OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Umbra411 on February 12, 2021, 08:17:49 pm

Title: SCP foundation mod to openxcom
Post by: Umbra411 on February 12, 2021, 08:17:49 pm
Hello guys, I wonder how would an SCP foundation theme and mod work and look like in open xcom. I personally love the idea of it with different sites as cities as well, there is plenty to play around with and xfiles and piratez have proven there is a way to make a campaign and a story. to openxcom.

Title: Re: SCP foundation mod to openxcom
Post by: Osobist on February 13, 2021, 11:54:51 am
Well, me and my fellows working under it right now. It's kinda slow as we're lack of specialists, especially coders as present OXCE features are not enough to represent the SCP Foundation as it should be represented. Here's a bunch of old screenshots under collapsible (watch out for traffic).

Title: Re: SCP foundation mod to openxcom
Post by: HT on February 13, 2021, 03:59:12 pm
That looks cool as hell, even though I wonder what would the UFOs and Terror Missions be replaced with. Containment breaches?
Title: Re: SCP foundation mod to openxcom
Post by: Osobist on February 13, 2021, 05:18:37 pm
UFOs - various Groups of Interest convoys, riders, smugglers, enforcers, etc. Moving uncontained SCPs.

Terrors - attacks by hostile GoIs or anomalous entities in populated areas.
Title: Re: SCP foundation mod to openxcom
Post by: Meridian on February 13, 2021, 05:30:19 pm
I know nothing about SCP.

What would be the biggest/most important missing OXCE features?
Title: Re: SCP foundation mod to openxcom
Post by: Osobist on February 13, 2021, 06:06:18 pm
Here is a link to brief project description: https://docs.google.com/document/d/1Ct7Ek21zVDQwvvGgXqNLEqs5hzoYEODbPMiZxoyiRco/edit#heading=h.gu37hkmtu0kn. Please note that it's described from a user PoV not a coder.

In a short wanted features are listed below. Essential features are tagged thereafter:

Bases and items:
* Separate stores for separate item types - ESSENTIAL;
* Reappearence of enemies in missions if the player lost base, where they've kept;
* Two-layers base builidng;
* Removing items from stores via events - ESSENTIAL;
* Items with expiration time - ESSENTIAL;
* Checking item's storage volume for events triggering - ESSENTIAL;
* Interchangeability of items in recipes - ESSENTIAL.

Interception:
* Separate craft classes for hangars - ESSENTIAL;
* Dependance of crafts maintenance cost from usage frequency;
* Restriction of UFOs trajectories by land-only or sea-only.

Reputation - ESSENTIAL:
* A variable that could change depend of player's actions, blocking and unblocking something in dependance of it's value;
* Dynamic relations between factions when they're able to fight with each other or make an alliances against other factions or player.

Global variables:
* Tension - this variable reprsesnts global worry, concern and anxiety among the people. The more weird stuff happens in the world - the more people start to think that something wrong is going on, which could trigger events, missions etc. - ESSENTIAL;
* Influence - in-game currency that spends of various recipes, events and generally helps player gain benefits or simply keep situation under control - ESSENTIAL.

Geoscape:
* Ability to place FOBs - mini-bases on globe with one or two unique fuctions and a custom markers for those - ESSENTIAL;


Battelscape:
* Enemy-less missions where you should find and retrive something before times up or complete any other task not tied to enemies killing..

Ui:
* Text scrolling in common Pedia articles (without scroll UI). This will help not only to the SCP mod but generally in localization of mods. You wouldn't crop translation text to fit it into screen if you can scroll it down a bit - ESSENTIAL;
* Hyperlinks for Pedia articles. Link is not shown until topic is opened.
Title: Re: SCP foundation mod to openxcom
Post by: Meridian on February 13, 2021, 06:52:57 pm
Bases and items:
1/ Separate stores for separate item types - ESSENTIAL;
2/ Reappearence of enemies in missions if the player lost base, where they've kept;
3/ Two-layers base builidng;
4/ Removing items from stores via events - ESSENTIAL;
5/ Items with expiration time - ESSENTIAL;
6/ Checking item's storage volume for events triggering - ESSENTIAL;
7/ Interchangeability of items in recipes - ESSENTIAL.

Interception:
8/ Separate craft classes for hangars - ESSENTIAL;
9/ Dependance of crafts maintenance cost from usage frequency;
10/ Restriction of UFOs trajectories by land-only or sea-only.

