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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314866 times)

Mephisto

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2700 on: July 22, 2011, 08:01:58 pm »

- Removed knowledge of local terrain at beginning

Why? The way I see the beginning of a new game is you've lived in the area your whole life and your home is running low on supplies so you must go out and find more (hence the mostly-empty shelves in the basement of most starting houses). Do you really know nothing about the town you live in?
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Micro102

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2701 on: July 22, 2011, 08:04:12 pm »

Because it's satisfying to survive while having that handicap.
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The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2702 on: July 22, 2011, 08:06:54 pm »

- Removed knowledge of local terrain at beginning

Why? The way I see the beginning of a new game is you've lived in the area your whole life and your home is running low on supplies so you must go out and find more (hence the mostly-empty shelves in the basement of most starting houses). Do you really know nothing about the town you live in?

I'm working off the idea that you fled into the area after escaping the hordes of the undead and just ran into the first unlocked house you came across. You have no idea where you are and the area has already been pretty well looted. That's where the player comes in to do some a-sploring :)!

And also dying... Lots of dying...

Mod name: Cruel World
Tagline: Here's how you died

Note: If you can survive longer than a couple of hours I salute you. I think my current record stands at like 15-20 minutes. (in-game minutes).
« Last Edit: July 22, 2011, 08:09:16 pm by The13thRonin »
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Orb

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2703 on: July 22, 2011, 08:09:04 pm »

Just to throw my vote in the ring, I think seasons should be 10, or even 8 days. Actually, they should be 5 days. Once you reach 10 days the only way you are going to die is if you do something stupid. Like trying to disarm a dissector three times in a row. Or entering a slime pit and forgetting to bring extra batteries for your flashlight. Or not noticing your shirt was destroyed and dieing of cold. Ect.

Especially if we implement a farming system. No way is it worth it in any sense to farm if its going to take 10-20 days just to get some produce.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2704 on: July 22, 2011, 08:25:38 pm »

If the general wilderness was filled with a few rare beasties, you'd eventually want to stray back into town to refill ammo and batteries, I'd think. As you spend time in the wilderness, your skills will rust and you'll probably be reduced to more basic equipment (at least once things start breaking down). There aren't many strategies JUST based on time right now, but those could also be introduced - in the books, Triffids grew steadily more numerous over time, and I think they could do the same here, eventually taking over swathes of forest, while Graboids expand to take over the open areas. And of course eventually the various factions will find you, and they definitely won't all be friendly.

With a couple tweaks it could be set up so that it might be worth it to farm with being easy forever, even with slightly longer seasons, and as the more organized and dangerous groups and monsters fill in as the zombies begin dwindling in number (not being able to reproduce), it would make for some interesting late-game content.

Right now it would basically just be for people who want to rack up days living in the wilderness, of course.
« Last Edit: July 22, 2011, 08:28:21 pm by GlyphGryph »
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Mephisto

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2705 on: July 22, 2011, 08:29:16 pm »

If there is a farming system eventually, something akin to DF or Harvest Moon might be best. Food grows in only a few days, but what you can plant might vary per season.
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Ordokai

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2706 on: July 22, 2011, 08:33:39 pm »

Just how broken are NPCs exactly ? Seems like an awfully significant part of the game locked out without making the 'fix' absolute top priority in development time.


Don't take it the wrong way, just excited and impatient.
« Last Edit: July 22, 2011, 08:36:22 pm by Ordokai »
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Bdthemag

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2707 on: July 22, 2011, 08:35:48 pm »

Just how broken are NPCs exactly ? Seems like an awfully significant part of the game locked out without making the 'fix' absolute top priority in development time.
Well NPC's would spam you with error messages, use all of the drug's they have when confronting monsters, pick up any loot near them, not attack you when you attack them. They are pretty broken.
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Ordokai

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2708 on: July 22, 2011, 08:40:58 pm »

Just how broken are NPCs exactly ? Seems like an awfully significant part of the game locked out without making the 'fix' absolute top priority in development time.
Well NPC's would spam you with error messages, use all of the drug's they have when confronting monsters, pick up any loot near them, not attack you when you attack them. They are pretty broken.

Seems like a damn good time for that K.I.S.S. philosophy then.


Hide error messages, disable consumable usage, unteach picking up items etc. then work forward from what's left.
« Last Edit: July 22, 2011, 08:42:35 pm by Ordokai »
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Akura

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2709 on: July 22, 2011, 08:56:31 pm »

I just killed a robot with a fetus.
F*CK YEAH!
Looks like the program was...

8)

...Aborted.

YYEEEEAAAHHH!!
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Ordokai

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2710 on: July 22, 2011, 09:10:05 pm »

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

Is it time for whales to have his obligatory 'what have I done' moment already ?
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Aqizzar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2711 on: July 22, 2011, 09:21:58 pm »

I just killed a robot with a fetus.
F*CK YEAH!
Looks like the program was...

Program has crashed!  (A)bort/(R)etry/(F)ail?

>a
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Greenbane

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2712 on: July 22, 2011, 09:33:16 pm »

Aren't all games reliant on luck and chance?

Isn't life for that matter?

I fail to see the point.

I don't have a problem with your mod, but that's not a good argument, mate. ::)

Casino games rely purely on luck and chance. It's still a factor in most other games (and life), and probably a bigger factor in your mod, but do leave some room for skill and decision-making. All good roguelikes do. If you end up having too many completely random "whoops, you're dead" situations, the player will feel his actions have little impact in the outcome of the game. So then fun's lost, and the game will have failed its primary objective: being fun.
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Bdthemag

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2713 on: July 22, 2011, 09:35:48 pm »

Well its his mod so he can do whatever he wants with it. I personally think trying to survive, and trying to beat your total time survived sounds like a fun challenging experience.
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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.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2714 on: July 22, 2011, 09:43:28 pm »

13thronin, I here and henceforth dub your mod *drumroll*. . . . .THE BASTARD MOD! 
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