SCP-093 Blue Test (revamped) Demo is out!

I’m really happy to announce that the final, fully revamped version of the blue test is now out!

Download here!

Compared to the old demo, it features new areas, better, more nonlinear gameplay, a whole new gameplay mechanic (taking photos), a more detailed level, slightly improved graphics, no shadow flickering and a brand new SCP-093 disk model.

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Progress summary – Week 2017/33

Keep in mind I’m still on vacation and developing on a handheld with a 5.5″ screen powered by a 6W Intel Atom chip, so progress is way slower than when I’m at home 😉

  • Level building
  • Story scripting
  • General polishing
  • Fixed bug: Sensitivity and Crosshair options won’t save
  • Added third-party in-game log viewer

A fully revamped edition of the blue test demo will release soon, but I can’t finish it on vacation since I need a lot of GPU power for lightmapping; my desktop is (in raw GPU power) around 25x faster than my GPD Win.

Progress summary – Week 2017/32

  • Finished new graphics options menu
  • Level building (Blue test expansion)
  • Added text stay time option
  • Added ambient light to hand-held items
  • “Whoosh” sound when walking through the mirror
  • Better resolution selector including a quit button
  • Player can now walk through the mirror at any time, in any direction
  • If MOTD can’t be downloaded, an error is shown
  • Mouse click sound in main menu
  • Autoexec scripts are now per-level
  • Script adjustments for non-linear gameplay
  • Fixed bug: Brightness changes when cam is first activated

Dev Spotlight: The camera and photo system

I’ve decided to write a bit about the scripting in my game.

Today: The camera system.

The cam can be opened with C and views a snapshot of the control’s video feed. It’s not displayed in real-time because that would be too easy since the player could just run around with the cam open all the time.

Camera Scripting

The camera screen is a render texture that displays the image from a separate camera, the control’s cam.

This camera has a bunch of post-processing effects to give it a more “video feed” look. To keep this look and avoid a frame time spike when brining up the camera, it only renders at a pretty low resolution.

The cam itself renders all the time, but it’s always disabled. When the player presses C, it gets activated for just one frame, just enough to give the screen an updated image to display.

The photo system

There is a script attached to the screen which handles taking photos.

If the player opens the camera, a ray detects the object the player was looking at and checks if it has a “PhotoRequired” tag. If it does, it shows a message that it was saved by passing the object’s name to the “infotext” dialogue system.

Internally, the photographed object’s name gets added to a list which can be accessed by other scripts later.