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Code bounty: gamemodes!

Posted: Tue Jul 31, 2018 10:03 pm
by Naksu
We haven't had any new gamemodes recently, let's see if this will spark anyone's interest in that direction:

I'm willing to pay a bounty of 100 USD per gamemode, until 3 bounties have been claimed. 2 bounties have been claimed thus far. Two of the headmins have also preliminarily approved a wizard token for each dev of a gamemode that is accepted, but whether that actually happens and what conditions apply is not in my hands so that should be considered a potential bonus and not something guaranteed.

To claim the bounty, a mode must:
  • Preferably be a more "serious" type of design rather than mime-revs or whatever
  • Meet a minimum standard of originality or innovation and not be a palette-swap or a minor retinkering of an existing mode. Ports and re-implementations of modes from other codebases should be avoided but I'm not ruling them out just yet, talk to me first.
  • Be accepted by the repo
  • Be accepted by the server admins by being enabled in config
  • Be accepted by the community enough that it won't be immediately obvious that it will be disabled in a week
As far as I'm concerned, you are allowed to recycle assets and concepts of previous modes, but you should probably talk to me first before potentially wasting your time.

Contact me on discord (Naksu#9865) or #coderbus on IRC if you've worked on or want to start working on something that you'd like to claim a bounty on when you're done.

Re: Code bounty: gamemodes!

Posted: Wed Aug 01, 2018 12:51 pm
by Mothblocks
I would if I had any creativity or if every suggested gamemode on here wasn't just a conversion/cult gamemode.

Re: Code bounty: gamemodes!

Posted: Sat Aug 04, 2018 3:28 pm
by Rustledjimm
The tokens are guaranteed until the end of the term in which case the new headmins will have to repeat the guarantee.

Re: Code bounty: gamemodes!

Posted: Wed Aug 29, 2018 1:05 am
by Naksu
One of the bounties has been paid out to Carbonhell for overthrow

Re: Code bounty: gamemodes!

Posted: Wed Aug 29, 2018 11:38 pm
by asskek
Working on something now.

Re: Code bounty: gamemodes!

Posted: Wed Aug 29, 2018 11:40 pm
by DemonFiren
Naksu wrote:One of the bounties has been paid out to Carbonhell for overthrow
no git link
rigged

Re: Code bounty: gamemodes!

Posted: Thu Aug 30, 2018 12:11 pm
by Naksu

Re: Code bounty: gamemodes!

Posted: Thu Aug 30, 2018 4:34 pm
by dapocalypse
Can this bounty be given out multiple times to multiple people or just once to one person, I have an idea for a cyberman gamemode a conversion antag.

Re: Code bounty: gamemodes!

Posted: Thu Aug 30, 2018 7:16 pm
by DemonFiren
>conversion antags
>be accepted by the community

Re: Code bounty: gamemodes!

Posted: Thu Aug 30, 2018 8:38 pm
by dapocalypse
The actual conversion doesn't get traction until endgame.

Re: Code bounty: gamemodes!

Posted: Fri Aug 31, 2018 2:37 pm
by Naksu
There are three bounties, of which one has been claimed, so two remain. They are paid out on a first-come, first-served basis provided that the requirements are met, and there is no way to reserve a bounty for future work. I waived the requirements for the mode to be accepted by the admins/players in Carbonhell's case as the mode is partially based on my idea that I wanted to see get done, and also to get the ball rolling. I will not be waiving them in the future.

Re: Code bounty: gamemodes!

Posted: Mon Sep 03, 2018 3:38 pm
by dapocalypse
Oh Shit, I better start on curse fasst!

Re: Code bounty: gamemodes!

Posted: Wed Sep 05, 2018 9:46 am
by Naksu
I'll be closing this at the end of the month, I'll still pay out if you get your PR out of the door this month and meet all the requirements during october

Re: Code bounty: gamemodes!

Posted: Wed Sep 26, 2018 1:40 pm
by Naksu
The second bounty has been paid out to Kieran9 for assimilation

Re: Code bounty: gamemodes!

Posted: Wed Sep 26, 2018 1:45 pm
by DemonFiren
Wait, are you saying assimiliation is already in rotation and despite the flak on the forums it has also been accepted by the community?

Re: Code bounty: gamemodes!

Posted: Wed Sep 26, 2018 2:33 pm
by Boris
The people on the forums are a vocal minority tbh.

Re: Code bounty: gamemodes!

Posted: Wed Sep 26, 2018 3:06 pm
by DemonFiren
that's exactly half the point of the forums
the other half is ban appeals

Re: Code bounty: gamemodes!

