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Trashed/Abandoned Projects and Prototypes

Posted: Thu Feb 09, 2017 12:01 pm
by Scott
Post stuff you never got to PR in github or that never got merged, either because it didn't turn out to be good enough or you got tired of developing it.

I'll start with this tallwall concept,
https://my.mixtape.moe/ldqxen.webm

Re: Trashed/Abandoned Projects and Prototypes

Posted: Thu Feb 09, 2017 3:22 pm
by Gun Hog
I was bored one day and wanted to see how interesting having an experimental energy shield on the RD's hardsuit would be. It has a single layer of shielding (Nuke Ops ones have 3, Deathsquad has 4) with a 25% chance to stun the wearer on hit. It could protect you, or it could turn something as harmless as a thrown pen into an easy stun (and thus kill). I dare not PR this, of course. I just thought it would be fun.


Here, have a picture:

Image

Code: Select all

/obj/item/clothing/suit/space/hardsuit/shielded/rd
	icon_state = "hardsuit-rd"
	name = "prototype hardsuit"
	desc = "A prototype suit that protects against hazardous, low pressure environments. \
	Fitted with extensive plating and an experimental energy shield for handling explosives and dangerous research materials."
	item_state = "hardsuit-rd"
	current_charges = 1
	max_charges = 1
	resistance_flags = ACID_PROOF | FIRE_PROOF
	max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
	allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/gun/energy/wormhole_projector,
	/obj/item/weapon/hand_tele, /obj/item/device/aicard)
	armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60, fire = 60, acid = 80)
	helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd

/obj/item/clothing/suit/space/hardsuit/shielded/rd/hit_reaction(mob/living/carbon/human/owner, attack_text)
	. = ..()
	if(. && prob(25)) //Run normal shield checks. If shielded and hit, 25% chance of the shield backfiring
		owner << "<span class='userdanger'>Your energy shielding collapses in on itself and incapacitates you!</span>"
		owner.Weaken(4)

	return . //forward the return from the parent

Re: Trashed/Abandoned Projects and Prototypes

Posted: Thu Feb 09, 2017 6:11 pm
by Remie Richards
Just look through my github's remote branches (I don't clean them usually)
I'm sure there's tons of "hidden gems"

Most of my abandoned projects don't get shown, and for good reason.

Re: Trashed/Abandoned Projects and Prototypes

Posted: Thu Feb 09, 2017 9:27 pm
by Xhuis
At least three gamemodes have died in the pipeline and never seen the light of day. Truckloads of minor stuff, too, like an away mission, many antagonists, and even a map. Unfortunately, it'll probably never be recovered for archiving, as I am obsessive about having a clean repository.

Some more interesting stuff includes:
  • A spin-off of shadowling where the antagonists competed.
  • A huge crafting update with a ton of makeshift tools and devices being added.
  • An underwater map!

Re: Trashed/Abandoned Projects and Prototypes

Posted: Thu Feb 09, 2017 9:38 pm
by Armhulen
I tried and failed horribly at giving hivebots different classes of guns, and turning them more from a generic robot to a gunwielding focused thing

Re: Trashed/Abandoned Projects and Prototypes

Posted: Fri Feb 10, 2017 3:08 am
by ChangelingRain
A mining mob to replace the goldgrub on lavaland, a boss that I partially coded then scrapped because it was shit, and a second map, for lowpop, that I partially developed then abandoned.

Also god damn it Gun Hog that's a trailing return .

Re: Trashed/Abandoned Projects and Prototypes

Posted: Fri Feb 10, 2017 7:39 am
by XDTM
I coded a lot of spells and spell modifications for wizards, then kinda stopped working on it since i couldn't manage to get the UI working how i wanted it to.

Re: Trashed/Abandoned Projects and Prototypes

Posted: Fri Feb 10, 2017 10:33 am
by Scott
XDTM wrote:I coded a lot of spells and spell modifications for wizards, then kinda stopped working on it since i couldn't manage to get the UI working how i wanted it to.
It's a shame UI is such an obstacle in this code.

Re: Trashed/Abandoned Projects and Prototypes

Posted: Fri Feb 10, 2017 8:30 pm
by Swindly
I made a parasite organ that damaged its host based on how much its host has spoken and spread to nearby humans whenever the host talked. I scrapped it when I analyzed chat logs and found that many people don't talk and the ones that do don't usually speak more than 3 sentences.

Re: Trashed/Abandoned Projects and Prototypes

Posted: Sat Feb 11, 2017 7:55 am
by MisterPerson
I was going to do an android antagonist for the gamemode jam. It was literally going to be a human with an AI in its head and you could jump consciousness between the two whenever you wanted. It just through errors constantly and I didn't know how to fix them at the time.

Re: Trashed/Abandoned Projects and Prototypes

Posted: Sat Feb 11, 2017 5:09 pm
by Remie Richards
MisterPerson wrote:I was going to do an android antagonist for the gamemode jam. It was literally going to be a human with an AI in its head and you could jump consciousness between the two whenever you wanted. It just through errors constantly and I didn't know how to fix them at the time.
I once had a power for malf AIs coded that allowed them to (LOUDLY) take direct control of a human.
Didn't go for it in the end because well, with any kind of possession you have to cover 1million+1 cases of "this possession should probably end now"

Re: Trashed/Abandoned Projects and Prototypes

Posted: Sat Feb 11, 2017 8:14 pm
by starmute
A train station that rode around the asteroid before Kor created lavaland.

Re: Trashed/Abandoned Projects and Prototypes

Posted: Wed Feb 15, 2017 12:41 am
by Not-Dorsidarf
An upgrade system for the AI to give them something to do other than to validhunt

Re: Trashed/Abandoned Projects and Prototypes

Posted: Thu Mar 23, 2017 6:03 pm
by FantasticFwoosh
MisterPerson wrote:I was going to do an android antagonist for the gamemode jam. It was literally going to be a human with an AI in its head and you could jump consciousness between the two whenever you wanted. It just through errors constantly and I didn't know how to fix them at the time.
That's basically slimeperson bodyswapping.

Re: Trashed/Abandoned Projects and Prototypes

Posted: Fri Mar 24, 2017 2:02 pm
by kevinz000
look through my closed prs.. wew..

Re: Trashed/Abandoned Projects and Prototypes

Posted: Fri Mar 24, 2017 2:22 pm
by Gun Hog
Remie Richards wrote: I once had a power for malf AIs coded that allowed them to (LOUDLY) take direct control of a human.
Didn't go for it in the end because well, with any kind of possession you have to cover 1million+1 cases of "this possession should probably end now"
I would totally love to try my hand at a more benign version of this, such as a surgery to create an "automaton" (Or "android" I guess, although that name is taken). Make it work similarly to https://github.com/tgstation/tgstation/pull/14054 where you insert a posibrain into a fully augged corpse to revive it as a new player. Instead of a posibrain, I could maybe require an AI control circuit that you slot in as the brain. RR's Malf power would just do this without outside help!