Made doors work better with 173, so that it doesn't teleport through the door while it's closing SCP 173 now only falls through the floor around 5% of the time as opposed to 75% of the time! Modified pathfinding system for SCP 173 as well as rebuilt the starting room with box colliders instead of mesh colliders. Once I push this update out, I'll probably post a poll asking you all how you feel about 173's new movement and any suggestions you have for tweaking it. The raycasting is not super precise, only casting to certain corners of the mesh, so sometimes the door frame can "hide" 173 enough that he can kill you even while looking directly at him! I'll probably add some type of area distance from the door, and if the player and 173 are on opposite sides and the player is not blinking but staring at 173, 173 will not move in order to avoid some player frustrations. This makes him far more menacing, but requires some tweaking so that he doesn't kill you while trying to close doors. One of the coolest features (I think) about this port is that 173 now moves when a wall is between him and the player even if within the player's camera viewport. This could add a cool horror mechanic where the player has to keep his eyes on 173 while spamming the button, but I will want to heavily test this. I will probably implement a separate button that the player can press to try and open a door that is behind him. In the original game, any pickable object can be picked within a certain distance of the player my solution uses raycasting which is more precise, but only allows objects that the player targets to be selected. I will probably also want to add a button to open doors that are behind the player. I will most likely push one out relatively soon, once I've added death sounds and animations, tweaked 173's pathfinding a bit, and ensured that all rooms are lit. Overall, it looks like we are getting close to a test build. Will add death animation and sound once animation controller and audio manager interface is implemented.Īdded lights to most rooms in light containment.įixed some major bugs with pathfinding for 173 and stairs due to no height sampling. Input is disabled and the end game screen is shown after a delay. Glad you like it, looking forward to seeing where I can take this.Īdded player death! Player now "dies" when killed by 173. (3) This has been in progress for about 3 months now. There are some assets in the pipeline to fix that however. I can't use scenes so Global Illumination doesn't work - all of my rooms are prefabs streamed in during runtime - and therefore light doesn't reflect well off of walls. (2) Lighting in Unity is great - for prebuilt scenes. This allows for unique rooms to spawn differently with each playthrough. The system then goes through and assigns rooms in order of "must spawn", "unique" and then fills the rest with random. (1) As far as layout generation goes I started with juanjpro's algorithm that he built for his Irrlicht conversion. Might I ask how you do your map (layout) generation? C# in Unity is my strong suit so I'd love to grill you about technical details of your project, and I'd also love to jump in and contribute if/where possible. I see you started off getting some tough stuff outta the way (map generation, pathfinding integration, model conversion?!?! HOLY YES). You've got my confidence! With that, how long ago did you start this?Īsdam wrote:Well helloooooooooooooooooo!!! Damn, I was looking around this forum for a (promising) Unity port mere hours before you posted this. Lastly, I already like your inventory system better than original SCP-CB system.ĮDIT: I'd like to add that your current INDEV already showcases features beyond what I've seen successfully implemented in previous conversion attempts. I'll add that I tried digging into SCP-CB's MapSystem code and failed to glean anything.Īlso, you mention Unity isn't great with lighting? I'm curious what version you're using because my experience with lighting/rendering in Unity (5+) has been great. Well helloooooooooooooooooo!!! Damn, I was looking around this forum for a (promising) Unity port mere hours before you posted this.
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