Posted: Thu Sep 27, 2018 8:53 pm
by Naksu
DemonFiren wrote:Wait, are you saying assimiliation is already in rotation and despite the flak on the forums it has also been accepted by the community?
Yes. It's not immediately obvious that it will be disabled. I've removed the rule from the bounty though, as it's somewhat subjective.

Re: Code bounty: gamemodes!

Posted: Wed Oct 24, 2018 11:00 pm
by Yakumo_Chen
Should make a rule forcing it to be actively maintained for a month and not removed / reviled to prevent hit and run coding.

Re: Code bounty: gamemodes!

Posted: Thu Oct 25, 2018 1:31 am
by DemonFiren
Naksu wrote:I waived the requirements for the mode to be accepted by the admins/players in Carbonhell's case as the mode is partially based on my idea that I wanted to see get done, and also to get the ball rolling.
and that mode was overthrow
kek

Re: Code bounty: gamemodes!

Posted: Thu Oct 25, 2018 4:59 am
by Steelpoint
Payed gamemodes seems like a bad idea, you'd be smarter to set it for more minor features

Re: Code bounty: gamemodes!

Posted: Sun Feb 10, 2019 7:16 am
by nullbear
Most gamemodes that we currently have have a small number of antags/special roles.
For any given gamemode/round, only a few people in the round get to participate in it (outside of validhunting.)


traitor, only the traitors get neat gameplay. Anyone else gets killed, or validhunts.
malf, only the ai and borgs get neat gameplay. Anyone who isn't a head, or toxins, usually gets left out.
rev, only the heads and rev-heads get any neat gameplay, everyone else is just running around like a bunch of greytiders.
nuke-ops, 5 people get neat gameplay, a few people validhunt, or in the case of WAR, everyone validhunts.
cult, many more people get to participate with neat gameplay, and the chaplain gets to use his stuff.
blob, the blob gets unique gameplay, there are unique ghost roles for other players to participate, and it's common to see more people participating than normal.
wiznerd, one person gets unique gameplay. Sometimes people get polymorphed, and get to fuck around with new stuff too.


While this is fine and makes getting 'antag' more rewarding and interesting, it'd still be neat to have a gamemode where MORE people get to interact with the gamemode outside of their typical roles.
Kind of like "highlander" *shudders* where everyone is effectively given permission to act outside of their normal role, instead of just 3-4 players.

ALL of the gamemodes also take place in the same setting: You are the crew on a space station, someone/something else is here with you, they want to kill you.
And the crew are always put on the defensive. Canonically, your goal is to survive the attack on the station. A gamemode which flips the tables on that would be a due change.
The crew are put on the offensive against a foreign power. The station is more or less "safe", and the gameplay revolves around leaving the safety of the station, and engaging an unknown foreign power.

We already have this with miners and lavaland. It's great gameplay. But it's limited to 4-5 players per round, and most of them are either unrobust to the point that they step outside in to the ashy air, die immediately, and never play the role again, or they're so fkn IN with the meta and powergaming that they're taking out the megafauna solo before the antag of the round has a chance to go loud. But megafauna are PvE. Ghostroles are INTENTIONALLY underequipped to prevent them from interacting with the round, and they pose even less of a threat to the miners. Station vs. Player-controlled megafauna would be an interesting way to shake up the meta, and provide other jobs with the opportunity to flaunt their stuff in combat, without getting banned for blowing up engineering with a bomb meant for the malf-ai.

tl;dr: Gamemode where crew gets to be on the offensive, instead of the defensive. Or where they are vastly outnumbered by hostile ghost-roles.

Re: Code bounty: gamemodes!

Posted: Sun Feb 10, 2019 1:48 pm
by Anuv
Clock cult.

Re: Code bounty: gamemodes!

Posted: Sun Feb 10, 2019 8:21 pm
by zxaber
I would pay a bounty to anyone that gets Clock Cult back in (and stays in).

Re: Code bounty: gamemodes!

Posted: Sun Feb 10, 2019 8:44 pm
by Shadowflame909
I think new cult was pretty good and balanced. It just had so much salt against it, that Xhuis didn't want to continue getting shat on for it.

Re: Code bounty: gamemodes!

Posted: Sun Feb 10, 2019 9:03 pm
by PKPenguin321
Shadowflame909 wrote:I think clock*cult was pretty good and balanced
no

Re: Code bounty: gamemodes!

Posted: Sun Feb 10, 2019 10:30 pm
by Shadowflame909
Well, I at least had fun playing a mini tower-defense war.

Re: Code bounty: gamemodes!

Posted: Sun Feb 10, 2019 11:24 pm
by somerandomguy
Clock cult was really fun when it worked but most of the time they just converted everyone

Re: Code bounty: gamemodes!

Posted: Sat Apr 20, 2019 12:27 am
by RaveRadbury
Hey, is this still a thing?

I've got a mode.