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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1894004 times)

SomeStupidGuy

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3600 on: June 28, 2013, 08:09:53 am »

*Cataclysm antics*
Sounds about right, if incredibly lucky for a first go.
And incidentally, the brute zombie's supposed to more or less the charger from L4D2.
You haven't even run into the tank equivalent, yet. THey're fun. :D
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Aseaheru

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3601 on: June 28, 2013, 09:47:45 am »

GUns never start loaded. Except for LAWs but those start packed.
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Silfurdreki

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3602 on: June 28, 2013, 10:08:10 am »

GUns never start loaded. Except for LAWs but those start packed.

When I read that, I realised that it would actually be cool to be able to find loaded guns (partially or fully) on dead soldiers and the like. That, along with some bullet casings strewn on the ground would make the dead soldiers somewhat more immersive.

Maybe it's very difficult to have them spawn that way, I have no idea, it was just a random thought that crossed my mind.
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Nighthawk

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3603 on: June 28, 2013, 10:13:24 am »

GUns never start loaded. Except for LAWs but those start packed.

When I read that, I realised that it would actually be cool to be able to find loaded guns (partially or fully) on dead soldiers and the like. That, along with some bullet casings strewn on the ground would make the dead soldiers somewhat more immersive.

Maybe it's very difficult to have them spawn that way, I have no idea, it was just a random thought that crossed my mind.
That would actually be really cool. I mean, considering the fact that these people died while wielding the weapons, it's not terribly unlikely that some of them died with shots still in the cartridge.
I like the idea.
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3604 on: June 28, 2013, 10:15:57 am »

GUns never start loaded. Except for LAWs but those start packed.

For some reason, I'm now imagining giving guns a safety, and adding a "tension" tracker of some sort. If the safety is off, you run a risk of firing without intending to in high stress situations (if the gun is held in the hand) and if the safety is on you get the fun of freaking out over why the gun isn't firing. :P
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Mrnocamera

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3605 on: June 28, 2013, 10:19:52 am »

GUns never start loaded. Except for LAWs but those start packed.

For some reason, I'm now imagining giving guns a safety, and adding a "tension" tracker of some sort. If the safety is off, you run a risk of firing without intending to in high stress situations (if the gun is held in the hand) and if the safety is on you get the fun of freaking out over why the gun isn't firing. :P

But how would you be able to turn it off?   There's a question for you.
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Gamerboy4life

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3606 on: June 28, 2013, 10:21:49 am »

GUns never start loaded. Except for LAWs but those start packed.

For some reason, I'm now imagining giving guns a safety, and adding a "tension" tracker of some sort. If the safety is off, you run a risk of firing without intending to in high stress situations (if the gun is held in the hand) and if the safety is on you get the fun of freaking out over why the gun isn't firing. :P

That would be kind of a cool idea.




Anyway, what are some very important skills to invest in at character creation? I usually don't touch the stats, and add points to Mechanic, Survival, Archery, First Aid and Tailoring. Is there a certain build that seems to work well for others?
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The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3607 on: June 28, 2013, 10:22:34 am »

GUns never start loaded. Except for LAWs but those start packed.

For some reason, I'm now imagining giving guns a safety, and adding a "tension" tracker of some sort. If the safety is off, you run a risk of firing without intending to in high stress situations (if the gun is held in the hand) and if the safety is on you get the fun of freaking out over why the gun isn't firing. :P

But how would you be able to turn it off?   There's a question for you.
Same way you swap firing modes, the F key.
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Mrnocamera

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3608 on: June 28, 2013, 10:25:33 am »

GUns never start loaded. Except for LAWs but those start packed.

For some reason, I'm now imagining giving guns a safety, and adding a "tension" tracker of some sort. If the safety is off, you run a risk of firing without intending to in high stress situations (if the gun is held in the hand) and if the safety is on you get the fun of freaking out over why the gun isn't firing. :P

But how would you be able to turn it off?   There's a question for you.
Same way you swap firing modes, the F key.

*Switching from (Don't use guns, may be wrong) semi-auto to single shot, because ammo problems*
"Aim...  And...  Fire."
*Click.   Click.   Click.*
"SHIT!"
*Eaten alive*
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azmodean

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3609 on: June 28, 2013, 10:26:32 am »

   What if there is only scent but the scent along with some strength score would also have a source ID and when scent spreads it just uses whichever source is stronger. The downside of course is that you can't have a scent of rotten meat under which you catch a slight wiff of plant matter.

Yea this is more or less what I was thinking, but it means that you have to accumulate the strengths of the surrounding tiles in the diffusion step and then decide which one is strongest instead of just summing them, and this happens in an inner-inner loop that's frequently a bottleneck for the game.  This is nowhere near as bad as having multiple independent scentmaps, and I'm not sure how valuable being able to smell multiple scents would be, or if its even reasonable to give that ability to unaugmented humans.  We can and do have bionics and muations for enhancing scent sensitivity, but then it's a question of slowing the entire game down in order to support optional abilities.

Also problematic is that this bottleneck would be enlarged multiplicatively by the merged z-level feature since we'd want to start diffusing in 3D.  So keeping an eye out for that as well.

Quote from: Nighthawk
Quote from: Silfurdreki
Quote from: Aseaheru
        GUns never start loaded. Except for LAWs but those start packed.
    When I read that, I realised that it would actually be cool to be able to find loaded guns (partially or fully) on dead soldiers and the like. That, along with some bullet casings strewn on the
    ground would make the dead soldiers somewhat more immersive.

    Maybe it's very difficult to have them spawn that way, I have no idea, it was just a random thought that crossed my mind.
That would actually be really cool. I mean, considering the fact that these people died while wielding the weapons, it's not terribly unlikely that some of them died with shots still in the
cartridge.
I like the idea.

Not too terribly difficult, and something we're planning on, just need to build out the infrastructure for spawning "outfits" so that the gun, ammo, and casings are matched.  The same thing would also make their clothing, etc a bit more consistent and rational.

Quote from: Mrnocamera
But how would you be able to turn it off?   There's a question for you.

Guns have a firing mode, which is currently "Normal", "Burst", or "Aux", could add "Safe".
"Aux" is for underslung grenade launchers and the like.



Safeties aren't a feature I was thinking of adding; while that would be amusing, I think it'd be more amusing to me than to the players ;)
I was thinking of eventually adding holstering to free up your hands, and give situational incentives to do so.

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GlyphGryph

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3610 on: June 28, 2013, 10:29:54 am »

I'd imagine characters with jittery and the flaw that makes you shoot more than you intend would be the ones who really have to worry about such things. And that better gun skill somewhat counteracts it.
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CognitiveDissonance

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3611 on: June 28, 2013, 10:35:21 am »

GUns never start loaded. Except for LAWs but those start packed.

For some reason, I'm now imagining giving guns a safety, and adding a "tension" tracker of some sort. If the safety is off, you run a risk of firing without intending to in high stress situations (if the gun is held in the hand) and if the safety is on you get the fun of freaking out over why the gun isn't firing. :P

But how would you be able to turn it off?   There's a question for you.
Same way you swap firing modes, the F key.

Wouldn't being able to (A)ctivate the guns be an easier way?
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Twiggie

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3612 on: June 28, 2013, 11:50:55 am »

is there a way to throw jabberwocks off your trail? nearly every game I die to one, and there's nothing i can do. as soon as i see it i run the other way, but it catches up anyway, and kills me. I think I did kill one once, but that was when i had a katana and was at full health.

I've tried breaking line of sight, that doesn't work. can I destroy my scent somehow? next game I guess I'll try molotovs, see if that works at all.
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Geen

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3613 on: June 28, 2013, 11:57:29 am »

is there a way to throw jabberwocks off your trail? nearly every game I die to one, and there's nothing i can do. as soon as i see it i run the other way, but it catches up anyway, and kills me. I think I did kill one once, but that was when i had a katana and was at full health.

I've tried breaking line of sight, that doesn't work. can I destroy my scent somehow? next game I guess I'll try molotovs, see if that works at all.
Wait, there are Jabberwocks? Look for a vorpal blade.
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ArchAIngel

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3614 on: June 28, 2013, 12:14:37 pm »

is there a way to throw jabberwocks off your trail? nearly every game I die to one, and there's nothing i can do. as soon as i see it i run the other way, but it catches up anyway, and kills me. I think I did kill one once, but that was when i had a katana and was at full health.

I've tried breaking line of sight, that doesn't work. can I destroy my scent somehow? next game I guess I'll try molotovs, see if that works at all.
Wait, there are Jabberwocks? Look for a vorpal blade.
LAW rockets work as well.
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