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New Space Ruin: Drakehound Skiff Wreck #27056
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New Space Ruin: Drakehound Skiff Wreck #27056
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/mob/living/simple_animal/hostile/drakehound_breacher/Aggro() | ||
. = ..() | ||
if(target) | ||
playsound(loc, 'sound/effects/unathihiss.ogg', 70, TRUE) |
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also, the death sounds very silly. i'd maybe have a look at it
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I think the death sound sound/goonstation/voice/deathgasp_2.ogg
is pitched up based on age... and simplemobs don't have ages.
No. It's a non-null rod claymore. |
The tiles used are the burnt ones, but I'll add landmarks for damage. |
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Some initial technical and design notes:
First off, I think it looks sick in-game. The pointy bits on the fore are interesting and maybe we could put turrets there.
Technical things:
- Resize your map so that there's only a one tile border of space surrounding it. Here appear to be the correct dimensions:
You can copy the whole thing, resize the map, and then paste it, since the map removes tiles from the top and right edges when getting smaller.
- Any area that's space and doesn't have any structures on it should be /area/space:
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Don't place terminals for power machines manually, the APC will auto-create them on init.
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Don't use the
/turf/simulated/floor/plating/damaged
or/turf/simulated/floor/plating/burnt
subtypes (these shouldn't even exist), use/obj/effect/landmark/damageturf
and/obj/effect/landmark/burnturf
instead (but note those are going away in refactor: Migrate more random_spawners to random/spawners and mapping helpers. #27017 so after that gets merged you'll have to run the accompanying UpdatePaths script). -
Use the window spawners to place windows (in this case,
/obj/effect/spawner/window/plastitanium
instead of/obj/structure/window/full/plastitanium
).
Design things:
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Because the APCs are drained, that means the ruin won't have power (duh) but that means that someone can enter it just by crowbarring the airlocks open. If you want to add a bit more of an obstacle to entry, you should power the APCs. And we should make a distinct access code for this ruin so that explorers can't waltz through the doors unimpeded.
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Because the windows are transparent, the breacher mobs can see players through them and will be aggroed at that point. And because their breacher weapons have such high object damage, they smash the windows pretty much instantly. Fighting simplemobs in space is much easier than on the ruin itself so you may either want to move the windows or the mobs so that the encounters occur on the ruin proper.
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All the airlocks facing space are hatches, which will cause everything to blow out to space when first opened. I would recommend 1) having fewer external airlocks and 2) using an appropriately shaped
/obj/effect/spawner/airlock
subtype as a primary external airlock, or some pod doors. -
The damaged turfs from the impact site look good, but the rest of the ship (aside from the trash spawners) looks very clean.
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The placement of the beds in the barracks feels a little arbitrary. I'm presuming this is some kind of regimented force; that suggests to me that the beds would be placed close together with less regard for personal space.
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The only seating is the one barstool, there should be enough places to sit as makes sense for the amount of crew, especialy in the cockpit, and so that they don't get slammed to the floor when the shuttle moves (hypothetical movement, obviously the ruin isn't going anywhere).
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The lack of decals in any of the rooms make them feel a little more spacious than they are. A handful of decals to indicate storage zones, or warning tape around external airlocks, would be good.
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There's no windows in the front of the cockpit, where it'd be sensible to have them.
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The change in floor tile color in the cockpit is a little abrupt, I'd use something like
/obj/effect/turf_decal/siding
to delineate them a bit:
(There's a tiny corner decal missing but we could create one for the sake of using it here)
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I believe the
/turf/simulated/wall/mineral/iron
you're using for the vault are much easier to break through than the plastitanium walls. While we can't make ruins 100% cheese-proof you may want to consider replacing these with walls that are harder to deconstruct. -
Unfortunately we don't have a lot of distinct tile/wallsets but I'd see if you can mix and match them to create something that feels culturally distinct for Unathi. The plastitanium walls and floors, and the internal hatch airlocks, are usually associated with the Syndicate. I don't know if the Unathi lore involves specific culturally significant colors or materials but something along those lines would help to make the ruin stand out.
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The girder (as well as the damage turfs mentioned above) have been handled in the most recent push, using landmarks to designate damaged tiles and fixing the missing plating there. |
What Does This PR Do
Adds the Drakehound Skiff Wreck space ruin, alongside a Drakehound Breacher unathi simplemob. The ruin contains 6 drakehound breachers, who drop pirate loot on death. Notable loot within the ruin is in the central room, which has a unathi breacher spacesuit box, a ceremonial claymore, and some gold in both refined and unrefined forms.
Why It's Good For The Game
More diversity of space ruins is good. Having more things for explorers to explore that don't contain syndicate or otherwise gamebreaking loot is a plus.
Images of changes
Testing
Loaded game, space ruin spawned in. Killed drakehounds. Looted joint. Left.
Declaration
Changelog
🆑
add: Drakehound skiff space ruin and accompanying simple mob
/:cl: