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Author Topic: Space Station 13: Urist McStation  (Read 2124567 times)

scrdest

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Re: Space Station 13: Urist McStation
« Reply #18510 on: August 25, 2014, 10:51:31 am »

Dwarfed elephants? Might have to ask Nien how the multi-tile sprites would look.

Presumably similar to singularity/narnar
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #18511 on: August 25, 2014, 11:06:07 am »

alien/queen/large is a simple_animal that is 64x64 and that works fine.

EDIT:

Deep in the jungle...



I've got trees generating fine, larger trees generate more the deeper into the jungle that you get. Small trees generate all over. New deep water sprites are shown in that picture, there's also new shallow water sprites that aren't shown. Both of them are animated, and they move back and forth a bit. What still needs to be done in term of jungle generation is:

* Overlays for deep/shallow water to ease the transition to grass
* New bush sprites
* secrets :^)
* Adding more mobs as I create them.

After that, I'll need to add the systems for the jobs, and then add some secret stuff to the secrets. The secrets are going to be super dangerous, but will add something to the jungle for those who want to explore, and add something else for people to explore besides awaymaps. I'm thinking puzzles will be involved in one of them, but that may be for the future.

EDIT2: Uploaded a less shitty picture.
« Last Edit: August 25, 2014, 02:35:58 pm by Glloyd »
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Dack_Janiels

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Re: Space Station 13: Urist McStation
« Reply #18512 on: August 25, 2014, 08:20:18 pm »



After that, I'll need to add the systems for the jobs, and then add some secret stuff to the secrets. The secrets are going to be super dangerous, but will add something to the jungle for those who want to explore, and add something else for people to explore besides awaymaps. I'm thinking puzzles will be involved in one of them, but that may be for the future.


You to can be Indiana Jones
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #18513 on: August 25, 2014, 09:45:44 pm »

After that, I'll need to add the systems for the jobs, and then add some secret stuff to the secrets. The secrets are going to be super dangerous, but will add something to the jungle for those who want to explore, and add something else for people to explore besides awaymaps. I'm thinking puzzles will be involved in one of them, but that may be for the future.
You to can be Indiana Jones

My thoughts exactly. It's nice to add new exciting things off the station. Especially now that we have objectiveless antags, and you're not buggered for the whole round if your target dicks off to the jungle.

Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #18514 on: August 25, 2014, 09:56:11 pm »

Can we have giant centipedes, too? Centipedes that grow a meter and longer seem to be a popular thing for fictional jungles. Good possibility for a medium/high risk venomous creature, although I'm not sure what you would be able to make from it aside from grinding its corpse up to extract the deadly substance.

SOLDIER First

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Re: Space Station 13: Urist McStation
« Reply #18515 on: August 25, 2014, 09:58:35 pm »

Space worm with centipede textures.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #18516 on: August 25, 2014, 10:08:38 pm »

Space worm with centipede textures.

NO


space worms are pure evil ; _ ;
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #18517 on: August 25, 2014, 10:10:53 pm »

Space worm with centipede textures.

NO


space worms are pure evil ; _ ;

Space worms are pure coding evil. They're also only admin controlled, they have no AI.

SOLDIER First

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Re: Space Station 13: Urist McStation
« Reply #18518 on: August 25, 2014, 10:12:24 pm »

or not. ;~;
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #18519 on: August 26, 2014, 12:17:17 pm »

Here's some stuff for Glloyd.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #18520 on: August 26, 2014, 01:12:52 pm »

Space worms were actually removed from /tg/ for being so terrible.

Also, why do all of my playtests turn into 4-player station-wide events ;_;

I was testing saycode and at the end of it two cyborg bros, one syndicate and one engineer, were desperately fighting their way through mutated space vines, spiders and a blob to the escape shuttle while the station was being pelted with meteors, immovable rods and carp.
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b_knight286

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Re: Space Station 13: Urist McStation
« Reply #18521 on: August 26, 2014, 01:34:36 pm »

Space worms were actually removed from /tg/ for being so terrible.

Also, why do all of my playtests turn into 4-player station-wide events ;_;

I was testing saycode and at the end of it two cyborg bros, one syndicate and one engineer, were desperately fighting their way through mutated space vines, spiders and a blob to the escape shuttle while the station was being pelted with meteors, immovable rods and carp.

Best playtest.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #18522 on: August 26, 2014, 01:41:16 pm »

Here's some stuff for Glloyd.


Thanks Nien!

TGameCo

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Re: Space Station 13: Urist McStation
« Reply #18523 on: August 26, 2014, 05:58:00 pm »

Here's some stuff for Glloyd.


What are these bag thingys?
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Mapleguy555

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Re: Space Station 13: Urist McStation
« Reply #18524 on: August 26, 2014, 06:03:44 pm »

Looks like a sawmill.
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