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About kyres1

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  • Byond CKey

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  1. I'm trying my hand at respriting NT ERT suits. Here's how it looks so far. The order is security - medical - engineering - command. Only Human/Skrell suit sprites will be made and the PR I put up will restrict ERT to Skrell/Humans, seeing as Unathi have Kataphracts and Tajara being in a famous PMC response team based in the heart of Human space doesn't make much sense.
  2. Will be taking suggestions for this to toss into a rework later down the line. Ping me in code dungeon if you want the doc
  3. by ahelping it We don't have mechanical skills. This means players often have to take an active stance in dealing with problems they feel strongly about. If you feel strongly about it, ahelp it, seriously - nothing wrong will come of it.
  4. Restricting protolathes is dumb, as destructive analyzers are already restricted. Ahelp people who use destructive analyzers as robotics.
  5. I've always caved to strong pushback as far as I can remember. Generally folks don't tend to be super passionate about something without good reason, and folks on the lore team even more so. Does it have substantial enough reason to exist/be worked on, and doesn't conflict with existing lore that could be tweaked to accomplish the same goal? That'll pretty much be my motto when addressing incoming projects. See above. In the order of rework, remove, or retcon, with retcon being the last resort option for lore deemed sufficiently redundant. I too share the idea that retcons SUCK but to disregard them as a possibility entirely for what could be totally unread or totally pointless lore is in of itself pointless. Maybe. This sounds like a question that requires higher knowledge of the inner workings of Human lore as it stands right now, so while I don't want to jump to assumptions, I will lay out two examples. If the intent is to flesh out the Frontier itself beyond the barebones lore it already is, than halting additional factions entirely could be harmful in the long run. If the intent is to leave the Frontier be as the skeletal sandbox it is, then yes, this is a completely satisfactory choice until the former can be pursued if ever. No. I do however want news articles to be much more easily accessible, with lore primarily chronicled in a means that is not news articles. This was a pretty radical idea mostly due to the work required, but a team effort could get the entire thing migrated to the calendar for example in just a few weeks of on/off writing, if even that. The calendar was always what I shot for during my time on the team, because it's very modular, simple to use, and Arrow has done some downright fascinating things with it. Linking it to the lore diary and making it a central outlet for news articles and lore team updates as a whole would benefit everyone I feel.
  6. I don't want to jump to assumptions as for pages right now due to my relative detachment in these last few weeks from lore in general, but something I can absolutely pin down are the pages I ended up axing and deleting. For example, all of the synthetic factions once had individual pages, and during the time Rudatek existed they were very spread thin as far as player knowledge went. "What's Purpose," was never asked, while "What's the button right next to it," was very frequently asked. For this purpose I condensed them into synthetic factions, and removed mentions of the skinstealers (Rudatek) from the wiki. While they aren't noncanon (Or, at least, weren't made noncanon during my time), they felt like trivial information to note with an entire page for what would end up being less than 2 paragraphs. This, in my mind, was bloat. Another example was the SSTA page, a rather strange page that seemed to dictate and govern exactly how robots were meant to think. Short debate was had between myself and Cake as to the importance of it, but in the day and age where our idea was to pursue character freedom above all else, we deemed it bloat and I had it killed. Yes, I believe in stopping lore writing full-stop as part of developing a better framework for how lore is developed. No, this was never meant to apply to the whole team, as far as I remember, but you've got the logs, and I do not anymore. My idea was to stop lore development from nonessential branches of lore and focus on revision/refinement of what we had. For example, Unathi lore remains unaffected while Human lore gets a serious look-over. When Human lore is done, we move onto the next in line, which may or may not be Unathi lore. If this is in any way different than what I originally proposed, let me know. Mandatory revision from our large lore team. Simple as that. In actually reviewing what we're doing, we can in post determine whether or not it's beneficial to actually change or delete it. The vast majority of the time I wager will never result in deletion, or even changes to present lore.
