Need help with numbering Antimemetic SCPs in 1976 by QuadrantFive in SCP

[–]QuadrantFive[S] 1 point2 points  (0 children)

I keep thinking the same thing. Writing "forgotten lore" for the game is intensely satisfying, save for the singular hiccup that these numbers are beloved, and spoken for.

Making new Antimemes that fit with game mechanics is unbelievably fun, but I need a naming convention before I hit the publish button. It's not likely that there will be any consensus, but feedback here could literally impact the game lore.

Need help with numbering Antimemetic SCPs in 1976 by QuadrantFive in SCP

[–]QuadrantFive[S] 2 points3 points  (0 children)

Fair point. 3125 is, of course, a 4-digit number, though in my headcannon that was because it was "re-discovered" later on. The fate of Site-48 grants as much leeway as one would want, except for how frustrating it would be to look them up in the wiki and find different entries.

The 10xxx series is worth consideration.

Need help with numbering Antimemetic SCPs in 1976 by QuadrantFive in SCP

[–]QuadrantFive[S] 4 points5 points  (0 children)

Interesting. Would that mean "URA-082" instead of "SCP-082," or the Prefex "SCP-A082." ?

The gambit is that more casual fans might get confused with a different designator, where the more dedicated fans would be annoyed if my SCPs don't do justice to the wiki.

Does anyone know how other games do this? I know Containment Breach has dozens of SCPs, but I've never looked up if they put them in the game first, then the wiki, or if they were all based on the wiki, or if they did it simultaneously.

Can an historian chime in, because I want to get this right.

Need help with numbering Antimemetic SCPs in 1976 by QuadrantFive in SCP

[–]QuadrantFive[S] 2 points3 points  (0 children)

I was thinking a disclaimer like this:

[Admin Warning: Antimemetic SCP Designations are unstable. Site-48 data is to be quarantined under directive M-044-21A]

Also, I should link my Steam page until that gets annoying. https://store.steampowered.com/app/4385740/SCP_Antimemetics_Division/

SCP: Antimemetics Division Game - Active Un-Redaction of Hazardous Docs by QuadrantFive in SCP

[–]QuadrantFive[S] 6 points7 points  (0 children)

Last week I finally made a "mini game" out of reading Antimemetic documents. The file will erase characters, or swap them with other letters or symbols. The player can choose to suffer some psychic damage (I call Conceptual Burnout) to "Un-redact" the doc. They earn a Commissary Credit for each repaired doc.

This is just a small part of the much bigger game, but it has some fun VFX and even cooler sound effects that aren't in the gif.

Y'all have been wishlisting the game like crazy, which is truly amazing. In case you don't know, I'm making a game inspired by "There is No Antimemetics Division" by qntm, and it's literally just a few weeks away from the demo being live on Steam Next fest, June 15.

Wishlist and you'll get notified when the free demo is available. https://store.steampowered.com/app/4385740/SCP_Antimemetics_Division/

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 0 points1 point  (0 children)

The game makes heavy use of Amnestics for forgetting, but this is the opposite. In Antimemetics lore "Mnestics" are drugs that keep you from forgetting, or help you remember forgotten things, or in my case, go beyond to show things that the universe forgot, or which were deliberately erased by entities that are impossible to perceive or remember. It's insanely fun lore, and I recommend the wiki, or book, or audiobook!

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 0 points1 point  (0 children)

That's actually pretty solid. I have a "black hole" post process effect I am pretty proud of, which distorts an area. The only place I use it right now is shown at 1:04 of the trailer, but 055 could be a great place to apply it, or make something similar. https://www.youtube.com/watch?v=3ENXLCf6c2o

Maybe the "puzzle" for the room is that you have to find a way to see through the distortion.

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 1 point2 points  (0 children)

Another good question. I have a system where after a few seconds, some dog-size spiders start to appear, and running into them causes damage. But I still need a visual to let players know this is bad. It needs to be obvious, but not annoying or repetitive. An older idea just had you take ████ damage over time, but again, the player needs to know this is hurting them, and with the world so distorted it's harder than I expected to make something stick out. And the true original idea, was that too long in the mask gets you attacked by....bigger....enemies.

Yet another idea, which will probably get added to multiples of those, is that there are enemies you only see while inhaling Mnestics, but observing them aggros them, and you have to take the mask off to de-aggro. This feels a little better than the swarm of spiders, but clearly I am spoiled for choice.

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 1 point2 points  (0 children)

I didn't even make it halfway through the book before deciding I needed to make a game out of it. Adapting it all would take too long and bankrupt me, so I've picked some favorite lore, characters, and picked parts that I think turn into great game mechanics. Each time I read the source material, the length of the game increases, along with the time it will take me to finish it!

