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Author Topic: Rogue survivor: Roguelike Sandbox Zombie Game! Alpha 7, be human, become zombie  (Read 126308 times)

Mechanoid

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #375 on: September 18, 2010, 10:40:44 pm »

It'd also be interesting if the stronger enemies could pick up cars and throw them, or at least shove them out of the way.
Elephants can't pick up and throw cars, so there's no chance a human sized zombie could EVER pick up and throw a car, even if they were mutants with mega-strength; center of gravity and surface area of feet distributing all of that weight into an area under 1 square foot... Messy. Also impossible.
But push/shove a car out of the way? Definitely yes, FOR THE FUN. (possibly also an option)

And since cars can be moved, a "# and % cars per district" would be awsome, so you could simulate something like downtown areas where the streets would just be covered in cars and moving cars becomes a "lets reduce the stamina drain" quest, or fairly empty streets where car moving would have to be used as a tactical option.
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Thexor

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #376 on: September 19, 2010, 12:31:09 am »

It'd also be interesting if the stronger enemies could pick up cars and throw them, or at least shove them out of the way.
Elephants can't pick up and throw cars, so there's no chance a human sized zombie could EVER pick up and throw a car, even if they were mutants with mega-strength; center of gravity and surface area of feet distributing all of that weight into an area under 1 square foot... Messy. Also impossible.
But push/shove a car out of the way? Definitely yes, FOR THE FUN. (possibly also an option)

Meh. This is a game where skeletons magically appear without a corpse present, then proceed to glow red with RAEG as they kill people. Never mind the whole "dead rising from the graves to rip the living apart". If it comes to a debate between "Zombies throwing cars is unrealistic" versus "Zombies throwing cars is COOL!", I know which side I'll be taking.  :P

And since cars can be moved, a "# and % cars per district" would be awsome, so you could simulate something like downtown areas where the streets would just be covered in cars and moving cars becomes a "lets reduce the stamina drain" quest, or fairly empty streets where car moving would have to be used as a tactical option.

Strongly agreed, on one condition - it affects wrecked cars, but not flaming cars. I find enough streets cut off by the flaming buggers as-is (especially near the edges of the map), and it's possible that increasing overall density might make life... difficult. However, increasing the number of wrecked cars might be interesting - zombies would have a tougher time moving through them, true, but the zombies that can climb over cars, don't lose stamina to do so - if you got a Prince on your tail, you'd be exhausted hopping over cars, while he'd just keep on coming... sounds like 'FUN'!
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Medicine Man

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #377 on: September 19, 2010, 01:05:52 am »

How about zombies that climb over those flaming cars and become flaming zombies?
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Mechanoid

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #378 on: September 19, 2010, 05:18:29 am »

If it comes to a debate between "Zombies throwing cars is unrealistic" versus "Zombies throwing cars is COOL!", I know which side I'll be taking.  :P
If you want a gameplay reason for why cars shouldn't be throwable, your character wouldn't survive if it got hit by a car, thrown or otherwise -- making it an instant kill that's unavoidable (unlike blackops where you have a tracker for them, and can duck behind a wall outside LOS if you survive the first shot, assuming it hits) because it'd be pretty damn difficult to "dodge" a dodge minivan that was thrown at you.
Also, i've imagined the skeletons as being zombies that are just extremely low body fat /low muscle mass and not magically reanimated corpses.

How about zombies that climb over those flaming cars and become flaming zombies?
Not fun enough until molotovs get introduced and you can repeat the effect more often.
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Medicine Man

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #379 on: September 19, 2010, 05:21:24 am »

I always pictured skeletons as something that the zombies ate too much of and then reanimated it.
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USEC_OFFICER

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #380 on: September 19, 2010, 03:07:36 pm »

Question: How does the game handle spawning new zombies/survivors. Because if you seal off the entire district, and the edges become full...
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kilakan

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #381 on: September 19, 2010, 05:29:56 pm »

Question: How does the game handle spawning new zombies/survivors. Because if you seal off the entire district, and the edges become full...
You hear a helicopter in the distance..... you hear a crash closer to you....... you hear horrifying screams coming from 24 tiles NE.
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Puck

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #382 on: September 20, 2010, 08:04:43 pm »

When I play rogue survivor... I can't help it, I always wish it would feel a lot more .... like it would simulate the zombie/survival population. I figure it would be hard to get down and a lot of games would just break down because either the survivors die off to soon or the zombies get all killed or whatnot.

