SCP-610
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DIRECT Game play

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Post  Mackenzie Tue Jun 18, 2013 8:21 pm

Nice
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Post  thesauronsservant Mon Jun 24, 2013 8:13 am

What about adding the door system Amnesia had I loved it it adds to the imersion and you culd blockade doors. For exsample with chairs tables. I hope you wil add a system so you culd drag heavy things across the floor and pick up lighter thing for exsample vases pernhaps chairs.

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Post  Mackenzie Fri Jul 26, 2013 7:19 am

thesauronsservant wrote:What about adding the door system Amnesia had I loved it it adds to the imersion and you culd blockade doors. For exsample with chairs tables. I hope you wil add a system so you culd drag heavy things across the floor and pick up lighter thing for exsample vases pernhaps chairs.
that could work but it would take a lot of time.
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Post  mrpeanut188 Mon Sep 02, 2013 1:08 pm

It wouldn't take that long, if you could just check for the total amount of objects in the space next to the door, and check to see if it is blocked. It doesn't have to be the door, doorways could also get blocked.
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Post  Lotims Mon Sep 02, 2013 1:29 pm

The physics engine in UDK make the option completely possible. Very Happy
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Post  Villdyret Thu Oct 03, 2013 7:53 pm

Physics, in particular fire.

Its a big effort, but it would make the game perfect imo, environmental destruction. shooting gas cans or special weapons could damage buildings, which could in turn hurt enemies, offer you escape or all sorts, it would really open it up...although that would make it less survival-y, i suppose.

how will health be measured? health bar?

also, itd be awesome to have to sleep, eat and drink, or suffer penalties.
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Post  Lotims Thu Oct 03, 2013 8:16 pm

Villdyret wrote:Physics, in particular fire.

Its a big effort, but it would make the game perfect imo, environmental destruction. shooting gas cans or special weapons could damage buildings, which could in turn hurt enemies, offer you escape or all sorts, it would really open it up...although that would make it less survival-y, i suppose.

how will health be measured? health bar?

also, itd be awesome to have to sleep, eat and drink, or suffer penalties.
Environmental destruction would be cool, but would detract away from the fear of not being able to fight back, unless it was done in a clever way Smile
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Post  Villdyret Thu Oct 03, 2013 8:56 pm

Mhmm, fair enough.

Light should be very important too.
Dark buildings, perhaps a day/night cycle too.

Stealth?
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Post  Lotims Fri Oct 04, 2013 12:32 am

Villdyret wrote:Mhmm, fair enough.

Light should be very important too.
Dark buildings, perhaps a day/night cycle too.

Stealth?
Light will be a very important thing in the game, as well as sound. Majority of the game will take place in the overrun Site -[]. Mainly going down to places deep deep underground. There will be small moments on the surface I believe, but maybe not. The day/night cycle might work depending on where the player will end up Smile
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Post  Villdyret Fri Oct 04, 2013 6:08 am

So not much focus on the barren, snowy terrain?
But what about icicles as weapons like in die hard 2? xD

There could be other SCPs at the facility perhaps.
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Post  Lotims Fri Oct 04, 2013 9:41 am

Villdyret wrote:So not much focus on the barren, snowy terrain?
But what about icicles as weapons like in die hard 2? xD

There could be other SCPs at the facility perhaps.
Haha. If we were to use icicles, that would be diversity.
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Post  Villdyret Fri Oct 04, 2013 10:24 am

At least some improvised weapons, like a workers tools or a rock from the caves etc. it'd make melee combat believeable, and help the player, with the scarcity of ammo and all. Might make close quarter struggles more 'frenzied' and tense.
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Post  Lotims Mon Oct 07, 2013 8:03 pm

Villdyret wrote:At least some improvised weapons, like a workers tools or a rock from the caves etc. it'd make melee combat believeable, and help the player, with the scarcity of ammo and all. Might make close quarter struggles more 'frenzied' and tense.
Maybe with the condition and type of weapon can give the percentage of how successful hand combat would be. If you are using a rock, it may not be as effective as a hammer or a metal object
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Post  Villdyret Tue Oct 08, 2013 6:01 pm

I was thinking of something simpler, but that would be more realistic. Types of damage done should be realistic as possible, chunks falling off, pus and the like. How gruesome will the game be?
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Post  BJFowLer Sun Oct 13, 2013 1:44 am

Pretty gruesome, but only in places where it makes sense. Hitting an infected with a rock won't cause it's head to just pop, but it'll be damaged in a more realistic way. For example shoving a knife in an infected's neck " assuming it's kinda human like"  will cause a fair amount of blood, but not stupid amounts.
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Post  Villdyret Sun Oct 13, 2013 12:38 pm

Sounds good, realistically messy. Limbs being removed could be strategic too. I think gore could feature in the surroundings, like past victims and other mtf coating the walls. Will the game have cutscenes?
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Post  MonocleBios Tue Oct 15, 2013 4:09 pm

Villdyret wrote:how will health be measured? health bar?
Heavy breathing accompanied by a Gaussian blur would probably be the easiest way to gauge health while retaining immersion in a first person perspective.