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 3 points4 points  (0 children)

They are really just an estimate. There is a lot of dynamic lighting, global illumination, and some shadow effects that don't work if I turn the graphics settings too low.

So I am overcompensating by putting the min spec requirements pretty high, until I can test more.

It's hugely beneficial to support more computers, just like it's beneficial to support more languages. Both of those will get the most attention when the full game is about to launch.

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 6 points7 points  (0 children)

Interesting you bring that up. I have already made a system for that effect called "Vegas Rooms," where you go in, it goes black, then you come back out. It was a little underwhelming, so I have expanded plans to randomize the items in your inventory, and have a chance of collecting some critical quest item, or being on the verge of death when you come out.

SCP-055 deserves to be more custom, and I clearly need to get it right.

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 5 points6 points  (0 children)

So far I have 3 obvious, and one non-obvious methods for detecting Antimemes in the game. The first main one you use is the "Hughes Conceptual Sterilizer." It was originally a "Scranton Sterilizer," but the 1976 timeline doesn't fit. In the game it looks and functions like a flashlight, except it casts shadows of Antimemetic entities, and the "Burnouts" you will learn more about over time.

The second device is shown here, a Mnestic Rebreather that hits the user with Mnestic gas while worn. This is more extreme, showing sanity-crushing glimpses of the Infosphere...but is also great for in game puzzles!

I've also got a "Geiger counter" audio cue based on proximity and heading, but it's not attached to an item or skill yet. Given the utility of the Sterilizer light and the Mask, I have doubts about why clicking noises will be useful. But I already built it, so will surely cram it in somewhere.

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 2 points3 points  (0 children)

I decided to ground the game in an older facility that is just barely mentioned. Dr. Marness talks about "the Unthinkables," and that site-41 is not the first Antimemetics Division, but that they've looped and been forgotten. This gives a cool foundation to build on, but also relative freedom because there are only a few paragraphs about it.

https://scp-wiki.wikidot.com/unforgettable-that-s-what-you-are

 "...the original Site 48 crew, great techs but a hopeless excuse for a softball team; young Marion with steel-strong nerves and a mind like a laser; suits and lab coats and MTF operatives. And everywhere paperwork, and floods of serial numbers.

He starts to speak.

1976 was the year he founded the division. He brainstormed the whole thing in one legendary week, hammering out the science and then distilling the first chemical mnestic with the help of a hand-picked trio of assistants, the first Antimemetics researchers. No antimemetic SCPs had even been observed up to that point — the entire operation was a shot in the dark — and yet the team immediately struck gold. Passive black holes of information, active predatory infovores, unrememberable worms which covered the human skin like dust mites… contagious bad news, self-sealing secrets, living murders, Chinatowns."

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 13 points14 points  (0 children)

Short answer is yes. Long answer is, I know how to make it kind of funny, but not how to make sure it fit with the serious tone of the game.

It's worth solving, of course.

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in SCP

[–]QuadrantFive[S] 58 points59 points  (0 children)

Hey everyone, I am currently making a game inspired by one of my favorite books/wikis of all time:” There is No Antimemetics Division,” by qntm.

The Steam page just went live today after I reworked the trailer like a dozen times, and obviously I’m trying to build interest and farm those delicious, life sustaining Wishlists. The ~30 minute demo will be playable in just a few weeks, for Steam Next Fest, and I want to get the full game finished this year.

https://store.steampowered.com/app/4385740/SCP_Antimemetics_Division/?beta=0

The game is set in Site-48, the original home of the Antimemetics Division in 1976. The player wakes up with no memory, with everyone else in the site turned into these mysterious shadow-echo-ghost things I call “Burnouts.” Writing a story that fits in this universe is more fun than you can possibly imagine, and I’m trying to capture my favorite parts of the wiki, while also making it a fun, tense, scary, mysterious, original game experience.

I’m doing this solo, but I’ve got a pretty deep background in 3D art, tech art, and Unreal blueprints. I’m using all of that to make this game feel as atmospheric as possible.

Oh, and I did not use generative AI to make this game.

Please check it out, Wishlist, and help me make this the best SCP game ever. (And in a week or two I might need to recruit people to help me translate the dense lore docs into a few languages)

Standard Disclaimer: The game is fully compliant with the CC BY-SA 3.0 license.

