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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309750 times)

beorn080

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8460 on: December 12, 2011, 01:19:58 am »

If they're following the scent of meat, then that should work. Otherwise, perhaps a square of scent in the center, and a 5x5 cleaned area?
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Flare

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8461 on: December 12, 2011, 01:33:54 am »

Maybe Febreeze would be a better alternative to bleach, or some other oxidization formula.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8462 on: December 12, 2011, 01:50:27 am »

I've been thinking that auto shops would be a good addition, especially as someone's working on an actual vehicle mod.  It could have scented pine cones, wearable, which reduce your scent!

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8463 on: December 12, 2011, 02:04:50 am »

Also, someone asked about tying / to open the crafting menu, as this is on the numpad and * can be used for construction.  If you're on Linux then it's easy, open game.cpp and head to line 1082

Change:
Code: [Select]
} else if (ch == '&')
  craft();
To:
Code: [Select]
} else if (ch == '&' || ch == '/')
  craft();

'make' again and it will now accept the crafting command from either key.  You can also see here that the rest of the keybindings are all laid out, so personal adjustments can be made as desired.  If you're somehow on Windows and have the source code, then you can do the same thing, but I'm now playing on Linux entirely so I can't say if there's an available version where you could change this.

Flare

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8464 on: December 12, 2011, 02:33:39 am »

I'll try that out on my compiled windows version tomorrow after exams.
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8465 on: December 12, 2011, 02:33:55 am »

Its probably not really a bug, but i managed to con the NPC at the start into giving me some antibiotics.
Called it. Totally called it.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8466 on: December 12, 2011, 02:37:43 am »

Another update!

Clean build required, saves must be delteeted.

Features:
  • Two new starting missions: Find My Dog and Kill My Zombie Mom.
  • Starting NPC randomly chooses a valid mission to present you with.
  • Mission destination tracked on map screen and minimap.  Follow the red *!
  • NPCs who need antibiotics die if you don't bring them in time.
  • Lie to NPCs about having killed a monster they requested be killed.
  • New item: dog whistle.  Use it to toggle aggressive behavior in dogs.
  • Starting dog removed.

Tweaks:
  • Efficiency increased for large numbers of monsters existing at one time.
  • Some efficiency increases for altering maps.
  • Key aliases: / lets you craft, + opens your morale screen.
  • Antibiotics are colored pink, to make them stand out more.
  • Codeine and antibiotics removed from military surplus stores.
  • Military drops have fewer items.
  • Portal map extras less common.

Bug fixes:
  • The game won't allow you to craft a liquid if you're not holding something to store it in.
  • Spawn and computer console rotation issues fixed.
  • Expanded the list of items NPCs will not spawn with.
  • NPCs actually use this list  ::)
  • NPCs don't get jeans, sneakers, tshirt and holster on top of their normal apparel.
  • Necromancers raise only one zombie per tile.

Code stuff:
  • Lots of changes made to make the code Windows-compatible (it's not yet; waiting on a good font file, should be tomorrow!).
  • Monsters (and static spawns) can have an associated mission and a unique name.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8467 on: December 12, 2011, 02:42:58 am »

You've hidden something in the code, haven't you?  There's some tracker in there somewhere, that tells you every time I start a new game and automatically makes a release post about 20 minutes later.

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8468 on: December 12, 2011, 02:58:30 am »

You've hidden something in the code, haven't you?  There's some tracker in there somewhere, that tells you every time I start a new game and automatically makes a release post about 20 minutes later.

My secret D:
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8469 on: December 12, 2011, 04:00:52 am »

I feel that its necessary to point out that fixed content like NPC missions is something that killed rogue survivor. There is no way you could generate this content quicker than playerbase can play it, in the end everyone will skip it. Therefore i suggest:
1. Make the missions somehow bound to randomly generated content.
2. Make it easy enough for the modmakers to generate lots of these missions so you can focus on the core features.
I'd preffer the first option. I know your intent "give the players something more to do" is good, but fixed content in a roguelike is a danger to endless replayability roguelike should allow.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8470 on: December 12, 2011, 04:09:40 am »

Yeah, I'm looking at ways of making the missions have strong random components (beyond just the location of whatever it is you're supposed to retrieve/do).

