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the great beach gateway revamp #13122
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Travis Extract:
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😆 |
Yarr harr fiddle dee dee |
You are a good man, thank you. |
Certainly way more interesting than the old one, I like it. My only gripe would be the plain gray flooring for the botany area behind the bar. I think it looks out of place and perhaps wood flooring might look better to fit with everything else. Also @FreeStylaLT, do note that those two vertical sleepers in the botany area are ghost role spawers. The horizontal one is a real sleeper though. |
//icon = 'icons/misc/beach2.dmi' | ||
//icon_state = "sandwater" |
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Is there a reason these are commented out?
code/game/machinery/door_control.dm
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id = pick(list("brassbeachtempledoor1", "brassbeachtempledoor2", "brassbeachtempledoor3", "brassbeachtempledoor4", "brassbeachtempledoor5", "brassbeachtempledoor6", "brassbeachtempledoor7", "brassbeachtempledoor8", | ||
"brassbeachtempledoor9", "brassbeachtempledoor10", "brassbeachtempledoor11", "brassbeachtempledoor12", "brassbeachtempledoor13", "brassbeachtempledoor14", "brassbeachtempledoor15", "brassbeachtempledoor16")) |
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A better option of writing this would be to do:
id = "brassbeachtempledoor[rand(1, 16)]"
Cuts down on copy and paste should you need to make adjustments to the list.
code/game/machinery/doors/poddoor.dm
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id_tag = pick(list("brassbeachtempledoor1", "brassbeachtempledoor2", "brassbeachtempledoor3", "brassbeachtempledoor4", "brassbeachtempledoor5", "brassbeachtempledoor6", "brassbeachtempledoor7", "brassbeachtempledoor8", | ||
"brassbeachtempledoor9", "brassbeachtempledoor10", "brassbeachtempledoor11", "brassbeachtempledoor12", "brassbeachtempledoor13", "brassbeachtempledoor14", "brassbeachtempledoor15", "brassbeachtempledoor16")) |
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Ditto for what I said about the list in door_control.dm
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Please:
- remove disco ball, it should be a rare thing and this makes it too common
- remove the voodoo doll from the deathsquid loot drop list
- remove at least 2 (possibly all) of the sleepers, and most of the medkits - this place should not have more medical supplies freely available than the secure brigbay on station has
- rebalance the syndie undersea base (and call it that, NOT the infiltrator base) to have loot that's more useful for the station and not just for the explorer who finds it. Also rebalance its risk/reward ratio to be closer to the existing pirate area in this away mission. Currently it has too much loot for little risk.
- check on tg what the status of clockcult is - if its going to be axed on TG maybe we don't want to support it more. If its going to be further developed maybe we should avoid adding stuff that conflicts with what they have, etc.
- don't add a 4th full hydro set up when we already have 3 (hydroponics, garden, lavaland pod people spawn)
- alter the beach host roles so that they can only spawn after someone has entered the mission, and they spawn with exile implants so they cannot just abandon the beach and go back to the station
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conflicts. I'm kinda not inclined to dramatically expand the beach--I personally think we need less loot from away missions, not more. |
I'll have to do some thinking on the various rewards for the beach but I do think it deserves better than the state it currently is. |
…o revamp_beach_gateway
…o revamp_beach_gateway
…o revamp_beach_gateway
I have a few small changes I'd like to see in this. First. Make the underwater area the opposite of lava lands, make it high pressure, but not damaging high pressure. After all, the further underwater you are, the higher the pressure is. (this will probably make KA's useless, which, I think gives miners good reason to avoid the location) Maybe add a craftable harpoon gun to launch harpoons, give some better ranged viability other than chucking them. Make it like a powered crossbow, but for harpoons as ammo. Give it a minor damage boost slightly above thrown damage. |
Post-TM thoughts:
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I don't play on Paradise too much currently. I've been quite irritable and little things seem to upset me. I decided to hop on tonight and this PR just happened to be undergoing a testmerge. @Darkmight9 Thank you <3 This was amazing. It evoked the sense of wonder I love to find in video games and I really, really appreciated it. <3 As @Kyep mentioned, I found it weird that you couldn't break the trees. Or even attack them. Also, there being boundaries in front of what I could see confused me, I'm not going to lie (I have a small brain at times). KozackWolf's idea of higher pressure is very neat! ~~Maybe even some sort of diving suit :? ~~ |
Playing as one of the resorts hosts was really fun. My only real complaint is that the disposals lead to the backroom of the bar so you have to deal with a lot of trespassers that are sneaking in - on accident or with intent. Another thing is that you are affected by the dancing orb when you are standing in the kitchen area so you often drop what you where holding when you try to cook. |
Please remove the chasm traps in ratvar ruins. They work fine on lavaland which is BIG. You can plan around creating them, and then you can easily maneuver your way around them. Neither is the case for a space-constrained ruin, that have chasms appear unexpectedly. Separately, currently the east and west borders of the main beach area are each a vertical column of rocks. This works, but can be a bit spiced up by making the pattern less regular. (Though this is a very minor thing). There was an opinion in dchat that strange crabs should not be NPC-respawnable. There was also an opinion that Death Squid area does not look menacing enough, and have lured way too many clueless people in. (Then again, it's a videogame and there's very often a huge disconnect between how scary the area looks and how scary the area actually is. Chances are, those people would wander in especially if the area was more terrifying). There was also an opinion that Death Squid should have less HP and that KA should do more damage to it (by reducing the air pressure under the sea or something), but personally I disagree with that. Squid is not meant to be killed by KA. We have not seen "real" weapons used against it and don't know how effective they are (and if they aren't - then yeah, nerfing squid might be in order). |
Firstly I have to say it, this test merge was a glorious success that lead to an amazing round! And thank you all for the feedback! If people have more ideas or suggestions for the PR please post them here! |
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Please fix conflicts and address TM concerns within 14 days
Let me know when the PR has been reviewed and is ready to be merged and I'll deconflict it |
. = ..() | ||
id = "brassbeachtempledoor[rand(1, 12)]" | ||
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/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user as mob) |
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Don't need the as mob
since it's already defined as mob/user
.
/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user as mob) | |
/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user) |
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/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user as mob) | ||
. = ..() | ||
var/temple_traps = rand(1,10) //no forbidden temple is complete without some traps! |
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Spacing
var/temple_traps = rand(1,10) //no forbidden temple is complete without some traps! | |
var/temple_traps = rand(1, 10) //no forbidden temple is complete without some traps! |
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/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user as mob) | ||
. = ..() | ||
var/temple_traps = rand(1,10) //no forbidden temple is complete without some traps! |
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You've got a lot of separate get_turf(src)
here. It'd be better to just make it a variable next to temple_traps
and use that instead.
e.g.
var/temple_traps = rand(1,10) //no forbidden temple is complete without some traps! | |
var/turf/T = get_turf(src) | |
var/temple_traps = rand(1, 10) //no forbidden temple is complete without some traps! |
(Also, spacing)
return | ||
if(6 to 8) | ||
new /mob/living/simple_animal/hostile/poison/giant_spider(get_turf(src)) | ||
visible_message("<span class='boldannounce'>A hatch opens above you and a giant spider falls down on your head!</span>") |
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Might want a different span class here for consistency. boldwarning
or userdanger
maybe.
new /mob/living/simple_animal/hostile/poison/giant_spider(get_turf(src)) | ||
visible_message("<span class='boldannounce'>A hatch opens above you and a giant spider falls down on your head!</span>") | ||
playsound(get_turf(src), 'sound/effects/bin_close.ogg', 200, TRUE) | ||
if(9,10) |
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Spacing
if(9,10) | |
if(9, 10) |
density = 1 | ||
opacity = 1 |
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Since they're booleans
density = 1 | |
opacity = 1 | |
density = TRUE | |
opacity = TRUE |
density = 1 | ||
opacity = 1 |
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Same here
density = 1 | |
opacity = 1 | |
density = TRUE | |
opacity = TRUE |
density = 1 | ||
opacity = 1 |
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And here
density = 1 | |
opacity = 1 | |
density = TRUE | |
opacity = TRUE |
health = 80 | ||
gold_core_spawnable = NO_SPAWN | ||
projectilesound = 'sound/weapons/laser.ogg' | ||
ranged = 1 |
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ranged = 1 | |
ranged = TRUE |
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/obj/structure/clockwork/decorative/deconstruct() | ||
// If we have materials, and don't have the NOCONSTRUCT flag | ||
if(buildstacktype && (!(flags & NODECONSTRUCT))) |
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One too many brackets here.