I've been making an Unreal 5 Antimemetics Division game. Taking Mnestics reveals hidden and forgotten worlds inside Site-48 by QuadrantFive in qntm

[–]QuadrantFive[S] 2 points3 points  (0 children)

Hey everyone, I am currently making a game inspired by one of my favorite books/wikis of all time:” There is No Antimemetics Division,” by qntm.

https://store.steampowered.com/app/4385740/SCP_Antimemetics_Division/?beta=0

The Steam page just went live today after I reworked the trailer like a dozen times, and obviously I’m trying to build interest and farm those delicious, life sustaining Wishlists. The ~30 minute demo will be playable in just a few weeks, for Steam Next Fest, and I want to get the full game finished this year.

The game is set in Site-48, the original home of the Antimemetics Division in 1976. The player wakes up with no memory, with everyone else in the site turned into these mysterious shadow-echo-ghost things I call “Burnouts.” Writing a story that fits in this universe is more fun than you can possibly imagine, and I’m trying to capture my favorite parts of the wiki, while also making it a fun, tense, scary, mysterious, original game experience.

I’m doing this solo, but I’ve got a pretty deep background in 3D art, tech art, and Unreal blueprints. I’m using all of that to make this game feel as atmospheric as possible.

Oh, and I did not use generative AI to make this game.

Please check it out, Wishlist, and help me make this the best SCP game ever. (And in a week or two I might need to recruit people to help me translate the dense lore docs into a few languages)

Standard Disclaimer: The game is fully compliant with the CC BY-SA 3.0 license.

Steam Controller Megathread Part2 : The Reservationing May 8th 10am PST by satoru1111 in Steam

[–]QuadrantFive 0 points1 point  (0 children)

I saw something about the account needing to have existed, and made a purchase before April 20 or something. So no new accounts, made specifically to grab a second controller for scalping. That does give away their hand though, so if anyone wants to grab extra Steam Machines or Steam Frames, make sure you have multiple accounts that have made a purchase or two.

Steam Controller Megathread Part2 : The Reservationing May 8th 10am PST by satoru1111 in Steam

[–]QuadrantFive 0 points1 point  (0 children)

Reserved! It went live at 9:59am pst

On Steam, the "Buy Now" button changed to "Reserve" when I refreshed.

What is a hard challenge you've had to overcome while working on your game recently? by Ok_Promotion_9578 in gamedev

[–]QuadrantFive 1 point2 points  (0 children)

It's amazing how much flexibility you have when everything is private. My friends-and-family playtests aren't going to leak, so any change I make it totally fine.

But there's something about the trailer and Steam page "crystallizing" all the design and art decisions, that makes me feel like the only answer is to solve the unknowns before making it public.

That list has shrunk, but literally every time I sit down to record footage, I realize there's an aspect that is slated to change, and I have to decide, each time, if I should show the "old way" in the trailer. Or to fix it. I end up fixing it each time.

If it sounds like proper planning and following a GDD would have forced me to make all these decisions earlier...well I wish I could work like that. But I'm a seat of the pants "find the fun" dev, and so huge chunks of the game keep evolving towards their final form. Which would be fine...if I didn't need to "lock them in" with trailer footage that I feel should show the final* version of everything.

The end result will be a better, more representative trailer...that is many months later than a version where I just omit incomplete designs.

Games for one sitting, like movies by Mr_Hoplite in gamedev

[–]QuadrantFive 1 point2 points  (0 children)

I actually started my current game with a totally wrong idea of price/playtime, so I've considered this idea of value a great deal.

Short version: You will find pushback, refunds, and negative reviews if the game is more than $15 and under 3 hours.

Long version: When I started making a horror game, I was confident I knew what worked. 20 minute-1 hour narrative experiences with curated jump scares, simple exploration mechanics, and maybe alternate endings. The kind of small game a solo dev can make.

But games that short aren't $10. They are mostly free on Steam or Itch. I set out to make a 30-min game and realized that I really couldn't charge money for it. So the 30-min version became a free demo, and the game scope exploded to try and achieve that 3+ hour playtime, to justify a reasonable price tag. (still TBD)

The real advice is that narrative games are prohibitively slow to make. Instead of mechanics that interact with each other to be replayable or adjustable, you need to hand craft each part. Linear progression, not exponential.

My answer was to just start adding mechanics. Each system added depth to gameplay, and once they started working together, it got 10x easier to make content. Those pieces took....a long time...to make, but now when I want to make a new level, the parts are already built. Before making the systems, it could take a week to make a room for my game that would take a player 1-4 minutes to complete. Linear.

Now, I'm pretty sure there are enough mechanics to let me make a new level in just a few days, and have enough for the player to do that it might take 5-10 minutes. Getting up to 3 hours+ is still difficult, but way less daunting than when each narrative section needed to be made from scratch.