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scpcb's Introduction

NOTE: This project is no longer in active development. If you are looking forward to a Godot 4 remake of SCP - Containment Breach, check out SCP - Containment Breach Reborn!

SCP: Godot

An open-source reimagination of SCP - Containment Breach in Godot 4 engine.

Project details

SCP: Godot is an experimental reimagination of SCP - Containment Breach in Godot 4 that utilizes latest features of the engine, such as volumetric lighting, GPU lightmapping, GTAO ambient occlusion and TAA antialiasing.

Mission statement

The goal of SCP: Godot is to create a modern, cross-platform, and open game based around SCP Foundation. Bringing such ambition to life is a great feat, and many past projects failed to accomplish that due to the lack of resources or enormous amounts of time it requires.

With SCP: Godot being open-source under a MIT license, we encourage everyone to contribute to the project regardless of a skill level.

Current state

The project is still in it's infancy, with many features missing.

Roadmap

  • Player character with blinking and health mechanics.
  • Inventory system.
  • Port most of Light Containment Zone rooms from Blitz3D to Godot.
  • Room generation (C++, through GDExtension) (see: Technical details).
  • Hostile SCPs:
    • SCP-173
    • SCP-049
    • SCP-096
    • SCP-106
  • Various SCP items.

Technical details

  • Engine version: 4.0.beta6.
  • Programming language of choice: GDScript, with some systems being written in C++ C#.

Building and running

To build the project, download the Godot engine and clone the repository to the directory of choice. After completing these steps, opening the project is just a matter of including the project folder in the project inspector.

CI/CD is being planned to be used to automate releases.

scpcb's People

Contributors

rezbyte avatar dnesov avatar

Stargazers

 avatar  avatar  avatar  avatar Cosmo Myzrail Gorynych aka CoMiGo avatar  avatar Marcel Marusiak avatar

Watchers

 avatar Marcel Marusiak avatar  avatar

scpcb's Issues

Port performance heavy parts of code to C#, while leveraging GDScript for scripting.

Since Godot's .NET supported is in place, there's no need to use C++ through GDExtension for parts that require maintainability and performance. It makes sense to go with C# as it offers much better tooling and developer experience, with performance levels that should meet the requirements of the project.

Going further, all features that were planned to be implemented in C++ (like room generation) will be worked on in C#, with GDScript still being a primary language for content like items, status effects, or UI.

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