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Our progress so far! (& Crossvec Reveal)

Hello Patreon Supporters!

Today we’ll be going to present all miscellaneous features we've recently finished for the 11.0 update. As always, please note that some things are work-in-progress, but even complete features are subject to change until the update’s full release.


Crossvec First Look

While the Crossvec is still a work in progress, we’ve decided to show you the gun’s development so far.  Sounds and visual details are still being worked on, but mechanically, it’s been fully implemented into the game.  We've made a short video to show you what the firearm looks like. Click here to watch it.


Targets

Targets originated as debug tools. They were used for testing elements such as recoil, damage, attachment setups, and for simulating certain in-game scenarios.

With how useful they’ve proven to be; it’s been decided that they will be implemented into the game, and will become their own system.

There are currently three types of available targets, these are:

Sports Target (video)
A classic circular target with a yellow bullseye (10 points), and 9 further rings extending outwards (from 9 – 1 points). This is a generic target and can be used for multiple purposes, however, its primary function is to allow an individual to train and observe full-auto fire. Accuracy is calculated by dividing the sum of points with the number of shots fired.
Binary Target (video)
This target has a slightly bigger bullseye (10 points), with it being the approximate size of a human head. The rest of the target is blank. Any hits outside the bullseye counts for 0 points. This target is used for single-shot testing, such as seeing how likely a gun is to score a headshot from a determined distance.
Class-D Target (video)
This target has a flat image of a Class-D on a 1:1 scale. This is mainly used for recreating in-game scenarios.

Targets can be spawned in by a new Remote Admin command — “spawntarget”. Once spawned, they are visible to everyone on the server and operate in two modes. These are:


Recoil

We’re introducing a new and improved recoil system to the game. This is used to control how weapons behave during full-auto discharges. Based on how many continuous rounds have been fired, there are three basic effects which may occur:

Camera Shake
A purely visual effect, which doesn’t affect the control of a weapon. Instead, its purpose is to make maintaining visual contact with a target more difficult.


Recoil Pattern

The current system is designed so that after each shot, the player’s camera will “jump”. However, it will now follow a predefined path (Recoil Pattern). This new type of recoil is not intended to be unavoidable, and can still be countered by the player. As an example, here’s what the Recoil Pattern looks like for the Crossvec.

It can be easily countered by moving the mouse in the opposite direction.


Progressive Inaccuracy

Each subsequent shot from a weapon will become progressively more deviated from your crosshairs actual position (by a random amount, making it uncontrollable). The deviation amount depends on the type of weapon being fired — SMGs and the Logicer will remain relatively accurate, while rifles will take a significant accuracy hit when firing for more than just a few rounds.

For presentation purposes, in this GIF we’ve disabled the two above-mentioned effects, and over-exaggerated the Progressive Inaccuracy effect; to provide you with a better understanding of how it works.


Throwable Objects

An entirely new system being included in the update, is the unique ability to throw/toss objects. Currently, any object that is held in the player’s hand can be used in this way.

While this ability may not seem important to some, it allows items to reach previously inaccessible areas, break windows, and theoretically, allow thrown items to affect other elements upon impact, or items becoming affected when dropped.

Continuing with this idea, this could potentially allow us to have 018 become triggered upon impact with the floor, 207 bottles breaking under certain force, or if a keycard is thrown at a scanner; having it open the door. A flashlight could even become damaged if dropped.

As an object is thrown, it will rotate randomly in the air before settling on the ground, this effect could even be utilized to play heads or tails! By default, the button to use this system is “T”, however, this can be changed in the options menu.

Please note, however, that these ideas are all conceptual, and we’d still like to hear your thoughts and opinions.


Firearm Hotkeys

We’ve also added new hotkeys for firearms, allowing you to equip or swap weapons without opening the inventory. These hotkeys are bound to “1” & “2” by default. The weapon that corresponds to a hotkey is determined by their order in the inventory.

As an example, if a Revolver is placed in slot one, and a Crossvec in slot 4, then hotkey “1” will pull out the Revolver.

When pressing the hotkeys, a weapon indicator will also be visible on the bottom right-hand corner of the screen, signifying which attachments are currently on the weapon.

Here’s how it looks:


Body Armor

As mentioned previously, Body Armor is being added to the game, and we’d like to provide a demonstration of one of the types of Body Armor, to provide an overall preview of the system.

Combat Armor is used by nearly all MTF and C.I. classes. The efficacy of the armour in terms of damage reduction is 65% for body and 80% for headshots, however, there are some downsides.

Currently, this type of armour will increase stamina usage by 10%, and decrease movement speed by 5%. These drawbacks become worsened for civilian classes such as Scientists and D-Class with the effect being doubled. An overall 20% increase to stamina usage, and a 10% decrease to movement speed will be experienced by these classes.

We’d like to show off these effects with a quick demonstration:


Remote Admin (RA)

While these changes may not concern all of you, we would still like to inform you that there has been a complete visual rework of the RA console, and multiple quality of life changes.

Here is the complete list of changes:

Here's a short presentation (please ignore the awful compression glitches)

We would like to thank lysol#3636 for the suggestions which some changes were based upon.


Thank you!

We're getting closer Stay tuned for more information about the 11.0 update, and thank you, once again, for your continued support of Northwood Studios and SCP: Secret Laboratory!

Our progress so far! (& Crossvec Reveal)

Comments

based

CheeseChurger

nom

Mattfromwiisports

everything hurts

CheeseChurger

i want 11.0 now more than ever

wumpols

very noice progress, can't wait till 11.0 👌

SilkySmoothz

The person who did the shooting has amazing aim

amazing

Skillz

yoo im awesome

lysol

yo yo yo fellas whats goin on over here

Lets gooooooooooooo

Pog

Goddess of kittens

Woah!

WantedDuck125


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