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Author Topic: Rogue survivor: Roguelike Sandbox Zombie Game! Alpha 7, be human, become zombie  (Read 126395 times)

tehstefan

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #315 on: September 06, 2010, 09:07:38 pm »

Just stats are hardcoded, not behavior of weapons.
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

justinlee999

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #316 on: September 06, 2010, 09:33:55 pm »

Uhm, if I read the blog correctly, the behavior of weapons like ranged and melee ARE hardcoded, but the stats can be edited...
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justinlee999

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #317 on: September 06, 2010, 09:35:34 pm »

For evidence look at this pic.

Warning, a little bit of spoiler in there.

Spoiler (click to show/hide)

EDIT: woops sorry I double posted, can someone merge the posts? I unconsciously clicked the post button when I meant edit.
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Lap

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #318 on: September 06, 2010, 09:44:38 pm »

I typically love modding on every game that supports it, but I just can't think of too many weapon mods I'd really care for. New items, crafted stuff, skills and locations would be great though.
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MetalSlimeHunt

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #319 on: September 06, 2010, 09:57:11 pm »

I typically love modding on every game that supports it, but I just can't think of too many weapon mods I'd really care for. New items, crafted stuff, skills and locations would be great though.
Deon will think somthing up, I assure you.
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tehstefan

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #320 on: September 06, 2010, 10:31:30 pm »

Err my last post was mixed up haha. XD I meant the stats are not hardcoded, but the items are.
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

justinlee999

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #321 on: September 06, 2010, 11:01:42 pm »

I'm pretty sure the ammo is hardcoded, so the precision rifle is tricky if you choose arbalest as an army rifle.

Wait, are you planning for the precision rifle equivalent to have a high attack? Or do you plan to change?

If you want to keep the stats, it would be a little harder.

Maybe a hunting crossbow? But do they use the same ammo though, the arbalest and the hunting crossbow?

Btw what do you want to call the pink bunnies? Raiders?
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userpay

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #322 on: September 06, 2010, 11:27:53 pm »

A note on those npcs that seem to starve yet turn into zombies, as I recall theres an option that gives a % chance for someone to turn into a zombie or something I think.
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Rumrusher

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #323 on: September 07, 2010, 03:03:54 am »

Btw what do you want to call the pink bunnies? Raiders?
Bun-Ops?
B-corps
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justinlee999

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #324 on: September 07, 2010, 05:58:28 am »

Deon
For the supply drops, I suggest the following things to make it as dwarfish as possible. I might be repeating certain things again, so bear with me.

The message will be "The humans have lowered supplies from above at X tiles to the X!"
The supply food will be prepared meat.

For canned foods, I suggest strawberries or plump helmets.

I'm pretty sure the Obnoxious Music People and VROOOM guys will have to be dwarves, they share the same base.

So I'd suggest the VROOM guys be lunatics, and the Obnoxious Music People will be convicts ( escaped prisoners ).

Zombie masters will be Apprentices, Zombie lords will be Necromancers, and Zombie princers be Necromasters ( elven necromancers :P )
Fresh zombies will stay the same.

Sewer rats will be zombie rhesuses.
Sewer bunny will be zombie troglodytes ( that is, if you ever encounter one ).
Shamblers will be goblins of course :3.

Of course don't feel the need to use those, just giving some ideas, I'm really really bored anyway.
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Granite26

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #325 on: September 07, 2010, 01:38:10 pm »

as far as mods go, I'm already planning on x3 storage capacity for all consumables(ammo and food, mostly).  (call it the 'backpack' mod a la Doom's 'duct tape' mod)

Is encumberance planned?  Would be nice to be able to carry a kit, overload on stuff to cart back and suffer for it.

USEC_OFFICER

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #326 on: September 07, 2010, 03:22:53 pm »

Well, you have limited items spaces to hold stuff already, so I'll assume that and encumberance system is not planned, as it would require redoing the current inventory system.
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Deon

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #327 on: September 07, 2010, 03:30:12 pm »

Deon
For the supply drops, I suggest the following things to make it as dwarfish as possible. I might be repeating certain things again, so bear with me.

The message will be "The humans have lowered supplies from above at X tiles to the X!"
The supply food will be prepared meat.

For canned foods, I suggest strawberries or plump helmets.

I'm pretty sure the Obnoxious Music People and VROOOM guys will have to be dwarves, they share the same base.

So I'd suggest the VROOM guys be lunatics, and the Obnoxious Music People will be convicts ( escaped prisoners ).

Zombie masters will be Apprentices, Zombie lords will be Necromancers, and Zombie princers be Necromasters ( elven necromancers :P )
Fresh zombies will stay the same.

Sewer rats will be zombie rhesuses.
Sewer bunny will be zombie troglodytes ( that is, if you ever encounter one ).
Shamblers will be goblins of course :3.

Of course don't feel the need to use those, just giving some ideas, I'm really really bored anyway.
You think into "zombie" too much for me, I plan  a more fantasy-ish mod :). Anyway, nice ideas. And I want to make supply drops into "plants grew up" rather than someone "dropped something". And I don't think we will get an ability to edit anouncements yet.
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Thexor

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #328 on: September 07, 2010, 03:32:21 pm »

Well, you have limited items spaces to hold stuff already, so I'll assume that and encumberance system is not planned, as it would require redoing the current inventory system.

The "extra capacity for consumables" is certainly possible - stack limits were one of the modable stats, so he could just change stack limits. The food items all had stack limits, at the very least, although ammo might not. Encumbrance is out of the question unless the dev changes the code... and changes his plans.
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debvon

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Re: Rogue survivor: Roguelike Sandbox Zombie Game! *ALPHA 4.11 IS OUT*
« Reply #329 on: September 07, 2010, 06:04:41 pm »

Mediafire is down and I don't have this installed on my computer yet. Are there any alternative download locations?
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