BJFowLer wrote:Pretty gruesome, but only in places where it makes sense. Hitting an infected with a rock won't cause it's head to just pop, but it'll be damaged in a more realistic way. For example shoving a knife in an infected's neck " assuming it's kinda human like"  will cause a fair amount of blood, but not stupid amounts.
What about placing nodes containing blood loss and damage multipliers on each model, then using them for damage calculation and spawning blood particle emitters?
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Post  BJFowLer Tue Oct 15, 2013 7:56 pm

Yes Bios that could work ! Great idea.
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Post  Tydosius Sun Dec 01, 2013 8:10 pm

Your character is able to check sound output (a small device) and check the state of his armour (returns a small message about how close to a potential infection he is) with his left hand

Your character is able to punch and pick up items with his right hand

Your character is able to kick, but this immobilizes them and puts them a bit off balance for a second.

Your character is able to carry a one-handed(right hand) melee weapon, a one-handed(right hand) firearm, a two-handed melee weapon, and a two-handed firearm.

If your character is currently checking how much sound he is making as he crawls behind some crates, if he equips a two-handed melee weapon, he'll stop checking sound output. If he starts checking sound output again, he can't use the two-handed melee weapon until his left hand is freed up again. If he punches a door open, his two-handed melee weapon only re-equips after a few seconds. If he kicked instead, he wouldn't have to wait for his two-handed melee weapon to re-equip.

Your character is able to use his radio to call for supply drops. The supply drops come in at two minute intervals and drop what you request for the drop in the two minutes beforehand. If you don't request anything, you get a basic supply kit that can slightly repair your armour and replenish a bit of your ammo.

Your character doesn't die if his armour get torn. He only dies when he gets infected or from environmental hazards.

I'm going to post about level design later.

EDIT:
You'll notice the levels are based on the exploration logs.
First bunch of environments:
A well-defended SCP-610 fort being attacked by infected.
A forest with a few infected roaming around.
A town with an infection heart at the centre.
Second bunch:
A different SCP-610 fort overrun by the infested.
A cave system. Supply drops are unavailable during this level. Likewise, it has very little combat and focuses on navigation.
A different town with a cathedral being a feeding place.
Third bunch:
A different cave system. Supply drop intervals are increased to 3 minutes, because now supply drops are transported via a flying drone. The player also starts with very low armour, next to an underground river of water.
The place where the final exploration log takes place.
The first forest, but burning.


Last edited by MonocleBios on Sun Dec 01, 2013 9:15 pm; edited 1 time in total (Reason for editing : Double Post)

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Post  SlamHelsing Sun Apr 20, 2014 6:27 pm

How about an Amnesia type sanity thing? Being in a dark, confined outpost littered with corpses and horrific mounds of living flesh is bound to have some mental effects.
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Post  Fie-Kee-El Sat Jul 19, 2014 10:03 pm

I suppose explosives could work. Course they're going to be a luxury to have and will be more difficult to find than other things. I'm thinking explosives shouldn't actually be used to kill the infected directly or at least not recommended. Sure it can take a group out quite easily but some infected will be more protected and heck, may even do nothing. Maybe you could use them to take advantage of the environment. Throw a grenade in a cavern or building to have rubble and flesh fall from the ceiling, crushing and blocking an onslaught of infected. This should probably only work in some areas since covering the place you're supposed to go to would make you stuck. And of course being within an explosion would heavily damage you.

For the infected senses, sound go through walls albeit not as loud. Shooting a gun in a room with an infected next door may make them cautious and a loud enough sound will alert them.
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Post  BJFowLer Wed Jul 23, 2014 5:37 am

Explosives are something I'm wary of including on the idea of giving the player too much power. I like your idea but I'll have to be some thought into it regardless. On the subject of sound... Shooting a gun will basically ping the level, letting most if not everything know a human is alive even if they do not charge from from across the map straight to you.
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Post  AcidicVulture Sat Aug 16, 2014 6:48 pm

Sure explosives might give a sense of power, but just like a gun, explosives can also give a false sense of power. Explosives could be used to blow up the twisted baddies, and in turn shoot many small bits of them flying through the air, creating a sort of a noxious 610 gas that'll be sure to infect you when you walk through. Of course, that does seem sort of an ambitious idea.
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Post  Mackenzie Wed Jan 07, 2015 5:14 pm

we could have explosives be so rare that u NEVER use it even when the most dangerous enemy is charging u because u think there will be a deadlier one around the corner. it would be a psychological battle and would at the sense of "i could throw that grenade,OR i can kill it with this pipe and use the grenade on a more worthy enemy" as u charge towards the final boss.
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