I figure roguedjack thought about all this and probably even tried to just have initial zombies and survivors and let it run like a cellular automaton and THEN decided that spawntimes were actually a good idea to keep the game intense and fun.

But still... I wish there was a gamemode which was more like that... some initial survivors, some initial zombies and off you go, see where it leads you. I think, in theory, it should be possible to kill every zombie in that sealed city.

I havent even seen the blackops guys yet, so maybe it wouldnt even fit in the "story" or the chronology of things, but hey.

Thexor

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #383 on: September 20, 2010, 08:22:08 pm »

When I play rogue survivor... I can't help it, I always wish it would feel a lot more .... like it would simulate the zombie/survival population. I figure it would be hard to get down and a lot of games would just break down because either the survivors die off to soon or the zombies get all killed or whatnot.

I figure roguedjack thought about all this and probably even tried to just have initial zombies and survivors and let it run like a cellular automaton and THEN decided that spawntimes were actually a good idea to keep the game intense and fun.

But still... I wish there was a gamemode which was more like that... some initial survivors, some initial zombies and off you go, see where it leads you. I think, in theory, it should be possible to kill every zombie in that sealed city.

I havent even seen the blackops guys yet, so maybe it wouldnt even fit in the "story" or the chronology of things, but hey.

In theory? Maybe. The problem here is simple: you're one person. Even with Leadership, you're 4 people. The average city worldwide has (according to 2 minutes on Google) a population of 6,545. Therefore, I'd estimate that 99% of the kills in the game would be completely independent of you. And, of course, those 'independent actions' would take a heck of a lot of processing power to compute, and they'd generally work out to something close to the average. In other words: you can spend 10 seconds per kill calculating each battle, which works out to an average survival rate of 70%, or you can just multiply the population by 0.7 and be done in less than a microsecond. If both lead to the same outcome... wouldn't it be better to skip the simulation? Likewise, rather than maintaining a count of surviving individuals versus zombies, and the skills/equipment of each survivor, and a map big enough to reasonably hold them... why not just abstract that away?


If my argument isn't clear, to simplify: if the game did simulate populations, you wouldn't notice during gameplay. You might read the post-game summary of each city, but your actions would have roughly no effect on the city at large. Wasting CPU cycles on something that means nothing to the player seems like a waste.
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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #384 on: September 20, 2010, 08:23:50 pm »

Ok, you misunderstood me. I dont want an exact simulation, I can live with abstractions just fine.

What I'm talking about is... the game introduces survivors and zombies, daily, to keep the tension up/maintain gameplay/whatever.

I wished it would work without that, sometimes.

kilakan

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #385 on: September 21, 2010, 07:49:15 pm »

survivors, if you don't keep your district clear of zombies (I do a morning run with a bat and a shotgun to clear out the nights new-comers) basically end up just being a hell of alot more zombies later on, and new zombies only come at midnight, and only then 10 or so, so it's perfectly reasonable to keep them clear each new day if you really want to 'purge' the horde.
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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #386 on: September 21, 2010, 10:29:37 pm »

I know... I'm not a native english speaker, but, ffs, does nobody understand what I actually mean? I don't care whether or not I clear them, it was just an example to visualize what I mean...

But obviously, I fail.

Rumrusher

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #387 on: September 22, 2010, 12:04:00 am »

I know... I'm not a native english speaker, but, ffs, does nobody understand what I actually mean? I don't care whether or not I clear them, it was just an example to visualize what I mean...

But obviously, I fail.
You want a set number of the population with zombies and humans.
Killing off the Zombie population would grant a win you want a option for that.
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Deon

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #388 on: September 22, 2010, 02:08:29 pm »

It would be a fun option, for a change at least.
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bobbylantine

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #389 on: September 22, 2010, 07:01:17 pm »

I would like to see skeletons turned into fast zombies, more accurately, the infected.  Skeletons are just too silly, infected are at least plausible.  They could keep their evolution chain.

Actually, on the topic of evolution chains, it would be awesome if evolution trees were added.  Instead of the set course, different actions could change an undeads' evolution in varying ways. 

Ah well, seems RJ has been busy lately.  No blog updates recently.
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