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New job lizard plushies + Job-specific trinkets loadout #34127

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ArtisticRoomba
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@ArtisticRoomba ArtisticRoomba commented Dec 30, 2024

About the PR

Adds new job-themed lizard plushies, as sprited by seam_less!

You can equip them through the new Job Trinkets loadout category if you have 20 hours played as that job. You can only equip the plushe for the job you're playing as.

The exceedingly rare MULTIWEH can be found in the gambling crate at a 1% chance.

Why / Balance

I saw this amazing art in the upstream discord art channel, and the artist was interested in adding it to the game, so I made it happen.

Technical details

  • All of the plushie protos are contained in a new plushie_lizard_job.yml file as toys.yml and its sprites were really feeling the recent lizard plushie content.
  • Plushie sprites are contained in a new plushielizard_jobs.rsi with its own metadata file for future inhands and head sprites additions.
  • For making all items obtainable ingame, a new jobtrinkets.yml file was created to hold the job lizard plushie loadouts and their required role time restrictions.
  • New JobTrinkets loadout groups have been created in loadout_groups.yml for each job.
  • The JobTrinkets loadout groups were added to each role in role_loadouts.yml.

Media

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Requirements

Changelog
🆑 ArtisticRoomba, seam_less

  • add: Job-themed lizard plushies! You can equip them in your loadout if you have 20 hours on the job.

@github-actions github-actions bot added Changes: No C# Changes: Requires no C# knowledge to review or fix this item. Changes: Sprites Changes: Might require knowledge of spriting or visual design. size/L Denotes a PR that changes 1000-4999 lines. S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Dec 30, 2024
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github-actions bot commented Dec 30, 2024

RSI Diff Bot; head commit 303792c merging into 4acfec8
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Objects/Fun/plushielizard_jobs.rsi

State Old New Status
atmospherictechnician Added
bartender Added
botanist Added
boxer Added
captain Added
cargotechnician Added
chaplain Added
chef Added
chemist Added
chiefengineer Added
chiefmedicalofficer Added
clown Added
detective Added
headofpersonnel Added
headofsecurity Added
janitor Added
lawyer Added
librarian Added
medicaldoctor Added
medicalintern Added
mime Added
multiweh Added
musician Added
paramedic Added
passenger Added
psychologist Added
quartermaster Added
reporter Added
researchassistant Added
researchdirector Added
salvager Added
scientist Added
securitycadet Added
securityofficer Added
serviceworker Added
stationengineer Added
technicalassistant Added
warden Added
zookeeper Added

Edit: diff updated after 303792c

@lzk228
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lzk228 commented Dec 30, 2024

idk, feels like bloat, i like it the way as it is now

@kosticia
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Mime plushie looks cursed💀

@beck-thompson beck-thompson added P3: Standard Priority: Default priority for repository items. T: New Feature Type: New feature or content, or extending existing content S: Needs Review Status: Requires additional reviews before being fully accepted DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. A: General Interactions Area: General in-game interactions that don't relate to another area. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Dec 30, 2024
@Mixelz
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Mixelz commented Jan 13, 2025

idk, feels like bloat, i like it the way as it is now

This is considered bloat but hew plushies and hew juice aren't?

That feels monumentally backwards to me because these at least have a tangible aspect of being hour locked to specific roles that people can play. It would be no different to the towels in that aspect and I would argue people are much more willing to hold their main job as a lizard plushie compared to a towel.

@ArtisticRoomba
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I'd like to remind everyone that I talked to maintainers previously before working on this, as I knew it was quite bloaty. From this conversation, I implemented it in a way that best aligned with what was said, and for the ease of any future system that wanted to add anything else that was job-specific to the jobs we currently have.

I'm going to quote Slam, who wrote a very long text about fluff vs. bloat. It was very smart and good and he reads books, it's true!

SS14 is a game that is very permissible compared to other games when it comes to fluff, due to its silly setting, myriad of systems and the roleplay potential. This is both true for fluff mechanics and fluff content. The difference between fluff mechanics and content is that mechanics introduce new gameplay that has little to no bearing on the core gameplay, while fluff content adds more to existing gameplay systems.

Fluff content: adding new plushies.
Fluff mechanics: adding the ability to plunger toilets for an unimportant item.

If we disregard codebase stuff like filesizes (not that they aren't relevant! Looking at you, music PRs), designwise fluff mainly becomes an issue and bloaty when it is implemented in such a way that it adds cognitive load to the player. This cognitive load is what we feel when we consider something to be bloat; for bloaty content it makes accessing a desired piece of content take more effort, and for bloaty mechanics it becomes "yet another thing" to keep in mind that isn't engaging. The way to solve this is to keep the cognitive load under a bearable level, and the way to do that is to manage how the fluff is presented. This can be done in two ways: limiting the amount of content presented to the player, or making the content optional.

Note that this is largely subjective, and different people have different limits for this.

This is why we can have something like the towels; they take up a big chunk in the Trinkets menu in the loadout, but since they're the only ones that do this the Trinket menu isn't too long and scrolling through it to find what you want isn't difficult, so it ends up being fine. Were we to double the amount of towels then, yeah, that menu would imo be too bloated.
Similarly plunging toilets is really pointless because at best you get a figurine. But since it is entirely optional and doesn't impact any other gameplay mechanic it ends up being fine fluff.
The clothes vendor is a good example of where it has been recognized that the fluff is on the edge of bloat. We are not adding any more vendor clothes because that would further increase the already sizeable menu, however the proposed way forward is to add washing machine coloring, reducing the menu size and thus reducing the cognitive load.

With all this in mind, I think it is a good goal in general to reduce cognitive load with better UI, distributing content across systems and ensuring we have solid setups to provide new things.

@Hrosts
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Hrosts commented Jan 17, 2025

I'd say it's bloat not because it adds something mechanically pointless in a confusing way, but because it adds another lizard plushie. It feels like the meme is getting too overdone at this point. Like, the hew plushie was already skirting the edge.

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A: General Interactions Area: General in-game interactions that don't relate to another area. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. Changes: Sprites Changes: Might require knowledge of spriting or visual design. DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted size/L Denotes a PR that changes 1000-4999 lines. T: New Feature Type: New feature or content, or extending existing content
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6 participants