Reputation - ESSENTIAL:
11/ A variable that could change depend of player's actions, blocking and unblocking something in dependance of it's value;
12/ Dynamic relations between factions when they're able to fight with each other or make an alliances against other factions or player.

Global variables:
13/ Tension - this variable reprsesnts global worry, concern and anxiety among the people. The more weird stuff happens in the world - the more people start to think that something wrong is going on, which could trigger events, missions etc. - ESSENTIAL;
14/ Influence - in-game currency that spends of various recipes, events and generally helps player gain benefits or simply keep situation under control - ESSENTIAL.

Geoscape:
15/ Ability to place FOBs - mini-bases on globe with one or two unique fuctions and a custom markers for those - ESSENTIAL;


Battelscape:
16/ Enemy-less missions where you should find and retrive something before times up or complete any other task not tied to enemies killing..

Ui:
17/ Text scrolling in common Pedia articles (without scroll UI). This will help not only to the SCP mod but generally in localization of mods. You wouldn't crop translation text to fit it into screen if you can scroll it down a bit - ESSENTIAL;
18/ Hyperlinks for Pedia articles. Link is not shown until topic is opened.

1/ Absolutely not.
2/ Probably doable. More detailed description needed.
3/ No.
4/ Doable.
5/ Doable.
6/ Doable.
7/ (Probably not worth the effort) I don't see how that would be an essential feature or even a normal feature? What's the use case?

8/ Hard, but planned.
9/ Doable.
10/ Not possible.

11/ Maybe. Too vague, can't provide any feedback. More detailed description needed.
12/ Absolutely not if it has any influence on Battlescape. If it's purely Geoscape, maybe. (btw. we don't even have factions, can't have relations if you don't have factions)

13/ Doable.
14/ Maybe. Too vague, can't provide any feedback. More detailed description needed.

15/ Already available.

16/ Doable, but not particularly interested in this.

17/ No.
18/ No.

I'll read the document later, maybe it will clarify some points.
Title: Re: SCP foundation mod to openxcom
Post by: Umbra411 on February 13, 2021, 09:14:09 pm
Well I am already drooling at the screenshots I have yet to learn Russian, I barely started learning the language, I do know the alphabet and how it sounds though but I do not know what the words means.
Title: Re: SCP foundation mod to openxcom
Post by: Osobist on February 14, 2021, 05:05:38 am
Development goes on Russian language but it's planned to translate it into English.
Title: Re: SCP foundation mod to openxcom
Post by: LuckyClover on February 14, 2021, 11:10:43 am
yeah about language  ;D
they were teaching me French,German,ancient Latin (and English :)) in school
and now I regret I never learned Russian becose Im watching theire pro-players who play Homm3
at least Im Slavic so I still understand a lot becose how our languages are similar ...
Title: Re: SCP foundation mod to openxcom
Post by: Osobist on February 20, 2021, 09:17:31 am
It's been a while, was busy IRL.

Quote
2/ Probably doable. More detailed description needed.

For example a base have some prisoners in containment. What will happen to them if base is lost? They could probably die in firefight, yeah, but some prisoners could escape during battle, could be saved by intruders that attacked the base or stay alive and free by any other reason. Especially SCPs that are anomalous entities and some of them could be extremely durable, pratically indestructible. The feature I'm talking about that escaped prisoners could re-appear in missions or events after base destructiion to collect them again.

Quote
7/ (Probably not worth the effort) I don't see how that would be an essential feature or even a normal feature? What's the use case?

For a mod it's planned to use not only soldiers, scientists and engineers as human resources, but employers from other various departments and stuctures. Making them actual humans that will occupy living quarters is way more cumbersome from several points of you, so we're deicded to implement auxillary staff as items that don't occupy living and storage spaces but have montly salaries. It's presumed that they have categories, like basic, advanced and elite. Depends of their category player can utilize them in various tasks (technically working as manufacture recipes).

For example: basic scientific assistant engaged in experiments with an anomaly. His role is minor, probably all that he can be useful is to make notes while scientists actually conducting tests. Can he lead the test group that working with dangerous anomaly like "SCP-610 - The Flesh that Hates"? Probably not.
Elite assistant can perform both of this operations but due to engine limitations in this case we should create two separate recipes for both variants of assitants.

