SCP:Terminal

is the first Text-Based SCP game.

Taking inspiration from SCP Illustrated and TheVolgun

and the structure / style of the SCP Foundation wiki and its lore.
+ the ambient horror feel of the many games based on the topic
While creating its own new feel.


being developed by Aubarino

in his spare time / free time.

It has one of the largest goals of adding every single SCP from the entire SCP Foundation wiki to the game.

And has a custom game engine made from a cobbled together pile of random scripting programs and

even exploits of bugs in the platform it is made on.

to allow for a game of this scale in a limited program named *Scratch*


Aubarino is hosting votes on new SCP's to be added to the game,Posting update information and generally interesting / important news via his TwitterSo feel free to follow his twitter / check it out for regularly uploaded news / updates.

The game itself currently has 2 modes...

The Event Mode

and The Campaign Mode.


The Event Mode is a mode where you are able to put any 2 SCP's in the same

room and get a AI generated, lore friendly outcome.

The event host SCP is the owner of the room.

And the event alt SCP is the guest into the room.

[also has cloning SCP instance support.]


The Campaign mode is a mode where you can test on each SCP individually.

In a campaign style mode, with more options / dialog.

[select a SCP before starting a test or it will select one

at random. on startup of the game.]



Creator Note.

" I love the wiki and I also love the games on the topic.
But i wish i could test SCP's with the magic /

style of the wiki. So i made this game...
This is the game we should have gotten a long long time ago...

And i think that this is a game that all SCP fans will enjoy...

Even if they hate text based things / reading the wiki much. "


" If you like the SCP Lore.. you will find this game interesting.
Guaranteed "



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As all of my games; i like to make custom framework and game engines.

This game is no different in that aspect.

What you will need to mod the game is

  • knowledge of how basic computer logic works
  • A copy of the Scratch 2.0 offline editor A copy of Adobe Air so the editor will work.
  • Some basic knowledge of how scratch works and how blocks connect to each other and how this comes into place in a computer logic sense.
  • A good idea of what you want to make / do with my engine; and what you will need to do; to do it.

now go into the *source* folder of the game and then *core data*
and find somthing like SCP:Terminal.sb2 . then open it via Scratch2.0

Ok now you may see that i am a long time veteran on Scatch. and the platform may look basic and colourful and simple... but the stuff that i do in it is very high level and you may get confused, completely mind fucked. and other things like that.

bruh

now you will want to select the *text* sprite.
and then go into scripts / code.

look for this script / bit of code.

how it works


everything in the blue is needed; and you should remove anything after it and repleace it with your own script / gameplay.

the __Program Start__ signal is the signal sent out after the intro / bootup animation.
after the animation, in the background it would have loaded the game up and also done all needed startup processes.

everything in yellow is cosmetic bull shit that is not needed. you can keep it.. but you can also remove it.

everything in black is gameplay.
like the user login menu, the game itself and the command inputs.

here is a example of how the blocks in my engine / framework ; work

example

under the __Program Start__ signal block is a example of a simple command script you could use; to have your own custom command.

the login logo and logo blocks are remade logos you can load into your mod / program on this engine i have made. the "logo" block is for the large scp foundation logo, and the "login logo" is the secure, contain, protect logo you can find in the login screen.

here is a example of how the stage var could be used.

example 2

in this context.
stage 0 = not started test
stage 1 = test started
stage 2 = doors opend and in test
stage 3 = action done
stage 4 and over = all actions done.

use this to have stages in your commands. so you cant open Door B without opening Door A and getting key from Room A behind Door A and then going back into the main hall and opening Door B and entering Room B via Door B.

that would look like...
start [1] , door b (cant open without getting key) , door a [2] , door b (opens door for that stage = 2) [3] , end (ended game via it being stage 3).

its a bit complected but when you master the core computer logic behind it by doing stuff like this. it gets very easy and you can script epic stuff with my engine.

when you are done creating your mod. just save it to your desktop and save it as (Mod Name.sb2)
you can name it whatever you want.

  • then go into the *modding* folder of SCP: Terminal
  • and click and drag your mod into the folder.
  • run the *junebeetle SB2 - SWF compiler* tool.
  • select your sb2 file you just moved into the *modding* folder of SCP: Terminal

select the following options. / set to the following options.

snip


then save it as (Mod Name.swf) to the *modding* folder of SCP: Terminal.

then run the SWF to EXE / Executable converter . this can be found in the modding folder also.

after you have converted it into a EXE / Executable . check the output folder of the converter. then create a new folder on your desktop named whatever you want. and move the executable into that folder, then create a folder name *source* and then inside that a folder named *core data* and copy the sb2 file of your mod into that folder.
then copy the TXT file inside the *modding* folder of SCP: Terminal, and move it to the *core data* folder of your mod.

and BOOM you have made a mod / game on the SCP: Terminal engine! :D

i hope this was helpful.

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SCP:Terminal 0.2-4 Public Alpha (not test)

SCP:Terminal 0.2-4 Public Alpha (not test)

Full Version 6 comments

This is a public alpha copy of SCP:Terminal 0.2-4. Run the bat file in the main root of the game's folders and it will launch the game. For modding support...

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SCP: Terminal
Platforms
Windows
Developer & Publisher
AubarinoEmpire
Engine
Custom
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Horror
Players
Single Player
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Indie
Twitter

Latest tweets from @aubarino

Youtu.be I just added image insertion mechanics to the engine of SCP:Terminal! 😁

Sep 15 2019

Scratch.mit.edu Just created a little Animation based on SCP-1762. 😜

Sep 15 2019

F**k it. Im hosting a GameJolt game jam. #scp106jam2019 Its going to be in the theme of SCP-106. idk... make a game… T.co

Sep 10 2019

I have uploaded a test build of 0.2-6 Mega.nz ( test .2 ) This has lots of new features And also m… T.co

Sep 3 2019

I just finished SCP-008 So it will be in the next update of SCP:Terminal 👁

Sep 3 2019

I can officially say that i have now completed some of the most important work behind some of the new SCP's to be a… T.co

Sep 2 2019

SCP:Terminal 0.2-6 (the next version) Is just around the corner, I would say... Its still got a lot of things for… T.co

Aug 31 2019

i am doing a poll for 3 SCP's i should add to SCP:Terminal that the "general public" want me to add.… T.co

Jul 20 2019

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