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 Post subject: Priorities
PostPosted: Tue Jun 23, 2015 10:39 am 
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This a bit of a personal list but it may also work as a general roadmap for initial development.
- Get water and ocean pressure working. Currently ocean turfs spit thousands of KPA of 'water' gas into the zone air, which is hilarious and might be abusable as a hacky way of having atmos locks drop to block water, but as it behaves currently it's screwy.
- Get the handful of jobs working re: uniforms and equipment. Decide how access and 'departments' are going to work.
- Rip out the existing NanoTrasen/Central Command lore and replace it with SDPI/colony services/corp contacts/whatever. There's a PR up to main Bay that will help with this as it moves NT and Centcomm to single variables.
- Start laying out the main required areas of the map.
- Formalize the lore!

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 Post subject: Re: Priorities
PostPosted: Wed Jun 24, 2015 11:01 am 
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Not sure if I should post here, sorry if I shouldn't, but I could probably help with spriting/using pre-existing sprites for the uniforms of certain jobs. Already have a few good ones, and all that. Might need some more info about the jobs themselves, before I can get one for all of them. Certain ones are self explanatory, (Petty Officer is a SolGov Navy Officer, probably here to uphold the law/SolGov's decisions/Assist in exploration/Pilot subs, Civil Engineer is an engineer, Marshal is probably a law officer, so on and so forth.) But other jobs like the corporate and colony liaisons might need a bit more of an explanation.

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Last edited by Finalsong on Wed Jun 24, 2015 11:27 am, edited 1 time in total.

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 Post subject: Re: Priorities
PostPosted: Wed Jun 24, 2015 11:23 am 
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I dumped the current job info into viewtopic.php?f=5&t=10&p=39#p39

You may want to start idling on IRC, Skowron and Nienhaus are doing a lot of sprites at the moment and it'd be a shame to accidentally double up.

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 Post subject: Re: Priorities
PostPosted: Thu Jun 25, 2015 7:45 am 
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Zuhayr wrote:
This a bit of a personal list but it may also work as a general roadmap for initial development.
- Get water and ocean pressure working. Currently ocean turfs spit thousands of KPA of 'water' gas into the zone air, which is hilarious and might be abusable as a hacky way of having atmos locks drop to block water, but as it behaves currently it's screwy.

I imagine sooner or later you're going to want to make water displace gasses and stuff. I'm not too familiar with LINDA but if it's tile-based I imagine it might be fairly straightforwards.

As for the ocean turfs themselves, probably best to just make the flowing liquids system treat them as liquid with whatever the maximum depth value is. I'm guessing you've probably already thought of that though.


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