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| Regalis |
Posted: May 24 2012, 01:53 PM
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![]() Administrator Group: Admin Posts: 207 Member No.: 1 Joined: 17-April 12 |
I think it would be best to keep all these SCP suggestions in one topic.
At the moment I'm just focusing on fixing the bugs, improving the map generator and technical stuff in general, but I'll be adding more SCPs later. Here are my thoughts of some of the most frequently suggested SCPs: SCP-682 Possible. It won't be put in as a free-roaming enemy like 173 or 106, because 1. It's so overpowered that a random Class D would have zero chance of surviving 2. It would have to be able to destroy the environment or it wouldn't even make it past the first door, and this would require a shitton of code, some physics engine and major changes to the map system However, it could be added as a small event where it chases the player through some predetermined area with maybe some scripted map destruction. SCP-096 Very likely to be added. It would work well with the eye mechanics, but it would also have to be put in some predetermined location for the same reasons as 682. The player would also have to be warned of its presence before revealing it. SCP-860 Confirmed, the key is already done and the forest and the monster are being made. The player will have to use the key to get through some otherwise unopenable door, and make his way through the forest alive. I'm not yet completely sure how the monster will be implemented and I'm open to suggestions. I've been thinking of showing the player tiny glimpses of it at the edge of the fog, gradually making the fog thicker and the monster come closer. If the player doesn't get out of the forest fast enough, it will attack and kill the player. However, gameplay-wise this wouldn't be a very interesting approach, you'd just have to run through the forest to survive... SCP-093 No. As many of you have said, it deserves a game of its own. It would take a huge amount of work to implement it properly, and it would stray too far from the idea of SCP-CB SCP-087 (or SCP-087-B) No. It's not located at any of the SCP Facilities, there's no reason for the player to enter it, and there are already games about it. |
| Steelpoint |
Posted: May 24 2012, 02:19 PM
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![]() Obligatory Gas Mask Soldier Group: Admin Posts: 598 Member No.: 53 Joined: 19-April 12 |
SCP-096!!!! Confirmed!!! Well that is a surprise!
Anyway this post should help alot about the questions asked about SCP's being added! Also for SCP-860 I would have that the player may have to dodge the monster as it pounces at you, maybe the player would have a special SCP equipped that would slow down movement for a few seconds allowing for the player to avoid it. If it hits you then you die, if you dodge it then it will move away for a few moments allowing the player to move forward. |
| Micro |
Posted: May 24 2012, 02:39 PM
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Veteran Member Group: Members Posts: 131 Member No.: 265 Joined: 8-May 12 |
I'd say the biggest surprise was confirming 682 given its previous "fucking hell no" status.
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| Echoplex |
Posted: May 24 2012, 05:42 PM
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Member Group: Members Posts: 23 Member No.: 377 Joined: 21-May 12 |
This makes me very, very happy
I love you Regalis! |
| SyncCraft |
Posted: May 24 2012, 05:51 PM
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Unregistered |
SCP-682
I assume that the big chamber with the gas that you find the document on SCP-682 is supposed to be where it would've been kept. I think that's a pretty cool feature if so. Possibly if you made it so people couldn't actually enter the chamber, and that there was some kind of surveillance room looking down on SCP-682 in it's `incapacitated` state. There could even be some kind of keycard activated button which stops it from being submerged and wakes it up. This could be where some scripted map destruction could happen, possibly opening up a new place to explore. Just a thought. |
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| Raphael |
Posted: May 24 2012, 07:55 PM
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![]() Resident organizational freak Group: Members Posts: 358 Member No.: 70 Joined: 20-April 12 |
Now we just need to merge/lock all the other suggestion threads...
I'm still against 096 being added, I'm interested in seeing how you'll put it in though. |
| charle88 |
Posted: May 24 2012, 08:21 PM
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Unregistered |
I believe this SCP might have been suggested before, but I'm not really sure.
Perhaps SCP-035 could be added as a sort of obstacle for the player, similar to the red room that contains SCP-173 and has timed doors. The mask would simply be an immobile SCP (unless for some reason or another someone decided to give it a mannequin to possess), in which it's effects on the room itself, such as the whispering voices (which could slowly drive the player character insane) or the probably more-difficult-to-code arms coming out of the floor are the main obstacles. The room itself could require a keycard to access, seeing as this SCP is classified as Keter. |
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| NickL4D2 |
Posted: May 24 2012, 08:33 PM
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![]() The own NickL4D2 in the world! Group: Members Posts: 96 Member No.: 424 Joined: 24-May 12 |
I think, in the SCP-860 world, To the monster appears, yes, it can have glimpses, but it could add some blur effects too, and the player keep seeing halucinations trought the forest if he is not fast enought to get out, and then, the monster kill him.
