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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1315757 times)

adwarf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3465 on: July 28, 2011, 01:32:04 am »

*Corporal Himes Spots Hulk*
'Jackson get the Rocket Launcher'
*Hulk Blown to bits byy Rocket Explosion*

Thats how I see that going
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Farce

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3466 on: July 28, 2011, 01:32:53 am »

I'm imagining forming a defensive line around a helipad and holding it until an evac choppa arrives.  It's hard imagining how big the horde would get if all the soldiers were using unsilenced weapons, but goddamn, this would be awesome.


Are there plans to make corpses reanimate?  The dead soldiers/scientists, NPCs once they're back in, player-corpses...

iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3467 on: July 28, 2011, 01:34:13 am »

Until a sniper or any rifleman one-shots it.
Then Multiple Necromancers
Multiple riflemen.

And then melts due to the spitter he didn't kill.
Or is fried extra crispy due to the shocker.
Shoot them first, then.
Necromancers revive the shot zombies. :P
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Tarran

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3468 on: July 28, 2011, 01:38:32 am »

I'm imagining forming a defensive line around a helipad and holding it until an evac choppa arrives.  It's hard imagining how big the horde would get if all the soldiers were using unsilenced weapons, but goddamn, this would be awesome.
"Hey, John, we don't have silencers."
"So?"
*Millions of zombies appear*
"Oh."

If the horde got that big, it would be a really good time to use those grenades/grenade launchers/machineguns/missiles/rockets/nukes/bombs that our military is stocking up on. :P

Necromancers revive the shot zombies. :P
Yes, but then again, there's a limit on their range, and multiple riflemen could effectively nullify this.

In addition, there's no guaranteed chance they will revive the shockers/spitters if there are any other zombie corpses around.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3469 on: July 28, 2011, 01:41:41 am »

I think the the REAL scary thing for the bases might actually be the graboids, once they get the ability to bash through the floor (planned, not yet implemented).

I could also see fungus infections or Queen Triffids causing some issues.

Also, I kind of always thought of necromancers as sort of a leader/smarter zombie... AND they have the most health, I think. Once they actually start acting intelligent, I could see a necromancer following Hulks around, working like a Medic on a Heavy in TF2, heheheh.

And the humans aren't going to have infinite ammo...

Actually, all things considered, the ONLY thing you'd want to waste ammo on is Hulks and Necros, and leave other people with melee weapons to take out any other zombie that gets close...

Edit:
What I REALLY want is for graboids to dig deeper tunnels as well, so and make it so the place where they pop out becomes a "hole", and the hole can be taken into the underground tunnel. Mwahaha. Of course, the graboids should probably eat the zombies too, but still fun! (And I DO plan on adding Prowlers, Blasters, and Splitters as graboid-spawn, although graboids will eat THEM as well...)
« Last Edit: July 28, 2011, 01:45:08 am by GlyphGryph »
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Tarran

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3470 on: July 28, 2011, 01:47:27 am »

I think the the REAL scary thing for the bases might actually be the graboids, once they get the ability to bash through the floor (planned, not yet implemented).
"THEY'RE UNDER THE GROUND!" [/obvious reference]

But they can't get through rock. I'd imagine any concrete or asphalt causing serious problems for them.

And the humans aren't going to have infinite ammo...
Though the amount of bullets they'd likely have at an army base would likely be absurdly high, and they could chopper in supplies via Chinooks.

Actually, all things considered, the ONLY thing you'd want to waste ammo on is Hulks and Necros, and leave other people with melee weapons to take out any other zombie that gets close...
And ranged zombies.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3471 on: July 28, 2011, 01:49:32 am »

He he, I can imagine the last (or one of the last) soldiers shouting out "Game over man! GAME OVER!" and you could hear them.

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3472 on: July 28, 2011, 01:53:30 am »

New update.

Features:

  • Pressing D allows you to drop items onto (or into) an adjacent tile, e.g. bookshelves, fridge, etc
  • Addictions no longer affect the player until they reach level 3; in practice, this means that only sustained use of a drug will cause addiction.
  • Friendly/crafted turrets shoot at zombies

Bug fixes:

  • Monsters are no longer damaged by flying over acid.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3473 on: July 28, 2011, 02:09:00 am »

  • Pressing D allows you to drop items onto (or into) an adjacent tile, e.g. bookshelves, fridge, etc
  • Friendly/crafted turrets shoot at zombies
Awesome, thanks.

Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3474 on: July 28, 2011, 03:24:32 am »

Aww, I HAVE WORK AND JOB TO DO :(.

I will have to update, man...

When I think of this I assume the base is like the only one I've seen, which for security was a checkpoint at the road leading in with some fence, that was about it apart from the military personnel everywhere. Unless it was some kind of fortress then breaking in wouldn't be hard.
Yep its just the number of people,a dn each of them having guns would overpower the zombies real quick unless of course some of the zombies were super fast (Hunters? Are there any in the game?), or came out of the ground (Burrowers?) which would make the game that much harder to survive in.
Since we're going with L4D theme for zombies, I've renamed fast zombies to hunters in my mod, and they do quite a lot of cutting damage.

Just a random new enemy suggestion from watching The Thing.

The Changeling: An enemy that appears to be a normal human until it gets around 1-2 tiles away where it turns into an abomination that tries to hit you with a large stinger hand. It is very weak against fire.
DUDE! Just today on a bus stop I was thinking about it :P. SS13 much?
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3475 on: July 28, 2011, 03:25:46 am »

    You're the man!!!  :)

  • Addictions no longer affect the player until they reach level 3; in practice, this means that only sustained use of a drug will cause addiction.

Does that mean that you may have cigarette crawing, but it doesn't have impact on your stats if you didn't smoked regularly before?
[/list]
« Last Edit: July 28, 2011, 03:27:28 am by kulik »
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Ordokai

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3476 on: July 28, 2011, 04:44:03 am »

Our illustrious leader even cures our addictions, huzzah !
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Angel Of Death

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3477 on: July 28, 2011, 04:46:42 am »

Our illustrious leader even cures our addictions, huzzah !
Really? ALL HAIL THE WHALE!
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Ordokai

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3478 on: July 28, 2011, 05:01:48 am »

Now lets see whether Head updates his version before I can learn to use linux, I'm impatient like that. (downloading a distro !)
« Last Edit: July 28, 2011, 05:03:33 am by Ordokai »
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SP2

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3479 on: July 28, 2011, 06:02:29 am »

Quote from: Latest Commit
// No dropping bionics
After seeing that line I remembered a suggestion I had a while back which I totally forgot about.
Could you implement the ability to "uninstall" bionics? I imagine them to be like augmentations which a person can install into their body but it would need specialist equipment to remove. I was thinking about having a machine in the Labs (makes people have a reason to go in if they botched an installation up too) which allows the removal of a bionic but would require a certain amount of batteries per use but most definitely more than a stacks worth. It would be static so people can't pick it up and use it where ever they wanted.
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