Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#172I don't think it should be too aggressive, there was a D-class woman who went M.I.A. but survived when she followed the voices that called her.
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#173I can do its voice, if you'd like; the one in the article is mine, after all, heh~
You know, I had always tought of the monster as human sized, but it actually looks way more intimidating twice the size of a normal human. Really liked that.
You know, I had always tought of the monster as human sized, but it actually looks way more intimidating twice the size of a normal human. Really liked that.
What makes you think it was the monster that called her? I mean who knows what else lives in there :VUnbeknownstWatcher wrote:I don't think it should be too aggressive, there was a D-class woman who went M.I.A. but survived when she followed the voices that called her.
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#174What colour will the creature be?
Enma, by the way, i have to tell you that your SCP was really amazing to read, i spent hours thinking about it, and the only SCP articles that have made me do that is 106 (And most of the tales about him.), 087, 096, and Clef's version of 001. You deserve tacos.
Good work on the model Miro, you're getting a lot better at modelling, you also deserve tacos. How about some kind of 'peeking at you curiously from behind a tree' animation if he's too close to you?
Enma, by the way, i have to tell you that your SCP was really amazing to read, i spent hours thinking about it, and the only SCP articles that have made me do that is 106 (And most of the tales about him.), 087, 096, and Clef's version of 001. You deserve tacos.
Good work on the model Miro, you're getting a lot better at modelling, you also deserve tacos. How about some kind of 'peeking at you curiously from behind a tree' animation if he's too close to you?
sup
roger copy bravo tango mango
roger copy bravo tango mango
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#175I vote for the colors to be a mix between dark blue and black. The skin itself could be black and the fur dark blue. As for where it'd have fur, I imagined maybe its back, shoulders and tail. I think an "aura" of fur gently swaying around (like the fur on the Colossi) would look good.
Thanks for the kind words, Iron^^
Thanks for the kind words, Iron^^
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#176I made a bunch of howling noises similar to the one on the article quite a while back.
They're on my soundcloud account, so you can check it out.
They're on my soundcloud account, so you can check it out.
It slep time bunner.
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#177Yeah =) if you want to do the voice lines that'd be great, Soundcloud is a good place to upload them as well; I thought the monster would be more 'intimidating' if I sized it up to be bigger than the player (sub-consciously if something is taller/bigger than you it makes you feel a bit more threatened due to survival instinct). I've been following SoTC's technique for fur and it's so far coming along well, I'll send you pictures as soon as I get these layers + normal mapping looking right.Enma Ai wrote:I can do its voice, if you'd like; the one in the article is mine, after all, heh~
You know, I had always tought of the monster as human sized, but it actually looks way more intimidating twice the size of a normal human. Really liked that.
Wow :O I can't believe I missed these before, they sound perfect for the howling + grunts for the monster. I like the forest theme as well, gives a feeling of a whole new world dimension, which is closer to my gameplay wise vision of it being a break from the facility and suddenly feeling surprising once you may actually manage to get out alive.Omniary wrote:I made a bunch of howling noises similar to the one on the article quite a while back.
They're on my soundcloud account, so you can check it out.
I really want to make a terrain 'room' system for the forest instead of just a pre-defined path and map piece, with randomly generating tree spawns, rocks, [REDACTED], monster, etc etc. This would also allow the player to wander off the path into the forest and bring up the more flexible ability for sudden path splits/forks and treeline blocks and other crazy sudden things.
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#178There should be a subtle Slender reference in teh forest. I mean, you have this big hazy forest being stalked by a dangerous entity, you can't NOT put that in. Just a note or something in an area that guarantees your death if you find it, that says "BEHIND YO... wait, wrong game"
YOUR DEATH IS INEVITABLE
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#179So...multiple creatures in The Forest? I like that ideaEnma Ai wrote: What makes you think it was the monster that called her? I mean who knows what else lives in there :V
THIS^^^^^^^^^^^^^^^^^^^ x 1,000,000,000Microcaine wrote: I really want to make a terrain 'room' system for the forest instead of just a pre-defined path and map piece, with randomly generating tree spawns, rocks, [REDACTED], monster, etc etc. This would also allow the player to wander off the path into the forest and bring up the more flexible ability for sudden path splits/forks and treeline blocks and other crazy sudden things.
I would hate to have a predetermined path for 860, this needs a random generator!! :mrgreen:
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#180Yes =) I actually drew up some derp example images of how this system would work in Paint:UnbeknownstWatcher wrote:I would hate to have a predetermined path for 860, this needs a random generator!! :mrgreen:
The forest in 'Room' tiles just like the Facility, but are seamless by elevation + texture, along with randomly spawning trees + doodads (2 trees limited per room tile (?)):
http://i336.photobucket.com/albums/n350 ... 0a1b30.png
Fog and Player FOV example along with how a path can split into different types:
http://i336.photobucket.com/albums/n350 ... 649c73.png
So basically there's 3 sets of room tiles:
1). The path room tiles (this includes cobble paths, other path types and path splits/forks) [Blue]
2). The off-forest path room tiles (Will have randomly spawning tree's and Doodads, as well as other random spawns). [Red]
3). The Infinite concrete wall and exit + entrance [Green]
There's different room tile types for each of the 3 (to avoid repetitiveness) but they each match seamlessly by the same elevation height at the edges. Randomly spawning tree's and other miscellaneous objects also help add a lot of random variety. I don't think lag is too much of a worry as the players view can only see a few tiles away thanks to the fog (anything outside of the fog isn't rendered). The monster spawns randomly somewhere in the forest as well (perhaps after a timer? Or it may only spawn at a minimum of 10 room tiles away from the player).
I think the creature should sense the player more if they run in the forest, hence to avoid them just sprinting from Point A - B just straight on the path, the creature could also wander onto the path or something and the player could try to go off path to sneak around it. It is possible that there may be a sudden end to the path by a block off a tree's as well, causing the player to have to purposely wander a bit to find the rest of the path out.
Thoughts?