip. :)

Some Open World Games used this technique when the Player looked out into the Streets from inside a Building Instance
[ Spider-Man 3 ].

Hope what I am saying makes sense. :P
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Re: More to the intro

#18
FireFox wrote:Perhaps you could see distant viewing glass windows, When you are on a bridge, With People walking by? Some slight ambience of random, indistinguishable chatter etc. could help possibly.

Of course, These People could be 2D animated sprites similar to how SCP-513-1 originally appeared. Only way you could get close enough to see they are 2D would be to no-clip. :)

Some Open World Games used this technique when the Player looked out into the Streets from inside a Building Instance
[ Spider-Man 3 ].

Hope what I am saying makes sense. :P
It makes sense.
π™±πš•πš’πšπš£πŸΉπ™³ π™΄πš›πš›πš˜πš›(!): π™Ώπš›πšŽπšœπšœπš’πš—πš πšπš‘πšŽ πš‹πšžπšπšπš˜πš— πš›πšŠπš™πš’πšπš•πš’ πš’πšœπš—'𝚝 πšπš˜πš’πš—πš 𝚝𝚘 πš–πšŠπš”πšŽ πšπš‘πšŽ πšŽπš•πšŽπšŸπšŠπšπš˜πš› πš–πš˜πšŸπšŽ πšπšŠπšœπšπšŽπš›.

Re: More to the intro

#19
Also, here is a dead D-Class texture if anyone needs it

Image


It's got a bullet wound in it's eye like Gonzales.
I'm a thread of yarn.

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Re: More to the intro

#20
Airplane611 wrote:Also, here is a dead D-Class texture if anyone needs it

Image


It's got a bullet wound in it's eye like Gonzales.
Can you spoiler your images?
Also, I don't think all of these gored pictures are really necessary.
π™±πš•πš’πšπš£πŸΉπ™³ π™΄πš›πš›πš˜πš›(!): π™Ώπš›πšŽπšœπšœπš’πš—πš πšπš‘πšŽ πš‹πšžπšπšπš˜πš— πš›πšŠπš™πš’πšπš•πš’ πš’πšœπš—'𝚝 πšπš˜πš’πš—πš 𝚝𝚘 πš–πšŠπš”πšŽ πšπš‘πšŽ πšŽπš•πšŽπšŸπšŠπšπš˜πš› πš–πš˜πšŸπšŽ πšπšŠπšœπšπšŽπš›.