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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1316933 times)

Lolzwheejars

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3930 on: July 31, 2011, 04:42:14 pm »

Good thing I've been using my BB gun instead of my shotgun to hunt squirrels and rabbits xD
Of course I wouldn't waste shells like that anyways, but I should carry it around incase of those bears or wolves =/

I like to use bird shot for squirrel hunting whenever I find it. The shots do so little damage that they might as well be used for quick shotgun skill.

Hence the term "Birdshot" xD
I'll remember that though. I don't think I have any birdshot though =/
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3931 on: July 31, 2011, 04:48:22 pm »

A little suggestion.
How about a cyborg zombie? It makes sense in the context of the world, and can be fun to see.
Instead of replicating existing enhancements, they can be made unique in that they cannot be killed unless using something like an explosion or a critical hit. They will self-repair after 20-100 turns and attack again. The effects of butchering them are up to your imagination, Whales :P It might require computer skills to disable them (reprogram them to aid you at high levels?)
For reference, imagine something like the blood skeletons in mostly any Castlevania game.

I think Whales is trying to balance difficulty and fun with the emphasis on fun. That right there, sir, would not be fun. Not even a little bit.

Why so? It doesn't need to be powerful like a hulk. It can be as powerful as a normal zombie, just with that gimmick, that you can't rest with one of those corpses nearby (EDIT: I guess the Blood Skeleton reference flew by). And even so there are solutions like dragging the corpse out or butchering it somehow.
Did you understand anything more powerful than that?

I am interested in your reply, please elaborate.

When I'm playing a game I'm almost always turned off by the "this enemy can't be killed! Run away or use your special (x) to get rid of it!" gimmick. Enemies are not as difficult or engaging as they are plain annoying. I know it's not exactly the same concept, but it's similar enough. After a few encounters with it I'd only be facepalming when another appeared on screen. I can't see how a wave of zombies would be more entertaining to deal with when one of these were present.

How about a chance of outright destroying it on kill anyway (both with normal kill and always on an overkill (shots that do enough damage to destroy an enemy corpse))
Oh yes, that's what I meant with "criticals", sorry for not being clear...language barrier and stuff. A headshot or a good melee hit should be more than enough to get it down.

As for the progressive thing...well, they would still achieve the same design effect, so that can work too.

If they're only as powerful as a regular zombie and a they can be killed by powerful blows, what would be the point? Most players don't openly engage zombie waves until they have the skill/ammunition to destroy things in 3~ hits/shots (or in the case of shotguns, one shot). I see what you're trying to get at, but I don't think it'd be fun in practice. These zombies would be low priority (or perhaps last priority) and pose very little extra threat, aside from occasionally standing up in a fight and getting knocked away again. It would serve the same purpose as a regular zombie with no added difficulty, wouldn't it?

Yes, but they also serve to surprise you. I know of a bunch of games where enemies respawn after some time, and it's not an exact science, some care is needed depending on genre. However, the main function of the idea is preventing you from ignoring corpses lying around, sort of like a reverse Necrozombie.
If you happen to find a solitary one that enters a safe house while you are boarding it, and don't take care of the corpse, it'll come to bite you unless properly dispatched. That I didn't want them to be powerful is because they might freaking wreck you if they are anywhere like Hulks.

Many players ignore corpses and stuff, while it's natural, we are talking reanimated corpses roaming the streets. One that is able to put him/herself back together would be fairly natural. Also, depending on who you ask, it can be annoying or challenging. Consider a lot of people plays in varying ways, like hoarding, disregarding learning (pure melee) and so on. Are you saying that there is no possible way such an enemy can work?
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debvon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3932 on: July 31, 2011, 04:52:50 pm »

If the concept was heavily tweaked and given an actual purpose (aside from being a "surprise") it might work. Maybe in the science lab environment. I think that plenty of people butcher corpses after battle, especially when they figure out that it's giving them butchering skill, and once the player figured out what the zombie did they'd never ignore the corpse anyway.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3933 on: July 31, 2011, 04:53:24 pm »

Good thing I've been using my BB gun instead of my shotgun to hunt squirrels and rabbits xD
Of course I wouldn't waste shells like that anyways, but I should carry it around incase of those bears or wolves =/

I like to use bird shot for squirrel hunting whenever I find it. The shots do so little damage that they might as well be used for quick shotgun skill.

