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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1308955 times)

Jack_Bread

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9255 on: April 30, 2012, 04:43:26 pm »

I don't recall any roguelike in which I have to use K, J, L, U, M, etc; to navigate the character creation menu :P

Edit: it seems it relies on numpad for movement, which my laptop's keyboard doesnt have :\. Any way to change them?
You should be able to use the arrow keys and the regular numbers. In the Data folder, there's a text file with the keymap that you can edit.

jocan2003

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9256 on: April 30, 2012, 05:30:19 pm »

Oh and ? key (shift-Whateverkey) will pop the help menu where you have LOTS of usefull information. So my first tips, start reading that menu. Second tip, go to the tutorial.

Last tip, once your done with both, delete the world folder, make a new char and get mauled!
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Doohl

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9257 on: April 30, 2012, 06:16:39 pm »

This seems like an awesome roguelike that I never really tried, so I decided to do it today. However, is it me or are the controls really obtuse or what? They seem really different from any other roguelike I ever played. Is there a way to change it, or at least a comprehensive list somewhere?

You are supposed to be able to navigate the starting menus with the arrow keys. I'm pretty sure it's a bug with the latest version.
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bobusdoleus

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9258 on: April 30, 2012, 10:32:39 pm »

So, I found an item called a 'map,' and that's exciting cause it could save me a lot of exploration if it, you know, does that. But 'a'pplying it or 'R'eading it did nothing. Anyone know how to use these?

EDIT herp derp it's a mop I'm a dumbiot. I'll replace this post with 'Game awesome, doing fine, wondering if there's more than one town per worldmap.'
« Last Edit: April 30, 2012, 10:34:13 pm by bobusdoleus »
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9259 on: April 30, 2012, 10:40:21 pm »

So, I found an item called a 'map,' and that's exciting cause it could save me a lot of exploration if it, you know, does that. But 'a'pplying it or 'R'eading it did nothing. Anyone know how to use these?

EDIT herp derp it's a mop I'm a dumbiot. I'll replace this post with 'Game awesome, doing fine, wondering if there's more than one town per worldmap.'

Yep, dozens of randomly-generated towns and cities :)
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9260 on: May 01, 2012, 06:56:48 am »

Yeah, new overmaps are generated almost indefinitely as you travel. It eventually stops, but you're unlikely to witness it.
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Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9261 on: May 01, 2012, 07:31:01 am »

Yeah, new overmaps are generated almost indefinitely as you travel. It eventually stops, but you're unlikely to witness it.
CHALLENGE ACCEPTED!

I already have a vehicle with 15 bottles of gasoline in the trunk...
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9262 on: May 01, 2012, 07:33:34 am »

If you're just going all out to reach the edge of the map, then of course you can find it, especially if you use one of the mods :P

But in normal gameplay, it's unlikely to be an issue.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9263 on: May 01, 2012, 08:28:40 am »

In normal computers it's unlikely to be an issue.  I believe Whales said the game would generate some 2048x2048 (or, 4,194,304) overmap chunks before it hits the memory overflow.  Although at that point you'd have some 8GB of stored data or something.  It's rather like Minecraft allowing you to reach "The Far Lands".  It's out there, but traveling via conventional means would take years.

DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9264 on: May 01, 2012, 02:24:58 pm »

In normal computers it's unlikely to be an issue.  I believe Whales said the game would generate some 2048x2048 (or, 4,194,304) overmap chunks before it hits the memory overflow.  Although at that point you'd have some 8GB of stored data or something.  It's rather like Minecraft allowing you to reach "The Far Lands".  It's out there, but traveling via conventional means would take years.

Not when i am done with my multiple plasma powered 20 wheeled, heavily armored and armed giant truck fortress on wheels. Wich is never, however, it would probably only take a few days straight mashing of the . key, stopping a few times to fix the giant shield, then driving on.
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bobusdoleus

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9265 on: May 01, 2012, 07:27:17 pm »

...I'm going to need some sort of faq or manual on how mobile fortress manufacture works. Sounds fascinating.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9266 on: May 01, 2012, 07:35:08 pm »

In normal computers it's unlikely to be an issue.  I believe Whales said the game would generate some 2048x2048 (or, 4,194,304) overmap chunks before it hits the memory overflow.  Although at that point you'd have some 8GB of stored data or something.  It's rather like Minecraft allowing you to reach "The Far Lands".  It's out there, but traveling via conventional means would take years.

Actually, it's 4,294,967,296x4,294,967,296 overmap chunks.  Assuming you're traveling at 50 tiles per turn (I haven't played the vehicles mod for a while, is that a reasonable speed?  It should be about 180 MPH), and your computer's fast enough to run 10 turns per second, it'd take you more than 235 real-life years to reach the edge of the map.

