SCP: Secret Laboratory

SCP: Secret Laboratory

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RocketPillow Apr 18, 2021 @ 6:36am
Hit Indicators and Better Death Animations
Besides a shotgun, the two most important things that I can see coming out of the gun update would be these two things in the title.

Too many times I'll come up from behind and shoot someone in the head with my piece. Before I can spray 'em down, they'll look left, right, jumping around, and then they'll finally meet eye to eye with me just as I kill them.

Hit indicators would not only make sense, as getting hit by a bullet in your right arm is going to give you a good idea of where your shooter is, but it'll make gunfights way more fair. The shooter can still quickly kill his target, and the target has a chance of getting out of fire.

Death animations should be purely satisfactory. Just earlier today I was playing Alan Wake, a game whose enemies don't drop blood, at least theirs. When dying they fall back, blowing up into a bundle of sparks and light, the very opposite of what they are, shadowy husks of once human beings.

You don't need buckets of blood to make a death look good in a video game, but you need animation, good rag dolls. Right now, you'll kill someone, they'll fall back, knees bent, and just lay on the ground still and frozen. It's weird considering a person's body falls limp, so having the knees bent up and the heel holding the legs just seems too alive for a dead person.

People should fly when they get hit in the chest with a shotgun. They should spin around like wounded animals when they get sniped. The stronger will likely stand still, staring at the wounds in their chest, touching them, before falling down dead fast, and as they all touch the floor, they instantly turn into a rag doll.
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Showing 1-15 of 30 comments
Narrowgauge07 Apr 18, 2021 @ 7:58am 
Originally posted by Rocket:
Besides a shotgun, the two most important things that I can see coming out of the gun update would be these two things in the title.

Too many times I'll come up from behind and shoot someone in the head with my piece. Before I can spray 'em down, they'll look left, right, jumping around, and then they'll finally meet eye to eye with me just as I kill them.

Hit indicators would not only make sense, as getting hit by a bullet in your right arm is going to give you a good idea of where your shooter is, but it'll make gunfights way more fair. The shooter can still quickly kill his target, and the target has a chance of getting out of fire.

Death animations should be purely satisfactory. Just earlier today I was playing Alan Wake, a game whose enemies don't drop blood, at least theirs. When dying they fall back, blowing up into a bundle of sparks and light, the very opposite of what they are, shadowy husks of once human beings.

You don't need buckets of blood to make a death look good in a video game, but you need animation, good rag dolls. Right now, you'll kill someone, they'll fall back, knees bent, and just lay on the ground still and frozen. It's weird considering a person's body falls limp, so having the knees bent up and the heel holding the legs just seems too alive for a dead person.

People should fly when they get hit in the chest with a shotgun. They should spin around like wounded animals when they get sniped. The stronger will likely stand still, staring at the wounds in their chest, touching them, before falling down dead fast, and as they all touch the floor, they instantly turn into a rag doll.


i think death animations that lead to ragdolls would be great, but i can see ragdolls working the part, if you get blasted by a shotgun, your ragdoll should fly like 2 yards away. in general more work with the ragdolls will work wonders
The Ghost™ Apr 18, 2021 @ 3:14pm 
These are both good ideas.
Targets see blood on their screen of which direction they are being fired from which not only helps humans and even SCPs when there is many people with guns surrounding them.

The ragdoll animations also sound good as well.

+1
Last edited by The Ghost™; Apr 18, 2021 @ 3:14pm
Mr. Raider Apr 19, 2021 @ 12:46am 
As much as I like knowing my enemy's status, I prefer SL without hit indicators because it adds that sense of uncertanty that I love about gunfights in this game.
RocketPillow Apr 19, 2021 @ 2:07am 
Originally posted by Mr. Raider the laziest animator:
As much as I like knowing my enemy's status, I prefer SL without hit indicators because it adds that sense of uncertanty that I love about gunfights in this game.

Well I'm sure if I asked around that sense of uncertainty is quickly disliked as soon as they're shot from the back, wait, no, the left, the right? In front? Now you're running around like a headless chicken, looking all around, panicking, and then you get killed. There's no skill to it, just raw luck or misfortune involved.
Mr. Raider Apr 19, 2021 @ 2:09am 
Originally posted by Rocket:
Originally posted by Mr. Raider the laziest animator:
As much as I like knowing my enemy's status, I prefer SL without hit indicators because it adds that sense of uncertanty that I love about gunfights in this game.

