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SCP: Containment Protocol

  • 4 Devlogs
  • 31 Total hours

I am building a game inspired by scp games, satisfactory,factorio and prison architect. The game that I plan on doing envolves creating an industry, to make rods and other parts to improve and create a reactor, the energy could then be sold or used internally at the site, there would be some scps where we would need to create a room/containment so they cannot escape and harm people. There will also be upgrades and necessities, if some are not met or some stats are too poor, the entities can escape and require recontainment, they while not contained inside the facility will create havoc and if the site president gets killed, the game ends. There will be also some events like earthquakes to spice the game up.

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9h 41m 6s logged

Project: Core — Devlog #3
(the “nothing works but also everything works” update)
so heres whats happened since devlog 2:
-Smelter :finally got a smelter working. You put resources in, it processes them, you get a different resource out. its on a timer and integrates with conveyors so you can actually start automating production chains now, the product doesnt really exist yet tho so… took way longer than it shouldve to make something that just… melts stuff too .
-Ore Deposits & Regeneration minerals are no longer infinite free real estate. ore deposits now have a set amount and the drill actually depletes them. BUT they regenerate over time so the factory doesnt just die. also made an ore spawner that respawns ores when they get collected so the map doesnt end up empty ( dont have a map yet tho 😭 )
-Inventory Rework (pain) this was the big one. went through like 3 different versions of the inventory system. right now it has: items (ItemSO), Slot UI with drag and dropHotbar (keys 1-9), Toggle with TAB key . honestly the drag and drop is still a bit buggy but it works. the old inventory manager is still there in the background because the save system depends on it and im not touching that yet (maybe never i might just hide the ugly UI and update the old inventory items with the old one)
Bug Fixes (the usual): drills spawning in the air instead of on the ground (TRIED fixing but didnt work), storage containers being clickable from across the map (added distance check), ghost buildings having memory leaks from duplicate materials (cached them). its actually starting to feel like a factory game tho :D

current issues:

inventory drag is 50/50 on whether it decides to cooperate (Gamble 🤑)
still two inventory systems coexisting which is terrifying ( inventoryfobia)
building snap is still mid ( to be generous)

whats next:

-conveyors actually moving items visually.
-power system (nuclear reactors incoming someday)
-proper build UI instead of scroll wheel
-getting the inventory to stop being a crying baby.
this project is eating me alive daily. every time i fix one thing two more break. but the gameplay loop is actually loopable now so thats something :D

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10h 42m 42s logged

Project: Core — Devlog #2
(The game finally remembers things.)
Since the last devlog, I’ve been focusing less on adding random features and more on building the systems that will actually make the game playable in the long run.

What’s New:

-Saving & Loading
One of the biggest additions is a proper save system.
The game now saves:
Player position
Player rotation
Inventory/resources
Machines
Closing the game no longer means starting from scratch, which is a huge step towards making the game feel like an actual factory game.

Main Menu & Game Flow

Added:
Splah Screen (unity provides it)
Main Menu
New Game
Continue (loads your save)
Quit button
The inventory system has been reworked and is now integrated with the save system.
Resources are properly stored and restored when loading a save, making progression persistent.
Mining Drill Improvements
The drill animation has been completely redone, and the models aswell:
Lowers into the ground.
Starts spinning after reaching the surface.
Continues drilling while slowly pushing deeper into the ground. (there is also another drill that is limited and another one ilimited)
It’s a small detail, but it makes the machine feel much more believable.
#General Improvements:
Lots of bug fixes. ( now there is only like 14 of them)
Cleaner project structure.
Better organization of scripts and gameobjects.
More preparation for future automation systems.
#Current Progress
Current gameplay looks something like this:
Collect resources, Build machines,Save your progress,Continue expanding your factory
The gameplay loop is slowly starting to feel complete, although there’s still a lot to add.

What’s Next?
turning this from a collection of systems into an actual game.
Planned features include:
-Resource deposits
-Power generation ( YES NUCLEAR REACTORS TOO 🔥)
-Factory progression
-Better UI ( at least try)
-Objectives, quotas and tutorial.
-More machines

  • ai workers (bots maybe not ai since i dont want it to be cpu consuming)
    -Multiplayer (later in development)

Current Challenges

The biggest challenge isn’t adding features anymore.
It’s making all the different systems work together without breaking everything else.
Every new feature somehow manages to create two new bugs, which is basically what i am programmed to do atp

Overall, I’m really happy with the progress.

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9h 45m 32s logged

Nuclear Factory ChaosDevlog #1

(The first devlog that actually counts)
I chose to make this game on unity.
What I’ve Done So Far:
Player Systems:
FPS Movement
Frst Person Camera
Sprinting
Footstep Sounds (running only because of bug)
Pause Menu (ESC)
Head Bob System (this was a huge pain)
Crosshair
Interaction:
Interaction System (E)
Center Raycast System (or whatever the name of this might be)
Resources:
Collectable Ores
Ore Spawner
Inventory Manager
Inventory UI (simple and ugly for now)
Building System:
Build Mode (B)
Building Rotation (R)
Scroll Wheel Building Selection ( only until i make a UI for it)
Ghost Buildings
Grid Placement System
Build Costs
Automation:
First Mining Drill
Automatic Resource Production
The player now has a fully functional FPS controller, which is a bit buggy rn but works.
Building is the most interactive and important part of the project so far, i made building simple while still feeling satisfying to do it.
Resources are now required to construct buildings, creating the first real gameplay loop and there is also a mining drill so we can start automating the process.
Current Issues & Bugs
Like every Unity project, there are a few problems that still need to be solved.

This is way harder than i thought and making a game even if its simple is very time consuming and hard, needing to fix bugs every minute.

Overall, I think the project is progressing well, and the core gameplay loop is finally starting to come together.

(yes thats a house dont mind the quality, currently it doesnt snap well to other parts)

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52m 8s logged

Made a scene to set up building and character movement, I used a package for the Person Controller since it works very well, made some adjustements to it tho since it had a few bugs and unnecesary stuff.

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