Byond ID:Zostroll
Age: 20
Gender: M
How would you define yourself? (Coder, Mapper, Spriter): Coder
If Coder, what languages? Byond
Any previous experience developing with SS13? Yes
Proof of any previous or current work: https://github.com/Zostroll
How well do you know Git? Pretty okayish.
Your primary job is server development, not policing the server. You may be given Moderator-level of access but you should *not* be invoking any administrative actions unless there are no moderators or Admins online. Do you understand? (Yes/No)Yes
Anything else you'd like to add?I have frankly limited amount of code to show with have about 4 merged PR's on yogstation but I have a firm grasp of the basic's of Byond coder and I think I could really contribute to CM by fixing all the small little bugs. You can see by my gitlab activity I am actively reporting bugs/ am quite good at finding them. https://gitlab.com/Zostroll
Zostroll - Dev Application
- Zostroll
- Registered user
- Posts: 6
- Joined: 13 Oct 2018, 21:04
- Byond: Zostroll
- Okand37
- Registered user
- Posts: 97
- Joined: 29 Apr 2018, 01:01
- Byond: Okand37
Re: Zostroll - Dev Application
Hey Zostroll, normally we suggest people try to get fairly involved in the CM community so we can get an idea of who they are, as we try to focus on having a healthy environment within our development team. This isn't necessarily a requirement, but it helps us get to know you! I'm gunna post some questions below, and I'd like you to answer them as much as you'd like to and when you are able to!
1. What do you like most about the game? Are there any aspects you think stand out positively to you? Would you do to build off of these alluring aspects?
2. What would you say you like least about the game functionally? What would you, as a coder, try to do to alleviate this issue?
3. Some coders prefer to work on their own projects, while others like to work together. How do you enjoy working? Would you be willing to work as a group, or as an individual, as required?
4. Going into the position, is there anything you specifically want to do as a coder? Anything come to mind that you'd want to add or change as you got into the position?
5. As a coder, what direction do you think the game should move towards most? What do think we should try to avoid?
1. What do you like most about the game? Are there any aspects you think stand out positively to you? Would you do to build off of these alluring aspects?
2. What would you say you like least about the game functionally? What would you, as a coder, try to do to alleviate this issue?
3. Some coders prefer to work on their own projects, while others like to work together. How do you enjoy working? Would you be willing to work as a group, or as an individual, as required?
4. Going into the position, is there anything you specifically want to do as a coder? Anything come to mind that you'd want to add or change as you got into the position?
5. As a coder, what direction do you think the game should move towards most? What do think we should try to avoid?
I play Verena Knox, an extremely unlucky girl, among other characters.
- Zostroll
- Registered user
- Posts: 6
- Joined: 13 Oct 2018, 21:04
- Byond: Zostroll
Re: Zostroll - Dev Application
1: I enjoy the depth of possibility's that the CM/ SS13 in general code-base allow. That no round is ever truly the same and that new features are constantly being added for you to explore.
2: Mostly quality of life issue's are what bug me. If I were a coder I would work mainly on these.
3. I have the most experience working on my own but I would be willing to working as a group if needed.
4. There are a few things that I would like to fix and a couple things that I would like to make/ implement for example:
* The medical cross symbol in medbay isn't symmetrical
* PDA cartridges are in lockers even though pda's were removed
* Microwaves should be deconstruct-able and be able to be moved.
* The sprite for the mini-rocket pods doesn't show that rockets have been used. (A really minor thing but I think it would be neat)
* Ghosts disappear when darkness is disabled, I feel that it should be an option to see toggle seeing ghosts and darkness separately.
* The locker sprite for QM doesn't match the style of other lockers
* You can buy a locker in cargo which because it is a structure it will stay on the pad forever.
* Add a bottle of enzyme to the kitchen
* Adding a system where the OB heat builds up and dissipates slowly over time allowing you to shoot a couple shots as fast as you can load em then reverting back to the old system pretty much as you wait for the heat to dissipate. (This would need a test merge to see if it effects balance to badly).
* Implementation of a light/knee mortar with a distance and direction based aiming system instead of a co-ordinate based system. With a small operating range and light payload to allow quick deployment and suppressing power as an intermediate to the current mortar. The rounds would be smaller and it would be quick to set up so you could do it just behind a push.(would need test merge to see how it affects game play). This would allow a more accurate depiction of the levels of fire support available Light mortar<Mortar<CAS<OB each with differing levels of response time and destructive capability.
