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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1880062 times)

Mephansteras

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5910 on: September 04, 2013, 03:59:16 pm »

Hmm. I guess it depends on how the code handles the world creature info. If it is mostly just raw #s, then simply adjusting numbers over time is fairly simple. Every X days, for example, there is a % change in the various populations and zombies get 'upgraded'

For zombies of a specific instance, you'd have to have a % chance per zombie that it would be upgraded in some way every X amount of time.

Would the code have caps on total numbers? Or would you eventually have towns full of nothing but late-game zombies running around?

With that in place, you could have the immediate area + any towns on the known map get harder, but leave untouched areas alone until discovered so that if you do spawn a new character they could have normal zombies for a while.

Or new characters are just sort of screwed. Hard to say. It's a bit of a design decision. Although new characters stuck dealing with nasty monsters from the get-go would probably encourage people to mostly ditch old worlds, which personally I find to be a shame. Having character stories layer upon one another is always an attractive feature for me in a roguelike.

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10ebbor10

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5911 on: September 04, 2013, 04:00:51 pm »

You could work with infestation cycles. I don't know what Cataclysm's source of zombies is, but if it's a technically living zombie, like for example caused by a parasite or fungus, you could explain it by the lifecycle.

So on day 1, you only have standard zombies. After that, different types rapidly spring forth from the basic zombies, until, at one point, the parasites lifecycle ends, and they all drop death. After that, they all return to normal zombies; and the cycle starts anew. ((In hindsight, I can't seem to find any way to make this seem coherent or logical. So just ignore it.))


You could use the cycle system as a way to give the player a free day(s) when he starts the game. He leaves the shelter at day zero, when the parasites are replaced, thereby meeting little  resistance. If he stays to long, the zombies will return to life. Also gives an explanation for the other, special zombie types. They cocooned during downtime, probably as a response to outside threats.

Every game would timeskip to the beginning of such a cycle.
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5912 on: September 04, 2013, 04:05:41 pm »

Well, you have the fungus that is just that, a fungus. Zombies seem to be a virus/mutation/slimething, and then there are slimes, nether creatures, forest spirits, random nutjobs, and lotsa mutated animals.
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i2amroy

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5913 on: September 04, 2013, 04:40:34 pm »

Spoiler info on zombie/monster source:
Spoiler (click to show/hide)
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Mictlantecuhtli

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5914 on: September 04, 2013, 04:45:49 pm »

This might be relevant to the discussion at hand:
Spoiler: Cataclysm timeline (click to show/hide)

This is the original posted by Whales. Take what meaning from it you wish.
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azmodean

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5915 on: September 04, 2013, 04:54:42 pm »

Hmm. I guess it depends on how the code handles the world creature info. If it is mostly just raw #s, then simply adjusting numbers over time is fairly simple. Every X days, for example, there is a % change in the various populations and zombies get 'upgraded'
It's going to be per-zombie pretty much, but other than that yes.
For zombies of a specific instance, you'd have to have a % chance per zombie that it would be upgraded in some way every X amount of time.
Yep, that's precisely it.
Would the code have caps on total numbers? Or would you eventually have towns full of nothing but late-game zombies running around?
Well "upgraded" zombies anyway, or we might have some cycles as was suggested that transforms them back (shocker zombie runs out of power, hulk breaks apart into multiple vanilla zombies, etc)
With that in place, you could have the immediate area + any towns on the known map get harder, but leave untouched areas alone until discovered so that if you do spawn a new character they could have normal zombies for a while.
Hrm, we CAN do that, but that means any time you explore you go back in time, which is odd to say the least...
Or new characters are just sort of screwed. Hard to say. It's a bit of a design decision. Although new characters stuck dealing with nasty monsters from the get-go would probably encourage people to mostly ditch old worlds, which personally I find to be a shame. Having character stories layer upon one another is always an attractive feature for me in a roguelike.
Or you just don't think about it too hard and reset all the zombies to their base state with a fresh character :D
There are already continuity issues with a new character spawning after a previous one dies, but on the same day.  One is where was the new survivor all this time, where they just sitting in a hole the entire time?  Another of course is that the season is reset, and this would be similar to that.
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5916 on: September 04, 2013, 04:55:46 pm »

This might be relevant to the discussion at hand:
Spoiler: Cataclysm timeline (click to show/hide)

This is the original posted by Whales. Take what meaning from it you wish.

