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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1300627 times)

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2760 on: July 23, 2011, 04:31:19 pm »

Generally speaking the pipe guns are very crappy, and you'd be a fool to dismantle a real gun to craft one (unless, I suppose, all you have is 9mm ammo and a 5.7mm gun).
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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pandamage

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2761 on: July 23, 2011, 04:50:55 pm »

I finally managed to escape from a huge zombie horde, only to die by cutting myself on a window...
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2762 on: July 23, 2011, 04:58:56 pm »

Whales, there's a few simple things I would love to see:

Hairspray - Combine with lighter for fun!
Make raw veggies like rice and potatoes a lot more common.
Craftable: Spud-Gun (Pipe+Hairspray, firing requires a lighter)

^_^
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pandamage

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2763 on: July 23, 2011, 05:26:17 pm »

I think I've found a few bugs with the new version. Occasionally I can't read my health (This happened after I waited a few hours) Also this may be me, but I think the zombies can see through the walls. Also there seem to be much more zombies than before. Before I could avoid zombies if I was cautious, but now it looks like there are zombies everywhere. Maybe that's just my sorry luck though :P
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Drevlin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2764 on: July 23, 2011, 05:31:52 pm »

I finally managed to escape from a huge zombie horde, only to die by cutting myself on a window...

Windows are ultimately the Cataclysm version of Dwarf fortress' carps
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SP2

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2765 on: July 23, 2011, 05:36:36 pm »

Update Pushed.


There is a add files recursion btw


Another update to the project with a relative SDL lib path

Bins updated:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_sdl_1.9.rar

How do you use that download?
Extract it to a folder and run the executable.

I download it, but when i try to do anything with it it asked for a program to run it with.

Download Winrar? profit?

Head is correct. I usually Google file extensions which puzzle me.
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Sir Moops

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2766 on: July 23, 2011, 05:52:27 pm »

Update Pushed.


There is a add files recursion btw


Another update to the project with a relative SDL lib path

Bins updated:
https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_sdl_1.9.rar

How do you use that download?
Extract it to a folder and run the executable.

I download it, but when i try to do anything with it it asked for a program to run it with.

Download and unpack it with 7zip. It's completely free and it will take only a minute of your time.
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Ozyton

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2767 on: July 23, 2011, 06:00:48 pm »

Make sure you're not dumb like I was and downloading the source. When you click download you'll see "source" and below it you'll see an actual release.

iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2768 on: July 23, 2011, 06:11:56 pm »

Woop, tossed Molotovs at a bank safe vault. Wall are made of plywood, whole building burns down.
This calls for alternate material walls for banks, like stone.
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debvon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2769 on: July 23, 2011, 06:15:21 pm »

I finally managed to escape from a huge zombie horde, only to die by cutting myself on a window...

Windows are ultimately the Cataclysm version of Dwarf fortress' carps

I don't know about that. Once you get some kind of decent covering for your body you stop taking torso damage from sharp glass. And when looting it's generally better to bust down doors to gain entry, unless you're in a dangerous area and are planning on funneling a few zombies; any more than a few and you should be making a sprint towards a more open area to take them out, or to flee if you don't have much combat experience. I have more love for windows than I have for carp, that's for sure.

My guy is going on his third month now. He's had close encounters with acid rain and hulks, but he's still kicking. I think I got lucky with my starting city. It's pretty huge and has a large residential area to the southwest, near a huge forest. The very tip of the neighborhood is extremely safe, I've never seen a zombie down there, so I made a safe house. The forest has plenty of game and water, and I've stocked up so much crap that I could just live in this place forever. Making trips into the city for goodies is not really smart at this point (not that it ever was smart). Breaking into stores near an open field is definitely not as bad as treading into the heart of the city itself, but you'd better have some combat skills. I trained my guy in throwing (spears!) and shotguns. Some melee/dodging too. It's working out very well. At this point I'm not sure what I'm playing towards.

This may have already been noted, but in the most recent windows version unloading batteries from objects can sometimes yield ammunition instead. A lot of ammunition. I think the ammo type depends on what weapons you've been carrying or reloading.
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head

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2770 on: July 23, 2011, 06:19:34 pm »

I think I've found a few bugs with the new version. Occasionally I can't read my health (This happened after I waited a few hours) Also this may be me, but I think the zombies can see through the walls. Also there seem to be much more zombies than before. Before I could avoid zombies if I was cautious, but now it looks like there are zombies everywhere. Maybe that's just my sorry luck though :P

Nah, But they do smell you.
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Dev on Baystation12- Forums
Steam Username : Headswe

The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2771 on: July 23, 2011, 06:21:28 pm »

All items in the red are new changes to the Bastard Mod:

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


Items

- Added 'lemon soda'
- Added 'orange soda'
- Added 'grape soda'

- Added 'grape juice'
- Added 'black berries'
- Berries are now based on color. Must be identified via the description to tell if it's safe to eat or not
- Rebalanced some drugs
- Renamed 'marijuana' to 'cannabis'
- Made 'cannabis' addictive
- Removed 'butter knife'


Currently working on breaking items up into more defined groups so that their placement is more realistic... Item scarcity will come after that then I'll be ready for alpha release.
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pandamage

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2772 on: July 23, 2011, 06:22:44 pm »


Nah, But they do smell you.
[/quote]

Really? Are there any items that can keep them from smelling me?
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matric

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2773 on: July 23, 2011, 06:29:25 pm »


Really? Are there any items that can keep them from smelling me?

I assume zombie pheromone but I haven't checked the code to verify it.

Spoiler (click to show/hide)
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pandamage

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2774 on: July 23, 2011, 06:30:20 pm »

Hmm...Interesting...
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