That's the main usage for feature I request although I think that similar logic can be applied to more classic manufacture projects where we producing something.

I'll describe next features in future posts.

Title: Re: SCP foundation mod to openxcom
Post by: Osobist on February 27, 2021, 12:39:59 pm
Quote
11/ Maybe. Too vague, can't provide any feedback. More detailed description needed.
12/ Absolutely not if it has any influence on Battlescape. If it's purely Geoscape, maybe. (btw. we don't even have factions, can't have relations if you don't have factions)

About factions first:

Factions are stakeholders of the paranormal world. Factions is a Council of countries-sponsors, groups of interest that work with anomalies and also separate individuals. You can interact with almost all factions by peaceful means by conducting negotiations, cutting deals and completing various tasks and requests.
Good relationships with factions could give a constant score buff, grant access to various technologies, resources, contacts, services and lots of more useful assets.
Roughly factions could be divided on three categories:
1.   Countries-sponsors - the main sources of official SCP Foundation funding.
2.   Groups of interests - basically they are the main SCP Foundation’s enemies and rivals but can be useful to a limited extent.
3.   Other organisations  - this category contains any other contacts that do not go into two categories above. It’s worth special attention that this category also includes all unofficial contacts from countries-sponsors, be it politicians, intelligence services or coterie.

The player doesn't have a central enemy (as aliens in vanilla or Star Gods in XPZ). SCPs and less complicated anomalies could be points of interest for almost anyone. One SCPs could be used in military purposes, others can make you rich, some can be used for brainwashing etc. Of course factions could fight with each     
other on that basis or do this just beacuse mutual hatred. In game it could manifest, for example, as item/score/money losing event a sabotage from hostile Group of Interest (GoI thereafter), opening a special mission based on certain volume of faction's reputation numbers. If two factions are allied aganist player, they could send a mixed crew to destroy player's bases or transport (but it depends).


Actually I've got this idea (and planned to implement it as) from XPZ Bounty tokens system, cause IMO it is a reputation system of some kind, although it cannod be dynamic - you've opened a bounty and it's forever.


Title: Re: SCP foundation mod to openxcom
Post by: Osobist on February 27, 2021, 12:52:49 pm
Quote
14/ Maybe. Too vague, can't provide any feedback. More detailed description needed.

This have more similarities with XPZ bounty tokens. This designed as in-game currency, that player could spent in various stuff. Need to increase your reputation for special faction - use your influence. Need some resources urgent? Use influence. Tension in the world to high to keep it in borders and you're lack of people/time/whatever to calm people down? Use influence.

Main problem in feature realization without code changing s that player could lose influence along with his base if influence implemented as item and stored in destroyed base.
Title: Re: SCP foundation mod to openxcom
Post by: varajo411 on August 15, 2023, 08:15:35 pm
Any update and progress report about this scp inspired project.
Title: Re: SCP foundation mod to openxcom
Post by: Osobist on August 19, 2023, 05:51:20 am
Still working on it, can't say that there is tremendous progress though.
Title: Re: SCP foundation mod to openxcom
Post by: Finnik on August 19, 2023, 11:45:13 am
Bases and items:
1/ Separate stores for separate item types - ESSENTIAL;
2/ Reappearence of enemies in missions if the player lost base, where they've kept;
3/ Two-layers base builidng;
4/ Removing items from stores via events - ESSENTIAL;
5/ Items with expiration time - ESSENTIAL;
6/ Checking item's storage volume for events triggering - ESSENTIAL;
7/ Interchangeability of items in recipes - ESSENTIAL.

Interception:
8/ Separate craft classes for hangars - ESSENTIAL;
9/ Dependance of crafts maintenance cost from usage frequency;
10/ Restriction of UFOs trajectories by land-only or sea-only.

Reputation - ESSENTIAL:
11/ A variable that could change depend of player's actions, blocking and unblocking something in dependance of it's value;
12/ Dynamic relations between factions when they're able to fight with each other or make an alliances against other factions or player.

Global variables:
13/ Tension - this variable reprsesnts global worry, concern and anxiety among the people. The more weird stuff happens in the world - the more people start to think that something wrong is going on, which could trigger events, missions etc. - ESSENTIAL;
14/ Influence - in-game currency that spends of various recipes, events and generally helps player gain benefits or simply keep situation under control - ESSENTIAL.

