Spriting & Mapping to-do list

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LaKiller8
TGMC Lead
 
Joined: Sun May 20, 2018 4:34 pm
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Spriting & Mapping to-do list

Unread postby LaKiller8 » Fri Nov 30, 2018 4:00 pm #457992

Spriting

State of sprite licensing:
  • NicBoone: Remove, no permission.
  • Gorg: Permission to keep and distribute. Treat as CC-BY-SA.
  • Artouris: Permission to use, but not distribute.
  • Fridge: Permission to use and distribute. Treat as CC-BY-SA.
  • Made by us: CC-BY-SA.

Note, all sprites in Apop's CM repo before going closed source, as well as any sprite that is a modification of one of those sprites OR a /tg/ or other open source sprites, are allowed and CC-BY-SA(-NC)

Sprites that have to be replaced and should be prioritized:
  • Ground, rock, and sand sprites on desert map

    Sprites that would be nice to have/changed up:
    • Wielded pistol, revolver and other inhand gun sprites, like the PMC sniper and various unusual weapons.
    • Suit Storage Unit (EVA)
    • SecTech vendor
    • YouTool vendor
    • tool storage machine (ROBCO)
    • hydroponics tray
    • space violin
    • gas turbine generators on Big Red
    • uranium pillars on Big Red (maybe have a control rod sprite instead of uranium walls)
    • Personal Computer on Big Red in Office Complex
    • mining drill
    • server rack
    • 3/4 sandstone and cultist walls


    Mapping:

    • Replace all var-edited objects for coded variants.
    • Work unfinished maps. Desert Dam would be good for vehicle combat, and we could use a large one for no-Almayer game mode.
    • Cryo access in medbay made general medbay, not doctor-restricted.
    • bookcase sprites should have various filled variants because it looks bad to have libraries with 0 books on Big Red/ Prison
    • Big Red -biohazard closets use wrong perspective sprites in colony armory
Image



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