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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1318586 times)

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1425 on: July 09, 2011, 09:18:13 pm »

If I have one complaint... I'd be I think 9mm weapons need a look. Me and a few other friends of mine agree they just seem inherently worse than nearly every other class of weapon. Even .22s.

What specifically is worse about them?
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Gunner-Chan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1426 on: July 09, 2011, 09:20:15 pm »

In my experience... The statistics don't seem to add up. They seem always less accurate and less powerful than guns with nearly identical statistics. I don't know if this is just weird luck or something is actually up. It's very strange though.
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Reelyanoob

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1427 on: July 09, 2011, 09:53:38 pm »

An improved notes system--can you expound upon that a little?  And yes, debug functions are a little messy right now, I'm planning on moving them all to a unified debug menu.

Very briefly, I'd like toggle controls, e.g. '[' and ']' keys which cycle the color of the note, so that instead of just yellow, I can set different color 'X's on the map. I'd use one color for "cleared" squares, one for safehouses, another for "gotta pick this stuff up" etc.

At the moment all the note markers look the same. Colors would be a great start. Taking it a step further but not as critical, is being able to set different letters too.
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Goacbc

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1428 on: July 09, 2011, 10:32:51 pm »

Whales,

Sorry about that. It appears I was the dick.

Would there be a way for everyday homes to have computers in them. And then computers can just have simple recipes or notes in them. But you have to have comp science to hack them.


Sincerly,
Goacbc
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1429 on: July 10, 2011, 12:09:27 am »

In my experience... The statistics don't seem to add up. They seem always less accurate and less powerful than guns with nearly identical statistics. I don't know if this is just weird luck or something is actually up. It's very strange though.

Yeah, I did some comparing and 9mm guns are on the weaker side overall, and could use some slight tweaking--I'll buff their stats a little.  But 9mm is tied for the lowest recoil of all handgun rounds (except .22) and is the best for SMGs.  It does respectable damage, is pretty light, and is in plentiful supply.

An improved notes system--can you expound upon that a little?  And yes, debug functions are a little messy right now, I'm planning on moving them all to a unified debug menu.

Very briefly, I'd like toggle controls, e.g. '[' and ']' keys which cycle the color of the note, so that instead of just yellow, I can set different color 'X's on the map. I'd use one color for "cleared" squares, one for safehouses, another for "gotta pick this stuff up" etc.

At the moment all the note markers look the same. Colors would be a great start. Taking it a step further but not as critical, is being able to set different letters too.

Cool, I'll set that stuff up at some point soon.  I'm thinking about implementing some kind of "history" overlay for the map; showing you your path over the last 24 hours or something, maybe highlighting tiles you haven't visited yet.
Did you know you can search through your notes by pressing / at the map screen?  They are prioritized before map tiles, so if you have a note called "my gun stash" and you search for "gun", it'll snap to the note and not the nearest gun store.

Would there be a way for everyday homes to have computers in them. And then computers can just have simple recipes or notes in them. But you have to have comp science to hack them.

Yes, I'm working on overhauling the computer system right now (I know, I know, dragging, stacking, etc. are more important, but they're also less fun to code, so sue me ;)) so that randomized computers can be generated with access to trivial backstory (if you care about that), unlocking doors, etc.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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Detonate

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1430 on: July 10, 2011, 12:28:12 am »

How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1431 on: July 10, 2011, 12:40:58 am »

How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.

It's trained by shooting guns, just at a slower rate than the specific gun-type skill is.  Also, I think the type skill takes precedence over the firearms skill, if your XP is low.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Fikes

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1432 on: July 10, 2011, 12:53:07 am »

How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.

It's trained by shooting guns, just at a slower rate than the specific gun-type skill is.  Also, I think the type skill takes precedence over the firearms skill, if your XP is low.

You forgot to note the ever important "Have XP in your XP pool". I am trying a new system where I take 1 point in fire arms right off the bat so I can put on a silencer and other mods without needting to train up. Seems to work so far.

Duane

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1433 on: July 10, 2011, 12:54:50 am »

Hey, Whales, could you work with some folks about getting a login system to the game so people don't keep killing off my characters when I have to do stuff IRL? I'm sure other people have similar problems.

