We have submitted our own proposal for SCP-7000 to the SCP Wiki!
Check it out if you're interested! It ties into our lore for SCP: Pandemic that we've been going crazy on behind the scenes. 💚🍀
This is a taste of what we're working on for the world and multi-level lore we are building for SCP: Pandemic, and we're always happy to (as a team) to bring forth work we've done back to the SCP Wiki itself for anyone in the community to use and reference directly.
A special thanks to Dr. Moist - the Lead Writer of Affray, and Trey Bishop (Artreyus) - the Lead Concept Artist of Affray, for the time allotted to this proposal for the community.
Now Hiring: Mini-Game Designer & Programmer
We are looking for a dedicated mini-game designer that can work with Blueprints/UMG widgets.
We also have a focus on accessibility and controller support.
Work in Unreal Engine 4.27. You'll need to pull our customized engine source.
Work with Blueprints and UMG widgets.
Be able to design and explain mini-game concepts and take feedback.
Available for 6-18 months in the initial contract (estimated) for continually designing and improving new mini-games.
Work on Discord to communicate with the team and show updates on your work actively.
This patch has made P2P once again functional with only minor unreliabilities that will be improved over time. We have discovered and fixed number of issues regarding this from the recent updates, and we apologize for the inconveniences it may have caused to those who wanted to test our project with friends and other players in the recent Thrill of the Hunt update.
Thank you all for your patience, it means the world to us.
Fixed lobby leaving not properly clearing internal values, resulting in being unable to create new lobbies
Lobby owners now automatically host when a user joins
Added UI handling for lost connection to make things more clear
Readded icons to buttons in menus for clarity
Added support for lobbies joining passworded servers (still not 100% reliable)
Fixed servers not being created with an empty name
Added new glass shader with better performance and visuals
Optimized scope blur
Improved MP5 firing animation
Separated horizontal position sway from rotation
Optimized fog
Optimized some assets
Hopefully made hosting and lobbies more reliable
Fixed some minor bugs
Fixed some bugs with SCP-173-B Hallucinations
Now Hiring: 3D Artists (Creatures & Biological Environment Masses)
Want to help bring SCP: Pandemic to its fullest potential? We are looking for 3D Artists for creatures and environmental threats!
We want to make the best tactical horror experience possible. ❤️
We are conceptualizing ideas on several new SCPs to integrate into our upcoming content push ― and finally layering more content on top of the framework laid for SCP: Pandemic, in a pretty significant effort to become a far more interesting game (and story) to experience.
We will be elaborating on some existing (and incoming) plans in a video we will be releasing onto YouTube sometime this month.
Otherwise, we still retain the need to expand our collaboration team to take up the needed bandwidth needed for content delivery. Interested? Email us.
Email: hello@affray.gg
P.S. Thank you to everyone who supported us during the Summer Sale! You have really helped with ensuring we are able to start hiring even more talent for the ongoing content push. :)❤️❤️❤️
Guard AI at v1.5, v2.0 (SAI) pending for next mini-update
Health and ammo cabinets removed, replaced with basic medkit and ammo pickups (v0.5)
Added screen shake hallucination to SCP-173-B
Buffed 1911 slightly
Added Inspect for AK, VAL, M9, M24, MK17, Stribog, and Tavor.
Made guards wander less far
Added some extra indicator lights and broken panels on certain doors.
