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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1310953 times)

DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5145 on: August 12, 2011, 05:19:13 pm »

@Whales
Just stating the obvious, but it's time to start naming versions...either with words or numbers. Perhaps, when you do a release you can give it the git revision number, it's a good scheme for pre-releases. (and allows for rollbacks for those that know how)
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5146 on: August 12, 2011, 05:26:48 pm »

@Whales
Just stating the obvious, but it's time to start naming versions...either with words or numbers. Perhaps, when you do a release you can give it the git revision number, it's a good scheme for pre-releases. (and allows for rollbacks for those that know how)

Given that whales isn't compiling binaries, it really don't see the point.
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5147 on: August 12, 2011, 05:35:15 pm »

@Whales
Just stating the obvious, but it's time to start naming versions...either with words or numbers. Perhaps, when you do a release you can give it the git revision number, it's a good scheme for pre-releases. (and allows for rollbacks for those that know how)

Given that whales isn't compiling binaries, it really don't see the point.
No, but he marks updates with X features. When announcing those, he only needs to include the number, name or git id.
Even if just a way to identify commits, that should just work(tm)

EDIT: Besides, you don't know how incredibly annoying it is to receive bug reports without version identifiers of some sort...
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5148 on: August 12, 2011, 05:35:59 pm »

@Whales
Just stating the obvious, but it's time to start naming versions...either with words or numbers. Perhaps, when you do a release you can give it the git revision number, it's a good scheme for pre-releases. (and allows for rollbacks for those that know how)

Given that whales isn't compiling binaries, it really don't see the point.

Neither do I. Datestamp is enough.
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Drevlin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5149 on: August 12, 2011, 05:41:35 pm »

Working with git, tags could be handy, I agree with DalGren
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5150 on: August 12, 2011, 06:27:24 pm »

Oh boy, boots increase the sound you make when you walk now.

jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5151 on: August 12, 2011, 06:36:26 pm »

I never saw much use in boots any ways. I much prefer the -1 encumbrance bonus for the feet of sneakers.
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Wolf Tengu

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5152 on: August 12, 2011, 06:39:32 pm »

Downloaded.
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Everybody!

Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5153 on: August 12, 2011, 06:42:38 pm »

Spoiler (click to show/hide)
Oh man, what have I done?

DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5154 on: August 12, 2011, 07:13:31 pm »

You monster! D:
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5155 on: August 12, 2011, 07:25:28 pm »

Heh, that was an annoying crash bug. Making my mod for container stacking I had it searching for a container with the same contents to stack it with. This was working fine, but testing it I noticed I'd crash sometimes. Took me a while to realize I was crashing only when I already had an empty container on me.

Apparently trying to pull information from an empty vector (ie, a container with nothing in it) is bad. Had to change my check to make sure that particular container has contents before trying to get information on what contents.

Spent probably half an hour trying to figure out what was going on, lol.
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5156 on: August 12, 2011, 08:31:12 pm »

I see it as a sort of extreme will to live in desperate situations, sort of like "Ive come this far, I aint gonna die now!".  It could make for some really cinematic gameplay.
Isn't that the point of the adrenaline rush trait, though?

I suggested an adrenaline rush for all characters and whales responded he may add a adrenaline rush without the trait but leave the trait as significantly more potent version.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5157 on: August 12, 2011, 08:33:06 pm »

And the buff could also be a much more potent version.
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BoxMacLeod

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5158 on: August 12, 2011, 08:52:32 pm »

No idea if this would be useful or relevant, but could guns possibly have a 'noise' stat added at some point in the future? I can understand that generally pistols are quieter than shotguns, but it would be nice to have a more definitive value. I don't know if that makes it too easy, though.

Also, I like the idea of sunglasses. Maybe 1 encumberance on the eyes, a little protection, but it offers sun protection like a ballcap without being worn on the head.  Maybe it could offer reduced night vision as well if you're still wearing them?

Just thoughts.
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5159 on: August 12, 2011, 09:02:23 pm »

No idea if this would be useful or relevant, but could guns possibly have a 'noise' stat added at some point in the future? I can understand that generally pistols are quieter than shotguns, but it would be nice to have a more definitive value. I don't know if that makes it too easy, though.

Also, I like the idea of sunglasses. Maybe 1 encumberance on the eyes, a little protection, but it offers sun protection like a ballcap without being worn on the head.  Maybe it could offer reduced night vision as well if you're still wearing them?

Just thoughts.

For a while guns were displaying a sound (fzzt, plink, bang, blam...) when fired which corresponded to how much noise they made.
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