Thats... rather awesome.
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Mephansteras

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5917 on: September 04, 2013, 05:12:26 pm »

Would the code have caps on total numbers? Or would you eventually have towns full of nothing but late-game zombies running around?
Well "upgraded" zombies anyway, or we might have some cycles as was suggested that transforms them back (shocker zombie runs out of power, hulk breaks apart into multiple vanilla zombies, etc)

Ah. That's pretty cool, and could solve things pretty well. If you simply advance time with a new character to the next cycle start, that could be weighted to make things easier again without any worrisome logic.

Quote
With that in place, you could have the immediate area + any towns on the known map get harder, but leave untouched areas alone until discovered so that if you do spawn a new character they could have normal zombies for a while.
Hrm, we CAN do that, but that means any time you explore you go back in time, which is odd to say the least...

Well, I was thinking more that as you explored the populations would be silently 'cycled' before you met them, but a new character just wouldn't have that happen. But I kind of like the new cycle idea a bit better.

Quote
Or new characters are just sort of screwed. Hard to say. It's a bit of a design decision. Although new characters stuck dealing with nasty monsters from the get-go would probably encourage people to mostly ditch old worlds, which personally I find to be a shame. Having character stories layer upon one another is always an attractive feature for me in a roguelike.
Or you just don't think about it too hard and reset all the zombies to their base state with a fresh character :D
There are already continuity issues with a new character spawning after a previous one dies, but on the same day.  One is where was the new survivor all this time, where they just sitting in a hole the entire time?  Another of course is that the season is reset, and this would be similar to that.

I always figure the new character was hiding out somewhere and finally managed to make it to that particular shelter from somewhere unexplored yet. They just got lucky and managed to avoid the monsters for some amount of time, for whatever reason.
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5918 on: September 04, 2013, 05:34:37 pm »

Thats... rather awesome.

There's actually been a new "canon" timeline posted in the DDA forums - it varies a bit, but not much, and mostly builds on what has already been said. It also contains several spoilers, but here it is:

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Aseaheru

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5919 on: September 04, 2013, 07:23:57 pm »

Well, atleast it has no time travel.
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5920 on: September 04, 2013, 07:24:53 pm »

Despite multiple calls to include it, there is not. And won't be, if my STRONG OPINIONS get their way. :P
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5921 on: September 04, 2013, 07:40:03 pm »

I meant the 4th dimension travel guff.
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Sharp

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5922 on: September 04, 2013, 08:39:57 pm »

Thought you meant the fresh milk mod
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howitended

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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5923 on: September 04, 2013, 08:43:02 pm »

edit: disregard
« Last Edit: September 04, 2013, 09:36:31 pm by howitended »
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Re: Cataclysm: Dark Days Ahead - What's that I see on the horizon? Could it be...
« Reply #5924 on: September 04, 2013, 10:35:30 pm »

I thought half the point of static spawns was to make towns and all the delicious delicious swag in them be harder to access by virtue of being overrun with teeming hordes of zambies?  Having a 'newbie town' filled with just regular zambies seems like it would sorta counteract the design change.

You don't delve deep into the town, pick the outskirts, and never stop running.  A couple molotovs or a big-ass gun should be practically your first priority, because without them you don't have a fighting chance if found by brutes or hulks.  If you ARE, then you can technically still duck and weave through houses - unless you're doing so at night, or something (in which case, perhaps make Brutes and Hulks occasionally make noise noticeable from far off?).  Maneuvering so they don't catch you out in the open and scavenging for necessary swag are parts of the game, aren't they?


Though, to be fair, with the character I've been playing, in my multiple runs through the town, I don't think I've -ever- seen a Hulk, thank god.  I think a Brute gave me the jump once, but I had a molotov ready for him.


Speaking of molotovs, has anything been done with those yet, regarding their crafting?  Specifically, regarding how you basically need to have an extra glass bottle to make them, due to not being able to use a bottle of booze if there's too much inside.  Or even if there's any, period - I can't remember if it was specifically because of being too much, or if it was because it wasn't empty.
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