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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1315037 times)

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2685 on: July 22, 2011, 06:57:00 pm »

They'll become especially important if Whales implements farming of some description.
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The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2686 on: July 22, 2011, 07:14:04 pm »

Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2687 on: July 22, 2011, 07:15:42 pm »

Maybe our fake imaginary seasons are the same length, but if you go by actual weather and temperature, winter and summer are definitely way longer.

Spring is that nice month and a half period between when the snow stops and the days crest 90 degrees, and autumn is the same but windier and less rainy.

Thats just how it is. :P

Also, I've been thinking more on what else I'd want to do for my own mod. Would anyone be interested in playing the following?
Remove all zombies.
Add two new enemy types, Shriekers and Assblasters, that are similar to the current Shriekers and Spitters but definitely not zombies.
Small worms get replaced by Baby Graboids.
Replace the spawns of almost everything everything else with regular Graboids. Graboids will gain the ability to rarely spawn Shriekers.
Shriekers will also have the ability to spawn Shriekers.
« Last Edit: July 22, 2011, 07:35:16 pm by GlyphGryph »
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Akura

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2688 on: July 22, 2011, 07:17:30 pm »

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Micro102

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2689 on: July 22, 2011, 07:17:36 pm »

Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

I think your heading towards the point of surviving with luck instead of skill, if not already passing that point.
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kilakan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2690 on: July 22, 2011, 07:19:37 pm »

Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.
This will only work if you spawn people with a lot of food and a shovel.  Conversly just spawn us with a shovel and make it a run-n-dig game :p
Though seriously unless zombies get a lot weaker it will be hard as hell to live.
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pandamage

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2691 on: July 22, 2011, 07:24:01 pm »

Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

Wait...You're making the game HARDER? HARDER?! This game is already hard enough :P I like the zombie dogs and sodas though
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The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2692 on: July 22, 2011, 07:25:27 pm »

Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

I think your heading towards the point of surviving with luck instead of skill, if not already passing that point.

Aren't all games reliant on luck and chance?

Isn't life for that matter?

I fail to see the point.
« Last Edit: July 22, 2011, 07:33:28 pm by The13thRonin »
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head

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2693 on: July 22, 2011, 07:30:37 pm »

just pushed the new windows source update enjoy.

No bins today :P
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Bdthemag

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2694 on: July 22, 2011, 07:35:00 pm »

Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

I think your heading towards the point of surviving with luck instead of skill, if not already passing that point.

Aren't all games reliant on luck and chance?

Isn't life for that matter?

I fail to see the point.
I personally like it, adds more difficulty to the game and makes it alot more awesome when you do something insanely difficult.
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Micro102

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2695 on: July 22, 2011, 07:52:28 pm »

Mod progress update:

- New zombie description
- Tripled the number of zombies
- Zombies now spawn in all areas. Nowhere is safe
- Increased zombie speed to a run
- Varied run-speed of zombies.
- Gave the zombies better hearing
- Removed grace period. Zombies spawn from game-start.
- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Made windows and some objects a little bit easier to traverse for humans and zombies.
- Implemented zombie dogs as a new monster
- Added lemon soda... orange soda and grape soda.


Will be working on scarcity of resources now.

I think your heading towards the point of surviving with luck instead of skill, if not already passing that point.

Aren't all games reliant on luck and chance?

Isn't life for that matter?

I fail to see the point.

I have trouble recalling a game where you can end up dieing no matter what you do. You should still be able to survive no matter how bad the conditions are, just maybe not the way you want to.
« Last Edit: July 22, 2011, 07:58:24 pm by Micro102 »
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Bdthemag

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2696 on: July 22, 2011, 07:54:22 pm »

In an unrelated note, I realized I never use drugs in my playthrough's of the game. The only I do use are cigerettes since I need some form of XP boost. And once I do start using them, bad things happen to my character. Like instantly dying after a few uses :/
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Well, you do have a busy life, what with keeping tabs on wild, rough-and-tumble forum members while sorting out the drama between your twenty two inner lesbians.
Your drunk posts continue to baffle me.
Welcome to Reality.

The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2697 on: July 22, 2011, 07:56:17 pm »

Good to see someones not afraid of a little challenge... PS: Guess what I found

Monsters

- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Removed the starting pet dog
- New zombie description
- Tripled number of zombies
- Zombies spawn in all areas
- Increased zombie speed to a run
- Varied speed of zombies
- Improved zombie hearing
- Removed grace period. Zombies spawn from game-start
- Implemented zombie dogs as a new monster


Map and Terrain

- Removed knowledge of local terrain at beginning
- Made windows and some objects a little bit easier to traverse for humans and zombies

Objects

- Added lemon soda... orange soda and grape soda.


Quote
I have trouble recalling a game where you can end up dieing no matter what you do. You should still be able to survive no matter how bad the conditions are, just maybe not the way you want them to.

Hey, not everyone can handle the challenge 8). But for those people there's always Barbie Super-sports or whatever :P.
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Geen

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2698 on: July 22, 2011, 07:57:29 pm »

I just killed a robot with a fetus.
F*CK YEAH!
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Micro102

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2699 on: July 22, 2011, 08:00:30 pm »

Good to see someones not afraid of a little challenge... PS: Guess what I found

Monsters

- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Removed the starting pet dog
- New zombie description
- Tripled number of zombies
- Zombies spawn in all areas
- Increased zombie speed to a run
- Varied speed of zombies
- Improved zombie hearing
- Removed grace period. Zombies spawn from game-start
- Implemented zombie dogs as a new monster


Map and Terrain

- Removed knowledge of local terrain at beginning
- Made windows and some objects a little bit easier to traverse for humans and zombies

Objects

- Added lemon soda... orange soda and grape soda.


Quote
I have trouble recalling a game where you can end up dieing no matter what you do. You should still be able to survive no matter how bad the conditions are, just maybe not the way you want them to.

Hey, not everyone can handle the challenge 8). But for those people there's always Barbie Super-sports or whatever :P.

Just a warning that it will put some people off.

Like the no map idea though.  ;D That alone makes me want to try it. As soon as I find a way to fix this bug.  >:(
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