![]() ![]() Will be streamlined when the CharacterController is updated This is a bit wonky because Unity's default CharacterController doesn't like to play with physics. Sometimes when colliding with them they will start attacking you. Added a movement delay to simulate an attack animation if they attack they will wait to move until the attack delay is expired Increased stopping distance so the instances are no longer pushing their bodies into the player Instances that pause when the player is within attack range now switch to attacking the player Some fixes / changes to SCP-1499-1 instances to make them scarier / more of a threat I plan on incorporating addons and improvements from Unity to continue improving the graphics with global illumination, vector based lighting, post-processing, and other cool effects! The game already uses Unity's beta post-processing stack to add ambient occlusion and anti-aliasing. Unity's lighting enhancements have already improved the game's graphics a lot. My desire for the game is that progression be randomized different seeds will spawn different rooms, which will allow the player to complete the game in different ways each time.ĥ) Upgrade the graphics and engine. The keycard system, for instance, needs a total rework. A lot about the original game needs to be improved. I'm building the engine for the game with modding in mind, and hope to add mod tools in the future.Ĥ) Flesh out the story and gameplay. I'd like to make it easy for people to add their own content, whether that be new levels, SCPs, or even gameplay elements! Eventually there could be a centralized repository of mods for users to download and add into their game. The original game would not exist without a strong community of fans. This will also prepare the game to be ported to consoles, should that happen in the future.ģ) Add modding support. This is just one example of the enhancements I am building in as I add more content.Ģ) Add controller support, so that people can choose how they want to play. I built a look object system so that SCP-173 knows when a wall is blocking it and it can move. For example, in the original game, SCP-173 moves when it shouldn't be able to. This doesn't mean that I'm copying and pasting from the original, just that its content will be part of this game. The most important thing is to move what already exists to a new engine. That’s right, we’re moving into the future folks!ġ) Remake the gameplay and levels of the original game inside Unity. ![]() It is my pleasure to announce the overhaul and conversion of SCP: Containment Breach to a new engine: Unity. Please verify information on your own (ideally with professionals) for your specific needs.Zornor90 wrote: Containment Breach: Unity Remake! SCP.GAMES, in conjunction with various attorneys and consultants, will be releasing in-depth findings of legal requirements for SCP game developers mid-late 2023 for free on the Resources page.ĭISCLOSURE: Information provided by SCP.GAMES or partners is not legal advice and is primarily intended for informational purposes. ![]() Intellectual Property (IP) - Creative Commons (Required) Game Engine/Middleware - Proprietary (Often Required)ĭerivative/Game-Specific Code - Proprietary (Sometimes Required) And though game technology specifically does not need to be re-released under this license (often unable to be if from third-parties like Unreal Engine), the lore and intellectual property of the SCP mythos are required to, often requiring SCP games to be multi-licensed software. Game developers - and other industries - are able to commercially derive from this content under Creative Commons. ![]() With the SCP community, there is no official canon - and can be seen as a community-driven multiverse. The SCP community submit articles to the SCP Wiki, typically alternative-reality supernatural materials of a wide diversity that tie into various “unofficial” canons. SCP stands for “Special Containment Procedures” and the motto "Secure, Contain, Protect.”, though is typically equally valid. ![]()
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