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SCP: Containment Breach MultiplayerNewsSCP: Containment Breach Coalition - Devlog 1
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SCP: Containment Breach Coalition - Devlog 1

SCP: Containment Breach Multiplayer · published 2 Feb 2024, 23:24 UTC

All newsPlayers around this dateRead on Steam

Greetings to all personnel!


This is our first Devlog ever posted across platforms, and we would like to show you our progress after 4 months of hard work. We thank you for following and supporting our new game project!

We introduce you again, SCP: Containment Breach Coalition is a remake of the legendary SCP game SCP: Containment Breach. It is made in Godot Engine, not Unity because of funny licensing drama that rampaged the whole indie game industry.

What being said, let's start with:

Overview Progress


Game development is a pretty darn hard, especially networking. As we mentioned about Godot Engine we took a month to learn from it and it turned out great! It's easy and convenient to use, but sometimes it has minor issues when we're using it but hopefully the Godot contributors will take care of it.

Last October, the game development had a pretty rough because of little/no progress due to poor planning and lack of productivity. However in late December, we started to make structured plans and concepts to work it around and to avoid "Development Hell". And after a week, finally we did alot of progress, and we're so proud with that!

Multiplayer Mode


First progress is the multiplayer networking, the structure is very simple as we used a "direct connect" method, but it needs a software called "Radmin" for virtual port forwarding.

Breach Mode


Breach Mode has only 3 Playable Classes, these includes D-Class, Mobile Task Force and SCP-173, still it has a simple mechanics yet it's working fine!

Game Environment & Procedural Map Generation


This one is tough, and one of the hardest (yet) to implement to perfection! The Map Gen is only supporting Light Containment Zone, but sometimes it has a room collision issues that needed to be fixed. The environment lightings of the room is dynamic (for now) but we're planning to use static bake lightmaps to maintain performance stability for low end PC specs (hopefully), we've got your back low-end PC gamers!

Showcases


This is my favorite part of this devlog, this section shows most of the game progress as we did today, here includes the Concepts and Dev-stage Gameplay.

Concepts


Concept Room Renders
The following image is rendered by using emission lightings inside textures.
Note that these rooms are yet to be added in future updates.

Concept Item Renders
The following image shows the concept models of the items, some of it has already been added to the game.

Dev-stage Showcase


The in-dev showcase video is now available on YouTube (the showcase shown in this video is subject to change in the future).

Watch on YouTube

And some other screenshots during game development:

Frequently Asked Questions (FAQ)

Q: When is public beta release going to come out?


Ans: For now, it's hard to determine the release date since this project is for hobby purposes, which means that we're not working 24/7 to this project, but we will try our best to release it sooner than ever.

Q: Will it run to low-end PCs?


Ans: Hopefully it will, we aim for game optimizations like making the lightings to static, reducing overlapped meshes in rooms etc. So that's why we're using Godot Engine instead Unity, get it?

Conclusion


I hope this devlog satisfy all your needs about knowing this upcoming game project, if you have any suggestions, feedbacks, and other stuffs to follow, be sure to join our discord server, we also hire Game Testers as well!

Update (Feb-02-2024): New Devlog is released!
Watch on YouTube

https://www.youtube.com/watch?v=4kAvuDAtWrU

Thank you for still being with us, until next time!

- ItsXandromeda, from Fusion Creators Studio

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