Geoscape:
15/ Ability to place FOBs - mini-bases on globe with one or two unique fuctions and a custom markers for those - ESSENTIAL;


Battelscape:
16/ Enemy-less missions where you should find and retrive something before times up or complete any other task not tied to enemies killing..

Ui:
17/ Text scrolling in common Pedia articles (without scroll UI). This will help not only to the SCP mod but generally in localization of mods. You wouldn't crop translation text to fit it into screen if you can scroll it down a bit - ESSENTIAL;
18/ Hyperlinks for Pedia articles. Link is not shown until topic is opened.

I would say for FtA fork:
1/ I would never do anything like that personally, the whole game code architecture is against it. To do so, it should be done like in nucom (xcom2 for instance), but then modding would be more a coding, like it is there...
2/ Not interested
3/ bah, that's tempting. I'm not quite sure if I will manage, but I dislike the current game design. Stay tune =)
4/ doable, I want it too, but if it's in OXCE backlog, I'll wait, as I'm quite sure it will be done there in a different way than mine, so it will be a mess to merge...
5/ same, as items do not exist on their own in geoscape...
6/ ugh, more event triggers... =)
7/ same as Meridian answer
8/  :-X
9/ not interested unless you can show me how it helps FtA gameplay
10/ Actually, @Meridian, I would not say it is IMPOSSIBLE, although I quite understand that it is extremely hard compared to just usual messing with existing classes - RTS pathfinding do the job, for instance. I kinda tried to look at the math part, but my brain is too small for that =) But I feel there were tasks compared to this, like globe rendering or voxel calculations. I think, if TFTD devs would not be so lazy to do that in the first place, it then would be a part of OXC project too...
11/ easy and quite possible already - with custom counters. But I think for SCP it has to be done with some own UI, like it is done in Phoenix Point or XCOM 2, and it's kida not fit OXCE project philosophy (at my point, but it's not me who decide that).
12/ not interested
13/ done for FtA =)
14/ not interested. Also, @Meridian - why "Absolutely not if it has any influence on Battlescape"? We take stuff from geoscape in briefing to define it in BattlescapeGame, like shade and depth, what's wrong with that? Just curious.
15/ I think, you mean not something like bases, so, say, WH40k mod solution would not fit your ideas. I have pretty same vision for FtA, so I will do something like you want for FtA lategame.
16/ done in FtA with a lot of examples  ;)
17/ was not @SupSuper done something like that before? I also hate frame sizes from time to time because Russian text takes like 20% more space. Although, other games suffer it also quite often...
18/ also no

I'm merging OXCE new stuff to my fork, so it might help you =)
Title: Re: SCP foundation mod to openxcom
Post by: Yankes on August 22, 2023, 11:54:29 am
1/ This can be approximated by alien contained system as it can have multiple types.
10/ Indeed hard, but with some "corner cutting" in some way we could add some thing like this, minimal version would limit crafts/ufos landing to specific textures
13/ This is already done, Mission counters could work like this, probably more interaction with them is needed to fully realize all functionality
14/ Like previously, only thing missing is on demand use of this mission counter.
15/ Multiple types of access lift can do this, probably only thing missing is option to define icon based on access lift.
Title: Re: SCP foundation mod to openxcom
Post by: Finnik on August 22, 2023, 07:58:20 pm
10/ Indeed hard, but with some "corner cutting" in some way we could add some thing like this, minimal version would limit crafts/ufos landing to specific textures
Minimal solution is trivial and does not solve the problem. From our previous discussion via discord PM I can remember, that very special handling has to be done to check if we still have enough fuel to get back home. I thought it over and I think from modding perspective at least I can accept restriction, that such crafts (limited to specific texture) does not use fuel at all (or its usage is incompatible to aircraft jetfuel consumption). So if I would cut this feature to reduce complexity, that would be the first to go.

As for lift specific, again, via PM Discord with Osobist and after reading disdoc I think he needs very different class to be seen on globe, that does not use base code mostly, but has own special logic for new gameplayechanics...
Title: Re: SCP foundation mod to openxcom
Post by: Osobist on August 29, 2023, 05:31:51 pm
Sorry for being late to the party, I've just recovered from sickness.

About the stuff that FTA already has: probably I'd like to move onto it completely and/or make separate fork, but I still haven't enough expertise to do so.

About the specific wishes from the list - ready to discuss it in PM if needed.

Sorry for clumsy answer, haven't slept since my last shift.