Resource Department (and what we do)

General out-of-character discussion among players of Cantr II.

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*Wiro
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Resource Department (and what we do)

Postby *Wiro » Thu Jul 23, 2015 5:39 pm

Whenever I post about the resources department, there are questions of what the department does. This topic will serve as a sort of FAQ and questions topic for people to ask questions about the department. You can apply to RD by sending the application form (scroll down on your character page to "Click here if you are interested in joining the Cantr II staff!" and send it by forum PM to Greek). If you need help with your application you're free to send it to me for reviewing. Please note that it takes two or three months to get accepted.

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Resources department, RD for short, is responsible for objects, resources, animals, food and clothes. That means we implemented almost all the projects in the game. We're often mistaken for the programming department (which adds new functionality to the game like animal domestication, horse riding, drunkenness, fuelled vehicles, windows, etcetera). In other words: programming department creates new functionality, resources department builds forth on existing systems.

The reason things usually take a while before they go from the suggestions forum to being implemented is because all suggestions are discussed thoroughly by the RD members to cover all potential exploits, balance issues, tool requirements, project time, materials needed, machines needed, etc. Some of our "mission statements" are to encourage the use of unused resources (papayas, kale, cucumbers, maple syrup, bitumen), to increase regional diversity and encourage interaction (through trade and cooperation). A good example is the olive oil industry, which incorporates all those ideals.

Once the discussion finally ends (this takes several weeks up to several months depending on the size of the project) and has been reviewed by Greek (the RD chair) it can be implemented which usually takes only a small fraction of the time. So, most of the work we do is discussion.

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This is the part where you're welcome to ask questions.
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Optimus Christ
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Re: Resource Department (and what we do)

Postby Optimus Christ » Thu Jul 23, 2015 5:54 pm

What are the perquisites to getting in to RD?
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Marian
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Re: Resource Department (and what we do)

Postby Marian » Thu Jul 23, 2015 6:06 pm

I already applied, just got my fingers crossed I hear back soon.
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Axiom
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Re: Resource Department (and what we do)

Postby Axiom » Thu Jul 23, 2015 6:48 pm

Thanks for the info. I applied to the Programming Department.
Father Brian
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Re: Resource Department (and what we do)

Postby Father Brian » Fri Jul 24, 2015 3:52 am

So, uh, what do you guys do?
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Wolfsong
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Re: Resource Department (and what we do)

Postby Wolfsong » Fri Jul 24, 2015 4:07 am

They build.

To take the perspective of a different sort of game for a moment... MUDs. On many MUDs, you have "builders" and you have "coders." The people who build (in this case, the RD) just do a lot of soft coded stuff. They create objects and items using code/framework that already exists in the game, set up by the coders themselves, and can craft limited systems based on that object or item. They make a lot of cosmetic changes and can tweak numbers to a limited degree, but cannot add in new functionality themselves. They can make an apple, and set a location where apples may be gathered, and can assign qualities to that apple (if it's a food, how nourishing it is, if it's a weapon, etc.) and can create ways to cook apples into other objects (such as apple pie.) They cannot, however, make apples capable of ferrying vehicles across the ocean if that functionality does not already exist in the game.
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Surly
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Re: Resource Department (and what we do)

Postby Surly » Sat Aug 01, 2015 11:27 am

They also balance, which is what takes more time and dedication. The game is much more complex than it has ever been previously and trying to bring in new changes without breaking everything else is key. They work with the tools the Programming Department give them and try to give you the world mechanics to play the game you want to play.

(They also finally implement my ideas about five years after I start badgering them. :P )
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
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*Wiro
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Re: Resource Department (and what we do)

Postby *Wiro » Sat Aug 01, 2015 11:48 am

Optimus Christ wrote:What are the perquisites to getting in to RD?

It's a mix between creativity, being able to have reasonable discussions and understanding how to balance things. Personally I didn't pay attention to the latter until I joined RD. You pick up on it quickly.

Water and honey are our worst enemies.

Wolfsong wrote:They build.

To take the perspective of a different sort of game for a moment... MUDs. On many MUDs, you have "builders" and you have "coders." The people who build (in this case, the RD) just do a lot of soft coded stuff. They create objects and items using code/framework that already exists in the game, set up by the coders themselves, and can craft limited systems based on that object or item. They make a lot of cosmetic changes and can tweak numbers to a limited degree, but cannot add in new functionality themselves. They can make an apple, and set a location where apples may be gathered, and can assign qualities to that apple (if it's a food, how nourishing it is, if it's a weapon, etc.) and can create ways to cook apples into other objects (such as apple pie.) They cannot, however, make apples capable of ferrying vehicles across the ocean if that functionality does not already exist in the game.

Thanks, this is a good explanation.
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bnlphan
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Re: Resource Department (and what we do)

Postby bnlphan » Sat Aug 01, 2015 3:02 pm

Wiro,

I'll try to get back in a participate more soon. Still tryign to get back into the hang of things as far as playing wise and catch up on some of the additions that have taken place recently.
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