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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1300520 times)

Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3030 on: July 25, 2011, 03:19:55 pm »

I'd figure genetics would contribute to bad eyesight and asthma.

Being trigger-happy? Sounds more of a personality trait of the neurological sort ;)
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Mephisto

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3031 on: July 25, 2011, 03:21:11 pm »

Confirmed, purifier does indeed get rid of Asthmatic. It also got rid of my near-sightedness. It left my trigger happy though, but maybe if I found another purifier it would get rid of that as well?

Schizophrenia, trigger happy, illiterate, and a bunch of other things never go away.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3032 on: July 25, 2011, 03:31:34 pm »

It seems the forums are down. Or is it just me?

EDIT: Well, up now.
« Last Edit: July 25, 2011, 03:41:46 pm by FunctionZero »
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Ordokai

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3033 on: July 25, 2011, 03:32:22 pm »

Are you SURE it isn't a mutation? Basically anything that has to do with a change in DNA is a mutation.

Asthma results in from errors in the code so yeah, its a mutation.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3034 on: July 25, 2011, 03:37:07 pm »

* The Merchant Of Menace spends an hour making a safehouse and stockpiling stuff.
* The Merchant Of Menace returns to the safehouse after a day of looting.
* The Merchant Of Menace watches as lightning strikes the corner.
* The Merchant Of Menace hits ctrl-Q
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*Hugs*

teoleo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3035 on: July 25, 2011, 03:38:58 pm »

Add a " hall of the fame" for the dead player....
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3036 on: July 25, 2011, 04:15:51 pm »

Heh, thanks for looking at my fan art. Rarely do I feel moved enough by a game to make art for it, and most of the time its crap. I will try coming up with more art.
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Drevlin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3037 on: July 25, 2011, 04:16:05 pm »

The biggest new feature here is break-in alarms.  The majority of banks and police stations you will encounter have break-in alarms, tripped if you shoot out or smash the windows or doors of the building.  If you trip the alarm, you will be "wanted" for half an hour.  While you are "wanted," eyebots will patrol the skies, and will swoop down upon you occasionally, attempting to photograph you.  If they succeed before you blow them away, your location will be fixed and police robots will be deployed to apprehend you.  To evade your trackers, stay on the move (it takes a while between being photographed and the arrival of robocops, and if you move quickly enough they'll be too late) and shoot or otherwise destroy eyebots before they snag your photo.

Cool, this reminded me of pink floyd's on the run!

Item idea:
Bicycle.
Large, bulky, but when wielded lets your character move much faster. Any sort of obstacle, however, results in damage and dropping the bike.

Yeah, I got this idea in the past, but maybe it'a a bit tricky to implement, because I don't know ho difficult is to add multi tile objects
Spoiler (click to show/hide)
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Akigagak

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3038 on: July 25, 2011, 04:18:41 pm »

How do you put stuff back into cabinets/fridges?
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Drevlin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3039 on: July 25, 2011, 04:20:51 pm »

You cannot right now. You can only swap things from your inventory to the container and vice versa
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3040 on: July 25, 2011, 04:21:10 pm »

So, how about those pawn shops? Are those going to be implemeted? Also, are cars going to be included later on? It would give gas stations vital purpose, and help town to town travel.
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Greenbane

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3041 on: July 25, 2011, 04:51:34 pm »

Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3042 on: July 25, 2011, 04:52:59 pm »

Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Well, one thing to consider is that the fridges insulate the heat a bit better, making things last at least a little bit more of time.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3043 on: July 25, 2011, 04:53:17 pm »

Personal generators. we needs them.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3044 on: July 25, 2011, 04:53:30 pm »

Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Nobody said it's dead. Besides, do you think the zombies turned it off or something?
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