  7. 1. First order of business is likely nothing complicated. Review from other loredevs will be encouraged on new developments, and more text going through the lore_writers channel specifically is important. What I'll primarily seek is to be level with people more and try to put players first in every single regard of development to ensure that as much as we can get is well-received and paves the way for better stuff. 2. I toss around the word bloat a lot jokingly, but a clear definition of it for example would be wiki stuff nobody reads. Things like super isolated off-shoot pages and surveys that largely end up in "Who?" are, to me, things that need to go.
  8. Real life issues and stress were my primary issues, though over what exactly I'd rather keep to myself. I will say that I'm certain what led me to resign originally won't happen again, as the life issues were one-time hurdles and they've been overcome.
  9. Ckey/BYOND Username: kyres1 Position Being Applied For: Interim Deputy Loremaster Past Experiences/Knowledge: About a year and a half of going from synthetic lore deputy, to synth loredev, to interim deputy loremaster. Spriting and working with devs basically all throughout the way on a dozen or so projects of varying sizes. As well, I've had my hand in some major lore arcs that include but aren't limited to the Scarab introductions, Offworlders as a whole, the entire SLF Incursion arc, etc. As well, some atrociously huge amount of hours logged in game and rising. Lots of NBT work on the lore end of things. As well, the Purpose arc (the one that failed miserably.) Examples of Past Work: Around 40-50 google docs worth of leftovers from lore developing. Pretty much every synthetic lore wiki page, barring the general synthetics page. Many, many, many event sheets. https://forums.aurorastation.org/calendar/event/49-slf-incursion-arc/ Additional Comments : In regards to posting something related to my cause, Something I've always sought for our lore was a definitive structure or "end goal" for every loredev to pursue and every player to set their eyes on. This, to me, was something I was sure the team could never agree on, being so split across the center and polarized in many ways. For this exact reason, before I left, a major thing to push was some coherence between species lore developers and what head staff - the only people who could be above them - wanted. In most cases I'm sure this would've led to some unsatisfactory outcomes as head staff put their foot down in regards to some major issues, but there are in fact major issues still outstanding to this day that folks won't be able to decide without exactly that. With all that said, bloat is my primary target, not only to destroy the excess clutter in every regard but also to remedy the issue of unmoderated fluff being poured into the foundation of lore. This might sound grim, as if I intend to delete a million wiki pages, but what I moreso mean is taking on this stance moving forward. Would this addition stand the test of time, if even temporarily? Would this addition attract or appease the playerbase? These are vital questions to ask moving forward, ones I don't intend to let be brushed over should I step back in. Back to the beginning though, a definitive structure is absolutely needed for the former to actually take place. By this, I mean the species developers working together - collective arcs involving more than one species is the simplest way to put this, and the most complex way is to move on to an end goal. The Next Big Thing is already propped up as the target here, and thus that is the end goal I intend to work towards. Solidifying this and actually getting a workflow in place for proceeding onto it in regards to lore specifically is priority #1 for me, trying to pace it at the speed development permits.
  10. It's done. RIGs on top, voidsuits below the red line. In this order : Human, Baseline, Tajaran, Unathi, Skrell.
  11. Depends on whatever the dev who takes it wants at this point but the intention is replacing the cruddy suits with normal voidsuits and respriting the AMI to match. The AMI is done first since that was the chonkiest part of the effort.
  12. The AMI species sprites are seen here. In order : Human, Baseline IPC, Tajaran, Unathi, Skrell
  13. This has been here for over a year, wow. Here's an updated set with the AMI on the left and the regular voidsuit on the right. Feedback is necessary before I move on to finish them because of Fucking Trillions Of Species Sprites :tm:. And the worn object sprites for the RIG itself.
  14. What the title says. The surface already hardly gets any traffic barring new arrivals and departure, and it's a decent noob trap against greytiders who can't utilize advanced elevator technology. However, it's also subject to like a fucking million or so things that depressurize basically the whole level, especially pivotal places like red dock and blue dock. The simple idea here is moving the shuttle landing points into large chasms in the asteroid, presumably where the shuttle would take off and land vertically. This makes more sense anyhow, seeing as there would be natural cover from external objects zipping by in most cases. Like a natural hangar!
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