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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1882882 times)

Zyxl

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Re: Cataclysm: Dark Days Ahead
« Reply #1320 on: March 11, 2013, 12:40:11 am »

So I was screwing around with the debug menu mutations and made a pretty awesome handtalontipped-tentaclehorror-to-hand combatant. I also just found out that the "edge" of the map just leads to another map. Why did it take me so long to find that out? Does it go on indefinitely? Technically that means unlimited resources?

I know semi-controllable mutations have been suggested before, but they'd need to be balanced somehow. What if mutations fucked up cybernetic implants? Characters by end game would have to choose between being primarily mutant or cyborg. Majority of what both offer are already covered by tools and items, top-tier stuff is somewhat more unique like stat bonuses and time dilation. Maybe mutations are a more viable route for lower intelligence characters than cybernetics. How would the control or at least partial control of mutations be acquired?

Will battery recharging ever be implemented? Gas generators, or even a cigarette lighter charger in a vehicle. Batteries aren't exactly uncommon, but neither are rechargeable batteries IRL. Lategame you have all cybernetic tools powered by food anyway, and unlimited flashlight power via headlights. What kind of mid-late game battery sources could be added?

Cybernetics suggestion: As we have leg/movement related mutations, how about a special cybernetics one? What if one of the cybernetics packages allowed you to mount a small engine and some wheels? We already have an expanded assortment of engines, and wheels. Excellent bonus on flat surfaces, harsh penalty on anything that isn't a flat surface, takes damage over rough terrain and big penalty if the tires blow out. Can't be healed normally, must be repaired.

Tool spawning on zombies should be toned down IMO. I can clear a town in minutes, and then am given half or more of all tools in the game. Some stuff that was a lot rarer have had spawns buffed, but they're way to common now. Stuff like welders, woodaxes, bullet making equipments, etc.
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Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead
« Reply #1321 on: March 11, 2013, 01:58:02 am »

Okay, I have another video up now. It is Here.
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Shades

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Re: Cataclysm: Dark Days Ahead
« Reply #1322 on: March 11, 2013, 03:06:55 am »

By the way, how is the proper NPC implementation coming along ? It's kind of a big deal and would bring the game up to a whole new level of awesome. Can we even do it without Whales ?

I think I was the only one working on NPC stuff and I've been sidetracked by other things, so ermm.. not well?
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[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

Warmist

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Re: Cataclysm: Dark Days Ahead
« Reply #1323 on: March 11, 2013, 05:41:02 am »

This game should have sounds. It would be so epic. Like in doom-rl. Actually i think if i have time I will implement it myself :)

Mookzen

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Re: Cataclysm: Dark Days Ahead
« Reply #1324 on: March 11, 2013, 08:40:55 am »

By the way, how is the proper NPC implementation coming along ? It's kind of a big deal and would bring the game up to a whole new level of awesome. Can we even do it without Whales ?

I think I was the only one working on NPC stuff and I've been sidetracked by other things, so ermm.. not well?

This saddens me greatly...
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Shades

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Re: Cataclysm: Dark Days Ahead
« Reply #1325 on: March 11, 2013, 10:00:13 am »

This saddens me greatly...

If it helps I will eventually get back to it :)
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

Wayward Device

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Re: Cataclysm: Dark Days Ahead
« Reply #1326 on: March 11, 2013, 10:14:19 am »

On the controllable mutations part, I always thought that hospitals should have a machine (some sort of genetic re-sequencer that used to be used for gene therapy) that has one use that, with a first aid and possible electronics skill check, let's you alter one trait, either to bump it up one notch or to remove a bad trait. Would be balanced by the rarity and danger of Hospitals. Also, perhaps some sort of auto doc on similar lines that lets you remove faulty bionics (or that damn metabolic interchange).   
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

SalmonGod

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Re: Cataclysm: Dark Days Ahead
« Reply #1327 on: March 11, 2013, 11:42:08 am »

So... this new biting thing that the zombies are doing... it's pretty brutal.  The resulting infection seems debilitating enough to be a death sentence.
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Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Fniff

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Re: Cataclysm: Dark Days Ahead
« Reply #1328 on: March 11, 2013, 11:42:45 am »

Like in an actual zombie film? :P

SalmonGod

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Re: Cataclysm: Dark Days Ahead
« Reply #1329 on: March 11, 2013, 11:44:54 am »

Yeah, I know :P

But it seems like melee might not be viable at all anymore, which makes the early game many times more punishing than it already was.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #1330 on: March 11, 2013, 11:45:06 am »

It is a guaranteed death sentence if you don't treat it. I'm still cleaning it up a little.

Just take some antibiotics, first aid kits can be used to clean the wound before it progresses to infection.
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Fniff

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Re: Cataclysm: Dark Days Ahead
« Reply #1331 on: March 11, 2013, 11:46:47 am »

It seems that the early game is turning really nightmarish. To get anything, you have to go into the town, but you get swarmed by zombie hulks and brutes now and one bite from a regular zombie gives you one hell of a vicious infection, so the only option is to head out of town, but how can you survive with anything apart from (maybe) a nail board against the whole world of wolves, cougars, triffids, and fungoloids?

FritzPL

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Re: Cataclysm: Dark Days Ahead
« Reply #1332 on: March 11, 2013, 11:55:01 am »

>Get to town as soon as you spawn
>Grab storage equipment, food, drink, melee weapons
>Get out of town before 9:20 AM
>???
>SURVIVAL

The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #1333 on: March 11, 2013, 11:55:50 am »

It seems that the early game is turning really nightmarish. To get anything, you have to go into the town, but you get swarmed by zombie hulks and brutes now and one bite from a regular zombie gives you one hell of a vicious infection, so the only option is to head out of town, but how can you survive with anything apart from (maybe) a nail board against the whole world of wolves, cougars, triffids, and fungoloids?
Latest version has craftable shovels, axes and hammers. And I'm ever adding more wilderness survival stuff.

>Get to town as soon as you spawn
>Grab storage equipment, food, drink, melee weapons
>Get out of town before 9:20 AM
>???
>SURVIVAL
The static spawn system makes all zombies spawn as soon as you visit the submap, not pop into existence after 9:30
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My cabbages!
[Thunderfury, Blessed Blade of the Windseeker]

I am fat, eating is my great joy.

Fniff

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Re: Cataclysm: Dark Days Ahead
« Reply #1334 on: March 11, 2013, 11:58:49 am »

It seems that the early game is turning really nightmarish. To get anything, you have to go into the town, but you get swarmed by zombie hulks and brutes now and one bite from a regular zombie gives you one hell of a vicious infection, so the only option is to head out of town, but how can you survive with anything apart from (maybe) a nail board against the whole world of wolves, cougars, triffids, and fungoloids?
Latest version has craftable shovels, axes and hammers. And I'm ever adding more wilderness survival stuff.

Cool! I got myself sorted out with a farm base and a truck, but that's really helpful!
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