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R1 Task Breakdown
Loganbacca edited this page Sep 1, 2016
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###R1 TASK BREAKDOWN
####Core functionality #####UI
- Update the icon graphics.
#####Machines
- Make terminal interfaces for all relevant machines.
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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.