“Content packages”
(Sorry, no SCP - CB updates yet, you'll still have to wait some more time for SCP-966) I've been trying to make Subsurface as easy to mod as possible. Just like in SCP-CB, all the assets
It’s a submarine now
A major change to Subsurface: now it takes place in a submarine instead of an underwater station! I've been turning over this idea in my head for a while and thought it would make the game
Wiring and signal processing
Subsurface now has wiring and signal processing mechanics similar to the ones in Space Station 13. For those of you who aren't familiar with SS13, think redstone in Minecraft. Basically different constructions/items can send various
Harpoon
Two clips of a little addition to Subsurface: As you can probably see, it's still a work in progress, but already pretty fun to play around with. Also, if any of you are wondering about the release
Networked physics with Farseer & Lidgren
In addition to SCP-CB v.1.1, for the past few weeks I've been working on the networking part of Subsurface (physics in particular). It turned out that the way I'd implemented framerate-independent physics made it almost
Animation stuff
In my first post about Subsurface, I mentioned "a procedural animation system which takes care of animating the characters (which are ragdolls run by Farseer)". Early on I decided that I will be using ragdolls simulated
Some concept art
Good news: James Bear ("Moonsaber"), the artist behind the monster in SCP-860-1 and a ton of concept art for SCP-CB, will be taking part in the development of Subsurface by creating concept art and sprites
Subsurface
I've been turning this game concept idea over in my head for maybe year and a half, and now that SCP-CB v1.0 is out, I've started putting more focus on it. Some how the fans of SCP-CB