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R1 Task Breakdown

Zuhayr edited this page Jun 8, 2016 · 20 revisions

###R1 TASK BREAKDOWN

####Core functionality #####Machines

  • Convert all required machines to Europa machine path.
  • Remove all unneeded machines.
  • Move datanet/powernet behavior to a root object path.
  • Make terminal interfaces for all relevant machines.
  • Make terminals able to use TGUI for interfaces.

#####Atmospherics (Loganbacca)

  • ???

#####Fluids (Loganbacca)

  • ???

#####Conduits (Zuhayr)

  • Rigorously test existing networks, get it working reliably.
  • Integrate pipe networks (collaborate with Logan)
  • Integrate powernets.

#####Mob AI (Zuhayr)

  • Finish implementing old mobs.
  • Finish implementing required behaviors.
  • Polish/test/finalize PR.

#####Gun system

  • Implement launchers.
  • Implement syringe guns.
  • Railgun component sprites.
  • Shakedown/balance.

#####Vehicles

  • Motorbike building
  • Multi-passenger vehicles
  • Vehicle momentum and inertia
  • Newmechs cleanup/balancing/testing

####QOL Backend #####MySQL > native sqlite (Zuhayr)

  • Reimplement bans.
  • Reimplement a database check interface.
  • Tick off all remaining crap on the PR.
  • Add all old staff to the new system.

#####Pruning and refactoring admin verbs

  • Kill 90% of the old, unused or legacy verbs.
  • Unify them where possible.
  • Make a proper datum system to handle permissions/etc instead of the holder checks.

#####Pruning and refactoring player panel

  • Remove genetics, remove transformations, integrate traitor panel into it as a drop down.
  • Possibly use a TGUI panel?

####Design and brainstorming #####Antagonists

  • Dead drops
  • Lovecraftian magic rituals
  • Smuggler
  • Serial killer
  • Cultist

#####Mode types

  • Cult
  • Uprising
  • Black tide

#####Z-level distribution

  • Borderworld
  • Europa

####Maps #####General Europa map discussion/finalizing (required before other tasks)

  • Maintenance tunnels detail
  • Science dome detail
  • Government dome detail
  • Abyss level structure
  • Mines level structure

#####General Borderworld map discussion/finalizing (as above)

  • Deep forest structure
  • Mines/caves structure
  • Deep desert structure
  • Spaceport structure
  • General detail/content placement.

#####Random map generators

  • Port TheWelp's dungeon generator and integrate it
  • Ship ruin generator
  • Abyss tunnel generator

####Sprites #####Jovian navy gear

  • Uniform
  • Hardsuit

####Lore

  • Settle on concrete broad setting details.
  • Discuss removal/keeping of Skrell.
  • Update ingame references, blurbs, etc. where appropriate.
  • Ensure all relevant, player-facing lore is represented in game; no wiki diving for important lore.
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