*Make claymores more directional and implement daisy cutters for CLF.
I have a lot more that I want to work on most of these things could be made/ fixed in the same amount of time it takes to make a gitlab; but if I make a gitlab they go with the other 1000+ on there to be dealt with maybe some time if someone feels like it.
5: I feel that the code-base should always move to more the most enjoyable and polished experience for players.
2: Mostly quality of life issue's are what bug me. If I were a coder I would work mainly on these.
3. I have the most experience working on my own but I would be willing to working as a group if needed.
4. There are a few things that I would like to fix and a couple things that I would like to make/ implement for example:
* The medical cross symbol in medbay isn't symmetrical
* PDA cartridges are in lockers even though pda's were removed
* Microwaves should be deconstruct-able and be able to be moved.
* The sprite for the mini-rocket pods doesn't show that rockets have been used. (A really minor thing but I think it would be neat)
* Ghosts disappear when darkness is disabled, I feel that it should be an option to see toggle seeing ghosts and darkness separately.
* The locker sprite for QM doesn't match the style of other lockers
* You can buy a locker in cargo which because it is a structure it will stay on the pad forever.
* Add a bottle of enzyme to the kitchen
* Adding a system where the OB heat builds up and dissipates slowly over time allowing you to shoot a couple shots as fast as you can load em then reverting back to the old system pretty much as you wait for the heat to dissipate. (This would need a test merge to see if it effects balance to badly).
* Implementation of a light/knee mortar with a distance and direction based aiming system instead of a co-ordinate based system. With a small operating range and light payload to allow quick deployment and suppressing power as an intermediate to the current mortar. The rounds would be smaller and it would be quick to set up so you could do it just behind a push.(would need test merge to see how it affects game play). This would allow a more accurate depiction of the levels of fire support available Light mortar<Mortar<CAS<OB each with differing levels of response time and destructive capability.
*Make claymores more directional and implement daisy cutters for CLF.
I have a lot more that I want to work on most of these things could be made/ fixed in the same amount of time it takes to make a gitlab; but if I make a gitlab they go with the other 1000+ on there to be dealt with maybe some time if someone feels like it.
5: I feel that the code-base should always move to more the most enjoyable and polished experience for players.
- spookydonut
- Registered user
- Posts: 457
- Joined: 13 Oct 2017, 02:08
- Byond: spookydonut
Re: Zostroll - Dev Application
I have sent you the coder test, please complete it in your own time.
- awan
- Registered user
- Posts: 581
- Joined: 11 Mar 2018, 18:11
- Location: Houten, Utrecht, NL
- Byond: Awan
- Steam: Awan
- Contact:
Re: Zostroll - Dev Application
Hey Zostroll,
We have a dev meeting next Saturday.
I do not know if you already handed in your replies to Spook. (If you did you might want to resend it to Dean.)
If not and possible feel free to hand them to Dean (If possible before Saturday).
If you manage to do so I can make sure we can talk about your app during the meeting.
We have a dev meeting next Saturday.
I do not know if you already handed in your replies to Spook. (If you did you might want to resend it to Dean.)
If not and possible feel free to hand them to Dean (If possible before Saturday).
If you manage to do so I can make sure we can talk about your app during the meeting.
- spookydonut
- Registered user
- Posts: 457
- Joined: 13 Oct 2017, 02:08
- Byond: spookydonut
Re: Zostroll - Dev Application
He didn't and said he was having issues completing it, take from that what you will.
- Deanthelis
- Registered user
- Posts: 43
- Joined: 29 Oct 2016, 06:40
- Byond: Deanthelis
Re: Zostroll - Dev Application
I will give this application until November 13th, one month from the original posting, to PM me the responses to the test Spooky gave initially.
- Deanthelis
- Registered user
- Posts: 43
- Joined: 29 Oct 2016, 06:40
- Byond: Deanthelis
Re: Zostroll - Dev Application
After lengthy discussion with the rest of the dev team, we have elected to deny this application on the grounds of a lack of formal training, a somewhat deceptively-structured portfolio containing insufficient work, non-marginal concerns with behavior, and a general lack of acquaintance between staff and the applicant. Please feel free to re-apply no earlier than three months from now.