Game
SCP: The Cycle
5 years ago

Just discovered InkBridge, an interface that allows you to edit GMS rooms in the Inkscape image editor. This program allows me to quickly copy/paste an entire section of the level, which has sped up the process of making the Heavy Containment massively.




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A friend of mine wanted to make art for my game. His first task consisted of drawing the sprites for the Mobile Task Force units: Cadet (blue), Lieutenant(red) and Commander(purple). I think he's done an amazing job and I'm happy to have him on the team.

Good progress today on porting the game. I've imported all the sprites, sound effects and music and I've implemented player movement, doors/walls and the basics of the save/load system. I've also made a new main menu.

Switching over to Godot engine, just made this new main menu.

Implemented SCP-207 today. SCP-207 grants the player a speed boost, which allows them to run past obstacles such as tesla gates without them killing you.

I've made a new dialogue box as part of the cutscene overhaul. This makes it clearer by showing the name and face of the person talking.

I've been working on the options menu for SCP-914. Each option will affect the way an item is processed.

- Rough: destroys an item

- Coarse: downgrades an item

- 1:1 - doesn't change anything

- Fine: upgrades an item

- Very Fine: random upgrade/downgrade

A little teaser for the Hawley Device. The Hawley device, which is based on SCP-507, allows the user to travel to alternate dimensions. This function will have to be used to solve puzzles in the game. More info in the next devlog

Added new floor textures for a black carpet, used in offices, and white tiles used in laboratories.

These are some images regarding the artstyle of the game, all 5 available keycards + the 2 characters I've made so far.

Today has been a pretty productive day: i've converted some old sprites (locker, desk, rubbish bin) into the new style. I've also implemented Pathfinding AI for NPC's. It still needs some polish, but it works. I've also been polishing and bugfixing a bit.