Well I'm sure if I asked around that sense of uncertainty is quickly disliked as soon as they're shot from the back, wait, no, the left, the right? In front? Now you're running around like a headless chicken, looking all around, panicking, and then you get killed. There's no skill to it, just raw luck or misfortune involved.
OH by hit indactors you mean knowing from which direction you're being shot, not how much damage you dealt to the enemy, my bad. Then yes, we need hit indicators.
Last edited by Mr. Raider; Apr 19, 2021 @ 2:10am
RocketPillow Apr 19, 2021 @ 2:12am 
Originally posted by Mr. Raider the laziest animator:
Originally posted by Rocket:

Well I'm sure if I asked around that sense of uncertainty is quickly disliked as soon as they're shot from the back, wait, no, the left, the right? In front? Now you're running around like a headless chicken, looking all around, panicking, and then you get killed. There's no skill to it, just raw luck or misfortune involved.
OH by hit indactors you mean knowing from which direction you're being shot, not how much damage you dealt to the enemy, my bad. Then yes, we need hit indicators.

Yeah, no problem. I'm thinking about hit indicators sort of like in Half-Life. Simple red marks showing up on a particular side around the centre of the screen, where the crosshair is located. This way when you're getting shot in the back you actually have a chance of fighting back instead of being lost in the darkness of uncertainty.
foxtrot Apr 19, 2021 @ 3:51am 
Originally posted by Rocket:
Besides a shotgun, the two most important things that I can see coming out of the gun update would be these two things in the title.

Too many times I'll come up from behind and shoot someone in the head with my piece. Before I can spray 'em down, they'll look left, right, jumping around, and then they'll finally meet eye to eye with me just as I kill them.

Hit indicators would not only make sense, as getting hit by a bullet in your right arm is going to give you a good idea of where your shooter is, but it'll make gunfights way more fair. The shooter can still quickly kill his target, and the target has a chance of getting out of fire.

Death animations should be purely satisfactory. Just earlier today I was playing Alan Wake, a game whose enemies don't drop blood, at least theirs. When dying they fall back, blowing up into a bundle of sparks and light, the very opposite of what they are, shadowy husks of once human beings.

You don't need buckets of blood to make a death look good in a video game, but you need animation, good rag dolls. Right now, you'll kill someone, they'll fall back, knees bent, and just lay on the ground still and frozen. It's weird considering a person's body falls limp, so having the knees bent up and the heel holding the legs just seems too alive for a dead person.

People should fly when they get hit in the chest with a shotgun. They should spin around like wounded animals when they get sniped. The stronger will likely stand still, staring at the wounds in their chest, touching them, before falling down dead fast, and as they all touch the floor, they instantly turn into a rag doll.
+1
AutisticallyBasic May 2, 2021 @ 11:10am 
Originally posted by Rocket:
Besides a shotgun, the two most important things that I can see coming out of the gun update would be these two things in the title.

Too many times I'll come up from behind and shoot someone in the head with my piece. Before I can spray 'em down, they'll look left, right, jumping around, and then they'll finally meet eye to eye with me just as I kill them.

Hit indicators would not only make sense, as getting hit by a bullet in your right arm is going to give you a good idea of where your shooter is, but it'll make gunfights way more fair. The shooter can still quickly kill his target, and the target has a chance of getting out of fire.

Death animations should be purely satisfactory. Just earlier today I was playing Alan Wake, a game whose enemies don't drop blood, at least theirs. When dying they fall back, blowing up into a bundle of sparks and light, the very opposite of what they are, shadowy husks of once human beings.

You don't need buckets of blood to make a death look good in a video game, but you need animation, good rag dolls. Right now, you'll kill someone, they'll fall back, knees bent, and just lay on the ground still and frozen. It's weird considering a person's body falls limp, so having the knees bent up and the heel holding the legs just seems too alive for a dead person.

People should fly when they get hit in the chest with a shotgun. They should spin around like wounded animals when they get sniped. The stronger will likely stand still, staring at the wounds in their chest, touching them, before falling down dead fast, and as they all touch the floor, they instantly turn into a rag doll.
i think euphoria ragdolls could work good in this game,i mean shooting someone in the chest with a rifle near 939s containment should make them stumble and perhaps fall over the edge and hit the ground with a crack sound
lemonsqueezer97 May 2, 2021 @ 11:22am 
Originally posted by AutisticallyBasic:
Originally posted by Rocket:
Besides a shotgun, the two most important things that I can see coming out of the gun update would be these two things in the title.

Too many times I'll come up from behind and shoot someone in the head with my piece. Before I can spray 'em down, they'll look left, right, jumping around, and then they'll finally meet eye to eye with me just as I kill them.

Hit indicators would not only make sense, as getting hit by a bullet in your right arm is going to give you a good idea of where your shooter is, but it'll make gunfights way more fair. The shooter can still quickly kill his target, and the target has a chance of getting out of fire.

Death animations should be purely satisfactory. Just earlier today I was playing Alan Wake, a game whose enemies don't drop blood, at least theirs. When dying they fall back, blowing up into a bundle of sparks and light, the very opposite of what they are, shadowy husks of once human beings.