if(buildstacktype && (!(flags & NODECONSTRUCT))) | |
if(buildstacktype && !(flags & NODECONSTRUCT)) |
To make sure people are on the same page about my beach revamp PR I'm waiting to deconflict it until after I've been notified that the PR has been looked over and will soon be merged once deconflicted. The reason for this is that I've gotten worn out from deconflicting it several times. |
To give people a head's up about the long delay we've had a loss in the family, my dad. I've been handling affairs and once done I'll be back to try and deconflict this project |
Sorry to hear that, i am sure everyone here hopes you are alright and to take as much time as you need. PR second, life first.
-------- Original message --------From: Darkmight9 <notifications@github.com> Date: 3/6/21 1:44 PM (GMT-05:00) To: ParadiseSS13/Paradise <Paradise@noreply.github.com> Cc: KozackWolf <Kozackthegray@aol.com>, Comment <comment@noreply.github.com> Subject: Re: [ParadiseSS13/Paradise] the great beach gateway revamp (#13122)
To give people a head's up about the long delay we've had a loss in the family, my dad. I've been handling affairs and once done I'll be back to try and deconflict this project
—You are receiving this because you commented.Reply to this email directly, view it on GitHub, or unsubscribe.
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I think I'm gonna split this PR up into chunks. Do it piecemeal like it should have in the first place |
Going to close this given the above statement and its very stale nature. |
What Does This PR Do
This PR completely revamps the beach gateway mission.(see images for details)
If the heads want to test merge this before putting it in fully I understand but everything should be working fine. (famous last words)
Other included features
adds in new buildable wooden beach chairs and wooden lounge chairs
a new gateway ghost role in the form of 2 resort hosts who's job it is to run the resort and handle riff raff.
you can now build fancy looking brass structures if you can get some brass
Why It's Good For The Game
The beach gateway is a relaxing place but there's also not much to actually do in it. This PR adds a lot of content to the beach (both for relaxing and for adventuring) and also adds content for the station in the form of new build-able beach chairs and wooden lounge chairs.
Images of changes
Come to the new and improved beach resort!
Edit!: The resort has been further improved and enhanced! The disco ball is now immovable and the resources of the hosts has been lessened somewhat (btw the two sleepers there in the backroom are the spawners for the resort hosts) Code for the immovable disco ball was copied from https://github.com/ParadiseSS13/Paradise/pull/14072/files
Explore a lost sunken town and uncover what fate befell it's citizens (the town is supposed to be a minor maze so I'll only show you the possible rewards)
A fallen police station (reward being an enforcer, only loaded with rubber bullets though)
A crashed shuttle containing the parts to make a Ripley mech (including tools for it which are the mounted RCD, the hydraulic clamp, cable layer, and a drill) and the town's power plant which includes some materials and an electric drill.
Fear not, the Crab Render is still in the chapel, I just don't want to give away what happened 😉
face off against the Death Squid a mega fauna level boss fight! (Approach his lair with a LOT of caution and firepower)
Find and fight the syndicate in their hidden hospital base!
Test your luck in Rat'Var's hidden brass temple. Will you be lucky enough to make it into the center chamber, and can you survive the traps?
The pirates have shot down a wounded abductor ship and are stripping it of metal. Defeat them and you can get your hands on this rare material. (I decreased the number of mobs you'd have to fight to obtain the loot)
Face the restless dead in a sunken ship
loot a fallen cargo ship full of abandoned crates
the new sprites. The red and blue beach chairs were made by Pewtershmitz.
Changelog
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add: The Beach Gateway has been completely overhauled with new content!
add: Added a new ghost role in the form of the resort host
add: New buildable beach chairs and wooden lounge chairs. You can also build some decorative brass structures if you get your hands on some brass.
add: Added a new mob called the ocular warden (basically a reskinned watcher that drops brass when butchered)
add: gives the death squid loot
fix: fixed brass walls and tiles sprites not disappearing after being taken apart and deconstructing brass walls leading to space
imageadd: new beach chairs, wooden lounge chairs, new diving buoy sprite, and brass blast doors
/:cl: