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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314974 times)

DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4935 on: August 10, 2011, 05:17:31 pm »

The special-effect system for ammo opens a lot of possibilities here.  I'm already working on adding grenade launchers to the game (albeit hard-to-find ones) and M203 attachments for rifles; grenades could range from standard concussive ones, frag grenades, napalm grenades, tear gas canisters, etc; and others more unique to the setting, such as acid grenades that work like spitter zombies' attack, EMP grenades,
Spoiler (click to show/hide)
.

If the player has access to a glass ampoule (maybe a syringe, to use an already-existing item) and a spitter zombie gland (coming soon), they could craft acid bullets!

Paul, thanks for the mp3 player change, that's a bit more in-line with how they should behave, eh?  I'll adopt this in the main game distribution.

This is interesting, I am all for special ammunition.
Will there be shotgun shell grenades? (they exist IRL, aren't extremely powerful, but very cool) Even if extremely rare, I'd love to see those around.
I always wanted to use those in a game I didn't make.
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4936 on: August 10, 2011, 05:19:20 pm »

The special-effect system for ammo opens a lot of possibilities here.  I'm already working on adding grenade launchers to the game (albeit hard-to-find ones) and M203 attachments for rifles; grenades could range from standard concussive ones, frag grenades, napalm grenades, tear gas canisters, etc; and others more unique to the setting, such as acid grenades that work like spitter zombies' attack, EMP grenades,
Spoiler (click to show/hide)
.

If the player has access to a glass ampoule (maybe a syringe, to use an already-existing item) and a spitter zombie gland (coming soon), they could craft acid bullets!

Paul, thanks for the mp3 player change, that's a bit more in-line with how they should behave, eh?  I'll adopt this in the main game distribution.

This is interesting, I am all for special ammunition.
Will there be shotgun shell grenades? (they exist IRL, aren't extremely powerful, but very cool) Even if extremely rare, I'd love to see those around.
I always wanted to use those in a game I didn't make.
Well, since you can make grenades out of 00 shots and gasoline in a tin can, then yeah, there are technically shotgun grenades here.
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4937 on: August 10, 2011, 05:26:04 pm »

He means explosive shotgun shells, like the Frag-12.

And that would probably be really easy for me to add... I might do that.

Not sure what materials would be realistic for that, though. Lead for the fragmentation, gunpowder to propel it, and explosive to blow up - but what explosive to use? Gasoline in a shotgun shell would be silly, and just extra gunpowder would be kinda lame.



Maybe NUCLEAR ammo. Plutonium cell + batteries + casing + primer + gunpowder for propellant. Boom! Mini-mini nukes.
« Last Edit: August 10, 2011, 05:28:15 pm by Paul »
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4938 on: August 10, 2011, 05:30:48 pm »

I must have a video of those somewhere, but the whole grenade was (not counting the plastic layer outside) a metal cylinder with a few mobile "fin" parts at the back (I assume to use as wings for stability). Looks like a cartoon torpedo but in shotgun shell size.
Gasoline in a shell is pretty silly, but unless you want to add another extra explosive substance...I guess the only option is loads of gunpowder.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4939 on: August 10, 2011, 05:33:18 pm »

And how about special effects for melee weapons? Like a torch or something. Rag+Gasoline+Baseball bat OR Heavy stick OR 2x4.    It could double as a light source and a firy bashing implement.
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4940 on: August 10, 2011, 05:42:19 pm »

Founds fine, that. We can use more light sources. (lighters?)
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Nab McNabbers

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4941 on: August 10, 2011, 05:55:52 pm »

more light sources.

This. If i am already burning heaps of zombies in my basement i damn well deserve to read a romantic novel in this cozy atmosphere.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4942 on: August 10, 2011, 06:03:55 pm »

Torches, like I suggested, or maybe a slightly bulkier lantern with 500 charges.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4943 on: August 10, 2011, 06:04:53 pm »

And how about special effects for melee weapons? Like a torch or something. Rag+Gasoline+Baseball bat OR Heavy stick OR 2x4.    It could double as a light source and a firy bashing implement.

Implemented already.  Look for it in my next mini-update, or possibly in the construction update if I find time to finish that.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4944 on: August 10, 2011, 06:09:53 pm »

A way to have light sources not centralized on the player would be amazing.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4945 on: August 10, 2011, 06:18:41 pm »

A way to have light sources not centralized on the player would be amazing.

Certainly, it'd also be a huge update requiring several new systems to be written.
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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4946 on: August 10, 2011, 06:19:41 pm »

Got a bug report- My game is lagging a lot, but only when I move. when I use the e(x)amine command, it runs normal speed. I try to move and theres a huge delay.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4947 on: August 10, 2011, 06:23:55 pm »

Got a bug report- My game is lagging a lot, but only when I move. when I use the e(x)amine command, it runs normal speed. I try to move and theres a huge delay.

Hmm.  Without knowing the circumstances, this doesn't help to much.  Here's some ideas:
  • Are there NPCs in play, by any chance?  Hit ~ and look for debug messages to this effect.
  • Are there a lot of monsters in play?  Hit Z and check the game status, it will tell you how many monsters exist.  Fungaloids in particular are known to cause slowness if there are a lot nearby.
  • Some other map effects could cause this.  Try flushing the map by hitting Z, and doing a long-range teleport to someplace far away.
  • Is your speed very low?  Are you heavily irradiated?  Do you have any other odd special effects that you know of?
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4948 on: August 10, 2011, 06:40:42 pm »

Got a bug report- My game is lagging a lot, but only when I move. when I use the e(x)amine command, it runs normal speed. I try to move and theres a huge delay.

Is this a port or a mod?

EDIT: Grr, the lexical nazi in me still refuses to call this "mods".
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beorn080

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4949 on: August 10, 2011, 07:14:54 pm »

Illogically, massive weight and, logically, volume savings can be achieved by carrying batteries in a radio vs unloaded. In fact, rather illogically, the batteries take up 1 less volume inside the radio, then the radio itself, and a couple of points less weight.
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