I'm also striving to make adding missions quick and painless.  Since they're fairly new, it's a very rough, unpolished system right now, probably missing support for things people might want to add.  As I use it more and more, it'll get more robust.  Adding the first mission took a couple days; I made the two new ones in about 2 hours of coding each, and most of that was ironing out bugs (which won't reappear when creating similar missions).  I expect momentum to build very quickly.
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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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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8471 on: December 12, 2011, 04:12:57 am »

It's already fairly random, and this is just the beginning.  It'll pick one mission or the other, and pick a location for it.  As shown in another thread there's plenty more options that could be added.  Each run will vary according the the topography and resources nearby, but you will eventually get redundant missions.  There's not really any way around this though.  There's only so many possible objectives and eventually they get recycled.  It won't be as strict as prebaked dungeons and maps, instead it'll be based off the randomly generated world, but it may be the same overall objectives.

If you can come up with a way to create brand new content every playthrough, then you should be working for a big company.  Even DF's Adventure Mode re-uses the same mission types.  Particularly, one type: "Kill <some creature>".  Bandit, named animal, or night creature, it's still "Go to this randomly generated cave and kill this worldgen entity."  In that regard Cataclysm will do one better by having a larger palette of quest types to fit the nearby random terrain.

ThtblovesDF

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8472 on: December 12, 2011, 04:34:16 am »

I personally would love to see a bit more compex interaction system, with scenarios like:

You throw the stick in the zombies legs and he falls
You chop off the zombies arm
You connect the rope to armless zombies neck (as lasso throw or in melee range)
You light the gas-canister-rocket (moves in a semi-straight+randrom line and explodes at a randrom points with high chance when it hits something)
Basic sling traps would be great, too.

I donīt know, but zombies are not really affected by the amount of damage they took, or? A z with 1 hp left will be just as effective as a "healthy" one?
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8473 on: December 12, 2011, 04:39:12 am »

Im not lacking faith in you Whales.  :)

I like that system somebody suggested a pretty long while ago. Every NPC should have some kind of level of trust related to you. The more trust, the more controll you could have over them. A total stranger could at best follow you, passing acquaintance could share some basic supplies like food and uttilities and you could control them in a way they feel safe (like they could refuse to walk close to a zombie), while someone like family member or lover would let you to manage their inventories and endarger themself.
Doing stuff that raises the trust of other should be the motor for your actions. You see the people following you are hungry? You have a mission- bring them food. They're hurt? Mission- find medical supplies and heal them. They tired? Mission- find a shelter and keep the group safe for the night. 
You don't need the game to tell you THIS is a mission, you have to feel what the mission is.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8474 on: December 12, 2011, 04:58:05 am »

Actually, while it's mostly ignored for now, NPCs do have a system like that!  It's a bit more complex, though; they have a trust level, but also a fear level, a value level, and an anger level.  Value's the only one that needs explaining I think; it represents how much of a benefit having you around represents (or how much of a drain you are, if it's negative).

Fear is not strictly perjorative; high fear, along with high trust and high value, could have them seeing you as a very capable but tempermental leader.

Right now the only noticable effect of these values is on your persuade/lie chances, and how quickly they'll get fed up with you demanding items.  But they'll be used for determining follower status, sharing equipment, taking orders, etc.


I personally would love to see a bit more compex interaction system, with scenarios like:

You throw the stick in the zombies legs and he falls
You chop off the zombies arm
You connect the rope to armless zombies neck (as lasso throw or in melee range)
You light the gas-canister-rocket (moves in a semi-straight+randrom line and explodes at a randrom points with high chance when it hits something)
Basic sling traps would be great, too.

I donīt know, but zombies are not really affected by the amount of damage they took, or? A z with 1 hp left will be just as effective as a "healthy" one?

Sorry, but not going to happen.  It works well for DF, but it's definitely not something I want in Cataclysm.  Simple, classic roguelike combat here.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!
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