The Cataclysm Windows Team have fixed the menu issue.  I'll be making another quickie update soon.

Fantastic game! Where has it been hiding all this time? It's all, like survivory!

But, like... Hundreds of fungaloids? And they reproduce exponentially? Won't my map become completely overrun and unplayable? Like, I'm up for a challange, but infinity billion fungaloids is... kind of unplayable. I get that futility is a theme, but like, I'd like an existing chance to survive and become badass... What do?

Glad you're enjoying it!  If the fungaloids are a bit much, and you can't destroy their origin, just skip town.  You'll eventually get out of their area of influence.
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9267 on: May 02, 2012, 05:03:22 am »

Hey Whales, what are you going to work on next? Are you continuing on NPC's?

Just couple of things i would like to see in coming future:
More furniture in houses.
Craft-able/move-able/smash-able furniture.
More junk in litter bins.
More outside flavor objects. (rotting dead bodies, junk, wrecks, overrun-ed camps, abandoned temporary shelters...)
More multi tiles buildings.
Burned-out and damaged buildings.
Ability to see the distance to monsters that are outside the nearby view.
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Mictlantecuhtli

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9268 on: May 02, 2012, 05:17:54 am »

Burned-out and damaged buildings.

I like to recreate this for myself, turning local towns into battlefields after my three-four week looting/camping/slaughtering trip is complete, usually right around when I run out of food and water or get bored of the area. I've been keeping one world for a while now, and most of the places I do run across are actually decimated thanks to my molotov addiction.

I've also got maybe 5 or 6 huge caches of supplies/materials/tools setup in random areas for when my current character DOES die, which isn't likely to happen often.

Note: You can wear as much as you want on your torso, and it won't affect firearm accuracy at all. I currently have about 120 pounds of gear loaded onto my body, and one pair of pants. I think this should be changed, since once I realized this I knew that melee characters are worthless compared to simply having a character who wears 35 torso-encumberance worth of gear, wielding a longbow that headshots EVERYTHING that comes near and instakills it.

I think I've broken the game. Until I run across more difficult monsters, of course. Longbows just aren't fair right now. I'm doing a mimimum of 40 damage each shot with only 4 skill in archery, and if I don't insta-kill a normal zed outright it's rare. Hulks are the only issue, since they take a whopping 3 arrows to take down [70, 80, 70, never a non-headshot!] or skellies. But my character is a miracle worker or something and hasn't had too much issue nailing the limited skeletons I've run across in the face.

All I know is, you shouldn't be able to have a gear screen like this:
Purse
Purse
Messenger Bag
Messenger Bag
Kevlar Vest
Kevlar Vest
Sweater
Hoodie
Backpack
Trenchcoat
etc.. For EVERY piece of torso clothing you find.

I stopped putting clothes on because I was just weighed down by the sheer volume of my wardrobe and it made looting a little difficult.

Maybe for every +5 of torso encumbrance you should lower all stats by 1 [except perception, since that wouldn't make sense]? To prevent this in future builds, since right now I can't see myself using any other character type than survivialist-who-wears-90-layers-and-will-never-run-out-of-ammo.

I only think it's not fair mostly because in a roguelike there should never be an unbeatable build, and I've sortof stumbled across one unintentionally. I just can't see this character dying ever, my last death was a Rambo melee-only type. The unlimited ammo also is quite a conundrum, since these arrows are doing on average 2 or 3 times more damage than any firearm I have used, which do 25-35 depending on if I get lucky or not, with similar firearm skill.

So in ranged combat I have a choice between a weapon that reloads/fires in the same round, does on average 50 damage, is silent, AND the ammo is unlimited.. Or any other firearm, which you have to reload, attracts hordes of zombies after a couple shots, and are usually way weightier and cumbersome than the longbow, especially bigger weapons which require
Spoiler (click to show/hide)
AND UPS' along with their already large weights and volumes.

Sure, the bigger weapons sound nice, but in practice they're pretty much useless compared to archery's effectiveness at the moment. I simply walked into a megastore and killed the 90+ zeds in there, standing in the door, one-shotting them all. It's pretty obvious which weapon I'm going to pick when given a choice.
« Last Edit: May 02, 2012, 05:43:59 am by Mictlantecuhtli »
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Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9269 on: May 02, 2012, 06:24:55 am »

it'd take you more than 235 real-life years to reach the edge of the map.
CHALLENGE FORFEITED!

But, like... Hundreds of fungaloids? And they reproduce exponentially? Won't my map become completely overrun and unplayable? Like, I'm up for a challange, but infinity billion fungaloids is... kind of unplayable. I get that futility is a theme, but like, I'd like an existing chance to survive and become badass... What do?
Runaway and return with molotov coctails later.
« Last Edit: May 02, 2012, 06:27:25 am by Leatra »
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