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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1315894 times)

xDarkz

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2550 on: July 22, 2011, 01:57:40 am »

Awww shit, I updated!

The main update is new computers, with a more interesting interface; this opens the possibility to random computers in the future, and means that banks now have computers to open the vault.  Vault contents are also much more interesting.
There's also lots of little updates rolled in here.  See this for the full list.

Any thoughts on what I should work on next?  NPCs, expanded construction, missions, random monster/mutation additions?

I love you. It's a shame I'm going to have to wait till the windows version to update before I grab this beauty!

Also, my vote goes for NPCs, but that's only because I've never tried surviving out in the wild, I might make this null/void when I do though. -Generates a new character-
« Last Edit: July 22, 2011, 02:05:59 am by xDarkz »
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trees

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2551 on: July 22, 2011, 02:03:45 am »

Can't wait to try out the update, and I'd like to put my vote in for NPCs.
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2552 on: July 22, 2011, 02:05:05 am »

Construction!
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2553 on: July 22, 2011, 02:08:50 am »

Just built the update, I like how the screen now redraws when using a hammer.
As for next update, allow me to vote for construction as well.
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2554 on: July 22, 2011, 02:14:51 am »

I vote construction. While Npcs are important, they take up quite a bit of optimizing them with other major features, such as constructions, notes, vehicles, etc. It's best if all of said optimization would take place in a focused release arc, rather than splayed among several arcs.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2555 on: July 22, 2011, 02:19:04 am »

I don't expect my vote to actually determine what you do, because that is your decision, not ours. However, one thing you might want to consider is some interface reworking. In particular, it should be possible to manipulate items from the (i)nventory screen. when you select an item with it's character, it should include a list of commands - (d)rop, (w)ield, (W)ear, (a)ctivate, (E)at, etc. The containers should also be revamped - they should have at least two submenus, one for getting things, and one for dropping them. The (d)rop command, when used from outside the inventory screen, should gain multidrop functionality. Also, some items, such as radios or flashlights or whatever, should gain a (D)isassemble command.

I might tackle these myself, but my C++ coding skills are still kind of basic. See exhibit A.
« Last Edit: July 22, 2011, 02:21:35 am by Angle »
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Gunner-Chan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2556 on: July 22, 2011, 02:19:31 am »

NOT NPCs! I think as of right now they won't add much at all. Supporting features should be fleshed out first to hopefully keep them from being buggy unstable messes yet again.

I personally think there should be more construction/crafting enhancements. Maybe enhancements to current building types to differentiate them more.
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KimeK

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2557 on: July 22, 2011, 02:45:28 am »

follow Vucar Fikodastesh guide in page 166 and you wont have to wait for the windows version.

also, yeah, construction, and then NPCs.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2558 on: July 22, 2011, 02:46:29 am »

Okay, construction it is.  Since my laptop is working (for now), and I've got decent free time lately, I'll be returning to a much faster development pace.  Look for construction within a week or two, featuring a special construction menu, alternate tools (no longer will you rely on a hammer to do everything; a hatchet, for example, works just fine), various types of walls and barricades, and more.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2559 on: July 22, 2011, 02:53:42 am »

follow Vucar Fikodastesh guide in page 166 and you wont have to wait for the windows version.

also, yeah, construction, and then NPCs.
I have more posts per page :P. Which post number is that? I want to build my mod based on this version.

Deon.  The baked potato seems a bit high in Volume.
Oops, yeah, that's what you get when you mod in 4 AM. I will fix it in the next version.

I've also added L.A.M. and a scope to the list of gun mods. Any more gun ideas? I thought about a duckbill for shotguns, but I am not sure about its effects.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2560 on: July 22, 2011, 02:55:51 am »

Maybe mods to reduce wieght, like aluminium or carbon fibre parts?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2561 on: July 22, 2011, 03:03:00 am »

By the way, check out http://cataclysmff.zxq.net/SMF/index.php?topic=24.0 for a (probably-incomplete) list of updates.
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Farce

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2562 on: July 22, 2011, 03:06:17 am »

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head

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2563 on: July 22, 2011, 03:11:06 am »

Next Window version will be upped in 2-4 hours
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Rawl

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2564 on: July 22, 2011, 03:12:55 am »

Thanks for the update Whales! Well, so much for me going to bed early tonight. Though yeah, I think NPCs and Missions should probably wait for now, unless there's going to be basic 'missions' like finding survivor towns.... Are GPS units in the game? I can smell an idea of radios, survivor camps, and gps units... and some false transmissions as well... OOHH! or !!fun!! stuff type of tranmissions as well. heh, heh, heh...
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