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R1 Task Breakdown

Loganbacca edited this page Sep 1, 2016 · 20 revisions

###R1 TASK BREAKDOWN

####Core functionality #####UI

  • Update the icon graphics.

#####Machines

  • Make terminal interfaces for all relevant machines.
  • Make terminals able to use TGUI for interfaces. Being replaced with a custom built framework.

#####Atmospherics

  • Reimplement simple gases

#####Conduits

  • Reimplement functional powernets.

#####Vehicles

  • Motorbike building
  • Vehicle momentum and inertia
  • Newmechs cleanup/balancing/testing

####QOL Backend

####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

  • Ship ruin generator
  • Abyss tunnel generator

####Sprites

  • SEE R1 SPRITE LIST.
  • Implement world/inventory sprite split.

####Lore

  • 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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