You forgot to note the ever important "Have XP in your XP pool". I am trying a new system where I take 1 point in fire arms right off the bat so I can put on a silencer and other mods without needting to train up. Seems to work so far.
This reminds me, is there an item list?
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MasterFancyPants

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1434 on: July 10, 2011, 12:58:09 am »

How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.

You need XP to gain levels, XP is gained through being happy.
On the same note, Whales, have you ever thought of just ditching the XP system and making skill gain only based off happiness.

Also, suggestions:

-Hairspray Flamethrower
-Fireworks + Post hole driver = Improvised Grenade Launcher
-Pipe guns
-Spiked gloves (give a bonus damage to unarmed combat)
-Darts, throwing knives, tomahawks, shuriken, ect.
-Flare gun (lights things on fire and can be (a)pplied to shoot a flare straight up which will stop zombies for a while, like in Land of the Dead)
-Flintlock weapons (slow firing, loud, inaccurate, and awesome  :P  )
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1435 on: July 10, 2011, 01:16:09 am »

How do you train the firearms skill? I've been cutting through about 30 or so zombies with a M1911 but I've only gained 2 levels in handguns. Can you only gain it at the character customization screen? Is there a book that will allow you to learn it?

Edit: Never mind. I just found the a Guns n' Ammo magazine.

You need XP to gain levels, XP is gained through being happy.
On the same note, Whales, have you ever thought of just ditching the XP system and making skill gain only based off happiness.

Also, suggestions:

-Hairspray Flamethrower
-Fireworks + Post hole driver = Improvised Grenade Launcher
-Pipe guns
-Spiked gloves (give a bonus damage to unarmed combat)
-Darts, throwing knives, tomahawks, shuriken, ect.
-Flare gun (lights things on fire and can be (a)pplied to shoot a flare straight up which will stop zombies for a while, like in Land of the Dead)
-Flintlock weapons (slow firing, loud, inaccurate, and awesome  :P  )

Interesting thought.  So your skill level only goes up if you're happy enough?

I like a lot of those crafting ideas (have you been playing Dead Rising 2? :P)  Pipe guns exist already.  Combat knives can essentially be seen as throwing knives; other throwing weapons would be cool.  Currently, there's no way to give a weapon special "when thrown" stats.

Hey, Whales, could you work with some folks about getting a login system to the game so people don't keep killing off my characters when I have to do stuff IRL? I'm sure other people have similar problems.

You forgot to note the ever important "Have XP in your XP pool". I am trying a new system where I take 1 point in fire arms right off the bat so I can put on a silencer and other mods without needting to train up. Seems to work so far.
This reminds me, is there an item list?

Well, I'm not sure if I want to prompt the player for a password when they save; it'd just be a huge annoyance to local players.  I'll consider options here.

Item lists:
https://github.com/Whales/Cataclysm/blob/master/itype.h#L19  (Names)
https://github.com/Whales/Cataclysm/blob/master/itypedef.cpp (Detailed data)
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Join me in #cataclysmrl on irc.quakenet.org!

Mini

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1436 on: July 10, 2011, 01:44:09 am »

Well, I'm not sure if I want to prompt the player for a password when they save; it'd just be a huge annoyance to local players.  I'll consider options here.

How about holding down an additional modifier key while saving to do a passworded save?
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coolguy1351

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1437 on: July 10, 2011, 08:18:04 am »

Can you make lightning less common? I've had 2 safehouses burn down in one day from lightning strikes. This is ridiculous.
I realize it's ridiculous and unrealistic, but isn't it fun to be forced to grab what you can and flee a burning building?

I suppose you're right. Escaping from my burning house, while maddening, was pretty fun. It did get me killed, though >_>
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1438 on: July 10, 2011, 08:20:22 am »

Hm...

I don't think Chitinous Helmets are supposed to have 4 encumbrance; seeing as they're supposedly very light and durable.
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Blargityblarg

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1439 on: July 10, 2011, 08:31:38 am »

Encumbrance is as much about stiffness and tightness as it is about weight, I think.
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