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| Cosmoing |
Posted: May 24 2012, 08:48 PM
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Newbie Group: Members Posts: 2 Member No.: 374 Joined: 20-May 12 |
Well, this is a surprise. Time to review everything put here.
682: This will be tough. I don't suggest making it get out of its chamber, as un-scripted destruction would happen. I like SyncCraft's idea about this one. Just a thought, but if it does give chase, why not also add 053 to the game? They have a... "great" relationship. When awakening 682, the player would have to get it to 053 and fast, otherwise you'd be killed. 096: I was kinda expecting this one, since eye mechanics are already added to the game. One would have to be warned that if you look at it for just a moment, and even in a picture, you'd be screwed. Unless you're some kind of super awesome player that can survive being chased by some freak. Adding a few pictures of an artist's impression of 096 in a few areas of the facility could be a good idea. I'm not saying out in the open, but in a document. 860: Great idea. I like how you approached the forest and monster idea. You could make the forest a maze with a few natural hazards along the way to slow you down and/or kill you. 093 and 087: Completely agree with this. These are both too big and too complex to be added in a game where there's a facility-wide containement breach. Plus, 087 already has its own game and it wouldn't really add anything to the game. Edit: I forgot about this, but there was a suggestion thread open with some great suggestions. I suggest you merge it to this one. |
| jack |
Posted: May 25 2012, 12:07 AM
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Unregistered |
Maybe something like this for introducing 096?
You enter a room, on a wall is a large window, with 096's back facing into the room you are in (so you cannot see it's face) and above it is a single bright working light (so the player will immediately notice it when he walks into the room) In front of 096 is a long hallway with dimly lit lights, it is standing idle staring down the hallway or doing something else idly, at which point someone at the end of the hallway (a scientist, another class D, just someone generic basically) turns the corner and see's 096's face, at which point it begins screaming loudly (hopefully this would keep the players attention to see the scene that is playing in front of them) and 096 runs down the hallway chasing the person who saw it. Loud screaming is hard and maybe ripping sounds of skin or something to indicate it has killed the person, it does not return after this. (as this would be a scripted scene) Also inside this room would be the document to 096 and it would outline how you should NOT look at it's face. This all combined should hopefully give the player enough info to understand it's a death sentence to look at it's face. |
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| Dr. [REDACTED] |
Posted: May 25 2012, 12:54 AM
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Free Hug Vendor Group: Members Posts: 50 Member No.: 331 Joined: 19-May 12 |
YEEEEEEEEEEEEEES! After all this debate it has come to this! I am so happy, and I'm sure the rest of the people who were for my topic will be as well! Thank you very much for considering SCP-096! I am so excited to see it in-game! |
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| Dr. [REDACTED] |
Posted: May 25 2012, 01:08 AM
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Free Hug Vendor Group: Members Posts: 50 Member No.: 331 Joined: 19-May 12 |
Just to be clear Regalis, will you be actively posting on this thread as well?
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| Slagar |
Posted: May 25 2012, 01:18 AM
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Veteran Member Group: Members Posts: 147 Member No.: 98 Joined: 22-April 12 |
Please edit your posts instead of double posting.
I'm disappointed about 096's addition, but I trust Regalis to pull it off right. Very excited about 860 being added, that sounds fantastic. |
| Guest |
Posted: May 25 2012, 01:38 AM
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Unregistered |
I think it would be cool to have a few safe SCPs, perhaps something like SCP-011 walking around, or SCP-060 on a wall somewhere.
As for "enemy" SCPs, SCP-080 (boogieman) might be neat if there was some kind of lighting puzzle. |
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| Xander512 |
Posted: May 25 2012, 02:14 AM
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![]() Resident Gif Spammer Group: Moderator Posts: 470 Member No.: 101 Joined: 22-April 12 |
I am very glad to see that 096 will be added. Imho, no horror game is complete without SOMETHING making your ears bleed with screaming
In all seriousness, I am very glad to see these things being added, especially 860. I listened to all the audio logs and damn, that monster is creepy. Speaking all backwards and stuff... *Shudder* |
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