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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1308777 times)

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6015 on: September 07, 2011, 03:14:30 pm »

It's not gone, it's been moved to the Debug Menu. Hit 'Z' (shift-z) to open it.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6016 on: September 07, 2011, 04:35:10 pm »

"Fast travel" was never a gameplay mechanic, it is a cheat / debug tool designed to let me and other playtesters try out new areas without having to tediously travel there.

If you want to continue cheating, all cheat functions have moved to the Z key. :)

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jocan2003

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6017 on: September 07, 2011, 04:45:08 pm »

Man wish we could get a game like that on droid or something similar, not just random roguelike but RL with content and open gameplay.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6018 on: September 07, 2011, 04:48:21 pm »

I've played Cataclysm on my Droid over SSH, it works quite well!

It has also been ported to Nokia N9 family phones.  Don't know how easy it'd be to port to Android, since it only likes Java-based applications.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6019 on: September 07, 2011, 06:05:40 pm »

Sure, but Android is actually made on top of Linux. Now, if you'd root (http://en.wikipedia.org/wiki/Rooting_(Android_OS)) it, you could then access the terminal and do everything like a real Linux.
I might try that a bit, just so happens that I have an Android phone.

But yeah, it does cut on the accessibility when you have to hack your phone just to play a game.
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Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6020 on: September 07, 2011, 06:33:11 pm »

Heh, found an AUG and a silencer early on and racked up over 400 kills before finally falling to the greatest foe of all -- food poisoning.
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Greiger

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6021 on: September 07, 2011, 09:58:59 pm »

Currently seeing what folks are talking about with really high dodge.  Made a char named MrDodgealot and started him with 4 dodge and them leveled it on a ZN for a short time(read: found one randomly wandering around and decided to let it beat on me while I looted a sporting goods store)  While I'm not quite impossible to hit, it does cut down on damage significantly.  Normal zeds could barely touch me, could probably take 10 or so of them at a time without any real hurting, but fast zombies, shockers, and spitters still hit fairly consistently. 

Dodge is currently at 5.22, maybe I would get the mythical invulnerability if I take off my backpack.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6022 on: September 07, 2011, 10:16:46 pm »

Yeah, dodging is getting scaled back, particularly if you've already dodged once this turn.  Presently, if you've dodged once this turn, your skill is reduced to a random number between 0 and your normal skill.  After the tweak, that only happens if you pass a dodge / Dexterity check; otherwise, it's always set to 0 and you will be whacked.  The check is passed 50% of the time if your dodge & dex add up to 15, and it slowly improves above that.  Below that, a Dex of 8 and Dodge of 0 gives you around a 1 in 3 chance.  This makes not getting cornered very important.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6023 on: September 08, 2011, 03:17:13 am »

I think dodge is going to be "fun" to balance when I introduce my fatigue system as well. ;)

I'm actually almost done with the current mod, but don't know if that one will come before or after the movement mod I want to do...

Anyways
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6024 on: September 08, 2011, 04:16:58 am »

I think dodge is going to be "fun" to balance when I introduce my fatigue system as well. ;)

 :o DO WANT.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6025 on: September 08, 2011, 11:36:02 am »

When fatigue is introduced, will that be governed by strength as well? I wonder if it would be worth splitting that stat up so the "endurance" aspects are separate at some point.

Yeah, dodging is getting scaled back, particularly if you've already dodged once this turn.  Presently, if you've dodged once this turn, your skill is reduced to a random number between 0 and your normal skill.

This seems pretty random, especially since there's probably already a dice roll involved when the skill itself is checked.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6026 on: September 08, 2011, 11:53:00 am »

just have your effective skill go down by one after each time you dodge, and get reset after a certain point.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6027 on: September 08, 2011, 12:02:11 pm »

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When fatigue is introduced, will that be governed by strength as well? I wonder if it would be worth splitting that stat up so the "endurance" aspects are separate at some point.
I don't know. Probably not, because that sounds a lot harder, hah. I'll probably actually tie it into a "fitness" skill instead, with really high rust rate if possible. Remember that this probably won't be in the "official" version unless he's thoroughly impressed by my implementation and wowed into something he otherwise doesn't want - meaning it probably won't end up in the official version. Like the directional move scheme, though, I think it's a mechanic that should at least be looked at. We'll see how it goes - definitely not happening or even starting working on it before the next release, though. Busy month ahead of me.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6028 on: September 08, 2011, 12:20:48 pm »

This seems pretty random, especially since there's probably already a dice roll involved when the skill itself is checked.

Indeed it is.  It reflects the fact that dodging two things at once is as much a measure of happenstance as of skill.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6029 on: September 08, 2011, 01:43:59 pm »

Fair enough!

By the way, how exactly does fire spread? I just dug a trench (circle of pits) around my house, two wide. I then tossed a line of corpses in the outer rim of the trench, so that they don't touch the house itself. I then set them all on fire. However, somehow, smoke still got in the house (all windows boarded up, door shut), and then a corpse in the middle of the house's interior caught fire! Any idea what's going on here? My character himself isn't getting harmed, so I don't think it's an issue of temperature transfer...
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