Added the ability for admins to always join matches even when they are full
Improved tracers
Made the in-game invite button work
Updated Stribog textures
Added support for loading screen tips, general, per map, and per gamemode
Decreased Mossberg 590 spread
Improved AI inspecting behavior
Revamped spawn area
Added LODs to some modular assets
Updated some materials to work better in dark lighting
Updated Kobra Mesh and textures
Optimized complex collision on high poly meshes
Added barrel smoke
Optimized materials across the board, resulting in better GPU performance
Optimized triplanar shaders by projecting from just the top, sides, or at flat angles
Added free aim in ADS for pistols
Added increased kick on last shot
Updated M9A3 Model and textures
Added loadout UI
Made pregame UI much more reliable
Reduced network priority of unimportant electronics and props
Made player list a lot more reliable
Improved streaming stability and performance
Updated bullet casing textures
Added P2P support for level streaming in Area 12
Improved weapon performance
Improved performance on still doors by disabling tick functions
Improved performance on disabled electronics
Made game start and player ready more reliable
Added flashlights to guards that spawn in darkness
Improved third-person upper body blending
Improved list players command
Added branching to zombie pathing to increase variability
Improved scopes in harsh lighting
Improved lasers in fog
Added the ability to toggle special attachments (e.g laser and flashlight)
Made all guns default to semi
Added enemy spawn scaling based on player counts
Updated Tavor, MK18, AK fire anims
Updated AK reload
Optimized texture memory
Overhauled handling audio for all weapons
Implemented ADS sounds
Updated character gloves
Updated MK18 anims
Improved character death physics
Added empty reload to M24
Added hit chance to ballistics for chain link fences and grating
Improved zombie active ragdoll
Added different movement sounds for different item types
Forced reticules to be at full resolution for all MIP levels
Updated MP5 anims
Updated Mossberg model and textures
Updated the video settings.
Improved controller menu support.
Made weapon data only show when checking ammo or changing fire modes
Reduced breach item delay
Added sound to door breach
Made AI fire in bursts based on distance
Made AI suppress after losing visual
Re-added a grace period whilst the win/lose UI is on screen so that it doesn't clash with the start screen.
Added hover effect separate from the clicked effect for the post-game buttons.
Added Portuguese language.
Added additional language support.
Improved text-overflow animation.
Added Russian language backup fonts to all current fonts.
Updated main menu UI and scene
Added the Nato sans font with support for all current languages.
Added cinematic camera to the spectator pawn.
Added new spectator settings to the spectator UI.
Added additional backup functionality for the loadout in case certain settings are not present or are not of the appropriate amount.
FIXES
Fixed achievement electronics not working right on servers
Fixed M1911 slide glitch
Fixed issues with footsteps not playing
Fixed safeties not animating properly
Fixed a crash with level streaming
Fixed check ammo animation not playing in third person
Fixed Item IK always being applied at all distances
Fixed grip not updating in third person
Fixed some issues with shootable props and optimized networking
Fixed some issues with doors on Wave Survival
Fixed zombies not facing forward again
Fixed some crashes relating to water
Fixed AI contemplating life when not having a target actor to look at
Added the ability for servers to not advertise
Fixed in-game menu input issue.
Fixed guards not counting as kills
Fixed issues with soldiers shooting each other in the back
Fixed some issues with configs not working while a server was running
Fixed a bunch of slightly misaligned text.
Fixed issue with reporting during pre/post game breaking the UI.
Fixed an issue with the Quality preset button not applying or saving the changes.
Fixed an issue with the server browser where the direct connect text was formatted incorrectly.
Fixed an issue with the report player UI not returning the user's input.
Fixed AI playing landing animation as soon as they start falling
Fixed zombies not updating their control rotation (this made zombies 10x dumber)
Fixed headshots and other per bone damage not working
Fixed distortion applying to optics
Fixed second mags floating behind
Fixed item animation not showing in third person
Fixed reports not logging type
Fixed being able to be AFK kicked from your own server
Fixed some mag checks resetting bolt when empty
Fixed games not ending
Fixed electricity effects playing after returning while they are off
Fixed hit animations moving legs
Fixed objective markers not being replicated
Fixed third-person positions for a lot of weapons
Upcoming: SCP-Focused Content Push
We'll be making a video soon explaining our broad plans to make this more of a true/notable SCP game. We have a decent lock on the tactical shooter side with Thrill of the Hunt (still an ongoing effort, of course), but its now time to start making this project have a stronger connection to the universe it's built in, now that we have the right people and resources to do it. Stay tuned for the details and the related announcements/teasers to come with this on YouTube - hopefully within a few weeks after the upcoming Thrill of the Hunt update is out.
Will be released as a video on YouTube to elaborate on pretty significant plans.
We had to start somewhere, and it's now time to get things rolling. We hope to have our first major SCP-focused update by October. :)
Area 12 V5: Entry Area InDev
Here are the Area 12 V5 efforts that we've gotten ready for the upcoming Early Access update. V5 is a huge task for us, so it has to be done piecemeal. We hope to have a huge amount of Area 12 V5 done by the end of the year, potentially early next.