You don't need buckets of blood to make a death look good in a video game, but you need animation, good rag dolls. Right now, you'll kill someone, they'll fall back, knees bent, and just lay on the ground still and frozen. It's weird considering a person's body falls limp, so having the knees bent up and the heel holding the legs just seems too alive for a dead person.

People should fly when they get hit in the chest with a shotgun. They should spin around like wounded animals when they get sniped. The stronger will likely stand still, staring at the wounds in their chest, touching them, before falling down dead fast, and as they all touch the floor, they instantly turn into a rag doll.
i think euphoria ragdolls could work good in this game,i mean shooting someone in the chest with a rifle near 939s containment should make them stumble and perhaps fall over the edge and hit the ground with a crack sound
dude imagine chasing down a guard that had been shooting at you and constantly closing doors on your for like five minutes and you FINALLY kill him and his body falls down the 939 pit before hitting the ground with a crack
call me psychopathic or whatever but that would be ♥♥♥♥♥♥♥ satisfying for me
AutisticallyBasic May 2, 2021 @ 11:24am 
Originally posted by ARussianSpy10:
Originally posted by AutisticallyBasic:
i think euphoria ragdolls could work good in this game,i mean shooting someone in the chest with a rifle near 939s containment should make them stumble and perhaps fall over the edge and hit the ground with a crack sound
dude imagine chasing down a guard that had been shooting at you and constantly closing doors on your for like five minutes and you FINALLY kill him and his body falls down the 939 pit before hitting the ground with a crack
call me psychopathic or whatever but that would be ♥♥♥♥♥♥♥ satisfying for me
same
RocketPillow May 2, 2021 @ 11:31am 
Originally posted by ARussianSpy10:
Originally posted by AutisticallyBasic:
i think euphoria ragdolls could work good in this game,i mean shooting someone in the chest with a rifle near 939s containment should make them stumble and perhaps fall over the edge and hit the ground with a crack sound
dude imagine chasing down a guard that had been shooting at you and constantly closing doors on your for like five minutes and you FINALLY kill him and his body falls down the 939 pit before hitting the ground with a crack
call me psychopathic or whatever but that would be ♥♥♥♥♥♥♥ satisfying for me

Imagine blowing someone over the railing with a shotgun. Delicious.
AutisticallyBasic May 2, 2021 @ 11:33am 
Originally posted by Rocket:
Originally posted by ARussianSpy10:
dude imagine chasing down a guard that had been shooting at you and constantly closing doors on your for like five minutes and you FINALLY kill him and his body falls down the 939 pit before hitting the ground with a crack
call me psychopathic or whatever but that would be ♥♥♥♥♥♥♥ satisfying for me

Imagine blowing someone over the railing with a shotgun. Delicious.
imagine shooting someone in the throat with a rifle and it pierces there jugular and they fall on the ground clinging too there throat finally dying to blood loss
RocketPillow May 2, 2021 @ 11:34am 
Originally posted by AutisticallyBasic:
Originally posted by Rocket:

Imagine blowing someone over the railing with a shotgun. Delicious.
imagine shooting someone in the throat with a rifle and it pierces there jugular and they fall on the ground clinging too there throat finally dying to blood loss

Sadistic, but there's not enough games with balls to portray those kinds of deaths. Getting shot isn't the end then and there like in old movies. It gets worse from then on.
AutisticallyBasic May 2, 2021 @ 11:36am 
Originally posted by Rocket:
Originally posted by AutisticallyBasic:
imagine shooting someone in the throat with a rifle and it pierces there jugular and they fall on the ground clinging too there throat finally dying to blood loss

Sadistic, but there's not enough games with balls to portray those kinds of deaths. Getting shot isn't the end then and there like in old movies. It gets worse from then on.
*cough*cod waw 2008*cough*
RocketPillow May 2, 2021 @ 11:39am 
Originally posted by AutisticallyBasic:
Originally posted by Rocket:

Sadistic, but there's not enough games with balls to portray those kinds of deaths. Getting shot isn't the end then and there like in old movies. It gets worse from then on.
*cough*cod waw 2008*cough*

It's pure unhinged brutality and it's awesome. Both historically and mechanically pleasing, and comes with a badass zombie mode. 10/10 easily.

Having limbs fly and blood spurt would definitely be a welcome addition to the horrors of the SCP Foundation's many secret laboratories, although we'll have to see the game get optimised before something so cool could be added.

I'm hoping for the .44 Magnum to in fact blow peoples' heads off. That and a shotgun making a giant hole in an enemy's chest.
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Date Posted: Apr 18, 2021 @ 6:36am
Posts: 30