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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309076 times)

iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9990 on: June 24, 2012, 11:56:23 pm »

Hm, anyone know why lorewise, that giant wasps don't attack zombies?
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9991 on: June 25, 2012, 12:01:12 am »

I've heard that the reason wasps sting animals and people is because they become aggressive when they detect above-average concentrations of carbon dioxide (like from breathing). Since zombies are essentially running off alien goo, they probably don't breathe either.
« Last Edit: June 25, 2012, 12:05:11 am by Blaze »
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Flare

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9992 on: June 25, 2012, 04:33:06 am »

Don't corpses release a huge amount of carbon dioxide due to decomposition? If the alien goo thing prevents rot, do most of the zombies look like average people then?
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9993 on: June 25, 2012, 04:41:09 am »

They actually regenerate, not rot. I doubt that they look like normal people though, with dried blood on their face after all the feasts, maybe with some parts missing, and they probably have weird eyes and maybe a weird skin color.
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9994 on: June 25, 2012, 05:42:22 am »

Well actually, the skeleton's description does imply that they do rot at some level.

"A skeleton picked clean of all but a few rotten scraps of flesh, somehow still in motion."

Aside from this description, there is no mention of whether the zombies engage in eating human flesh; it may be the goo that's consuming the flesh.

Perhaps wasps don't sting cold objects? Otherwise they'd probably be trying to sting decaying plant matter as well. Although if zombies were indeed cold, they wouldn't show up on infravision.
« Last Edit: June 25, 2012, 05:45:44 am by Blaze »
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Wayward Device

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9995 on: June 25, 2012, 08:51:09 am »

I think the fact that zombies have no interest in eating the wasps has more to do with it.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9996 on: June 25, 2012, 12:14:13 pm »

Another reason could be that they use the same AI, which makes all hostile to player monsters neutral to each other.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9997 on: June 25, 2012, 12:27:23 pm »

I REALLY wish spiders would go after zombies you lure into their nests. It would be amazing.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9998 on: June 25, 2012, 10:42:59 pm »

Also cool would be to have triffids hunt down zombies to use as fertilizer.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9999 on: June 26, 2012, 12:44:26 am »

This is a design limitation right now; the game is slow enough when it has to consider the relationships between the player and each monster (if there's 20 monsters, that's 20 relationships).

If it had to consider the relationships between all monsters, that'd be 420 relationships for 20 monsters.  And there's often much more than 20 in play...

As the game's efficiency increases, the chances of monster/monster interaction like this go up--it's definitely something I'd like to put in the game eventually.
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ollobrains

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10000 on: June 26, 2012, 05:56:02 am »

This is a design limitation right now; the game is slow enough when it has to consider the relationships between the player and each monster (if there's 20 monsters, that's 20 relationships).

If it had to consider the relationships between all monsters, that'd be 420 relationships for 20 monsters.  And there's often much more than 20 in play...

As the game's efficiency increases, the chances of monster/monster interaction like this go up--it's definitely something I'd like to put in the game eventually.

How about groups of mobs having relations to each other, might mean less calculations ie 20 zombies 20 spiders zombies and spiders in this area as a group have xyz relation
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AVE

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10001 on: June 26, 2012, 08:30:59 am »

How about groups of mobs having relations to each other, might mean less calculations ie 20 zombies 20 spiders zombies and spiders in this area as a group have xyz relation
It is not about groups. You need to do this check for every monster that is acting this turn. There are no groups here, what you see is actually a number of individual monsters placed together. And they are acting individually. Always.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10002 on: June 26, 2012, 09:54:22 am »

Or you could give every monster an enemy list, and each turn they only need to check the enemies on the list. except the first turn, where they check all the enemies and build the list. Note, they should probably update the list of everyone they run through as well. Whenever a new monster is spawned, it would need to check all existing units, build it's own list, and let them know its status to add to theirs, but this is all fairly trivial to implement, and would provide a huge boost in the majority of situations, and at least increase efficiency significantly in situations with multiple factions of significant size.

Obviously if it checks an enemy on its list the and enemy is DEAD! then it will be removed.
« Last Edit: June 26, 2012, 10:22:56 am by GlyphGryph »
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10003 on: June 26, 2012, 05:19:48 pm »

Even if monsters track monsters they'll ignore, that's still going to be 335 relationships in a 30 zombie/5 spider scenario (6 for each zombie, including the player, and 31 for each spider) versus just 35 now.  And it's not unheard of, at present, for 100 monsters to be in play at once (without much slowdown; the game does slow down noticably above 150 monsters, but that's more of a line-of-sight issue than a monster AI issue); just 30/5 is a conservative scenario.

At any rate, now's not the time to discuss this, since it's a while off no matter what.  I'll cross that bridge some day soon!
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revo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10004 on: June 27, 2012, 02:31:14 pm »

Ok, i'm very computer illiterate so bear with me here. I downloaded the source zip from github and extracted it in its own seperate folder. How do i play? i see no exe. to open. I'm sorry that i'm so horribly inept with computers but this game looks really fun.
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