Bah. Birdshot is what I use when I go hulk hunting. On heashots instakills anything. And with at least 2 in shotguns and firearms, you'll almost always do headshots on point blank.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3934 on: July 31, 2011, 04:56:03 pm »

Good thing I've been using my BB gun instead of my shotgun to hunt squirrels and rabbits xD
Of course I wouldn't waste shells like that anyways, but I should carry it around incase of those bears or wolves =/

I like to use bird shot for squirrel hunting whenever I find it. The shots do so little damage that they might as well be used for quick shotgun skill.

Bah. Birdshot is what I use when I go hulk hunting. On heashots instakills anything. And with at least 2 in shotguns and firearms, you'll almost always do headshots on point blank.

Birdshot kills hulks?  Hmmm, something about the armor system must've been broken down the line, I'll have to look into it.  Armor gets multiplied several times over against shot, and armor is always applied before headshot effects--meaning that birdshot should never damage hulks at all, and even 00 shot should be weak against them, even if you get a headshot.
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debvon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3935 on: July 31, 2011, 05:02:20 pm »

I guess it's fortunate that bird shot was brought up then (in the presence of FunctionZero, slayer of Hulks, blaster of bird shot). I've never had trouble with hulks using 00 shot that's for sure, two hits is usually all it takes with very little shotgun/firearms skill at point-blank. While using a Mossberg or Remington.
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ggamer

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3936 on: July 31, 2011, 05:11:53 pm »

rolled a new char.

started off lucky. house had a gun filled basement, and yet none of the ammunition matched the remington and sig saur I found.

Walked outside, got the notification "An eyebot swoops down"

wtf

broke into the PD, tried to hack a computer console and...

manhacks fell from the ceiling and butchered my corpse into oblivion.

WHAAAAT THE FUUUUCK

The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3937 on: July 31, 2011, 05:14:10 pm »

Manhacks are bullshit. Swing, miss, get butchered, swing, miss, die.
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3938 on: July 31, 2011, 05:15:14 pm »

If the concept was heavily tweaked and given an actual purpose (aside from being a "surprise") it might work. Maybe in the science lab environment. I think that plenty of people butcher corpses after battle, especially when they figure out that it's giving them butchering skill, and once the player figured out what the zombie did they'd never ignore the corpse anyway.
Well, I just suggested it. Whales is very competent from what I can see, so I bet he would come up with something interesting from that base idea if he liked it.
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debvon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3939 on: July 31, 2011, 05:15:51 pm »

Weren't they being trivialized at some point in this thread? Were they buffed, or are you just trying to take them on without cutting protection/decent combat skill?
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pandamage

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3940 on: July 31, 2011, 05:16:30 pm »

Hmm..manhacks, zombies? I smell a half life mod!
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3941 on: July 31, 2011, 05:17:50 pm »

I never found a manhack yet. What's about them?
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The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3942 on: July 31, 2011, 05:21:01 pm »

I never found a manhack yet. What's about them?
They're impossible to hit and do shitloads of damage.
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Lolzwheejars

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3943 on: July 31, 2011, 05:22:35 pm »

I never found a manhack yet. What's about them?
They're impossible to hit and do shitloads of damage.

Can't dodge a grenade though. I haven't seen one either, but I'd imagine it couldn't stand up to more than 1 or 2 of those. Pipe bombs even.
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3944 on: July 31, 2011, 05:22:49 pm »

Are they supposed to be robots or something? :o
EDIT: I draw that conclusion from the name only, sounds robot-ish xD
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