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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1310719 times)

jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5325 on: August 14, 2011, 09:59:23 pm »

@function: why would I recommend that he post a link if I already knew there was one?
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5326 on: August 14, 2011, 10:23:04 pm »

Funny, I never figured people would dislike that change.

As-is the system basically had no skills at start on non-random characters, because you were forced to use points that were much more valuable in stats or traits. It also made the custom creation choice inherently better than the random and class based choices, since they alloted valuable points into easily raised skills. For there to even be a skill choosing page in such a system is useless if nobody will want to choose any. So I figured I'd split the points to make it actually useful.

Oh well, to each their own.  :D
I could change the creation to let you start with no skills if you guys want.
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5327 on: August 14, 2011, 10:33:23 pm »

Funny, I never figured people would dislike that change.

As-is the system basically had no skills at start on non-random characters, because you were forced to use points that were much more valuable in stats or traits. It also made the custom creation choice inherently better than the random and class based choices, since they alloted valuable points into easily raised skills. For there to even be a skill choosing page in such a system is useless if nobody will want to choose any. So I figured I'd split the points to make it actually useful.

Oh well, to each their own.  :D
I could change the creation to let you start with no skills if you guys want.
That does sound preferable, or rather, to allow us to start with whatever count in skills below the limit.
Maybe a system to compensate for what you don't put in skills, but I'm not sure what to make of it.
« Last Edit: August 14, 2011, 10:35:32 pm by iceball3 »
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5328 on: August 14, 2011, 10:42:12 pm »

Well, the idea is that they're skill points. The "split" was me adding the skill points. Regular game has no skill points, only points. I still give the same amount of points. Only difference is now you have 4 skill points, so they're all extra. So it wouldn't make sense to compensate for them.

http://www.mediafire.com/?4v7cgmmbr9ofddt

Theres a quick compile with the check that you've used all your points commented out, so now you can make a char with as few points as you want if you want to leave skill points or regular points out.
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5329 on: August 14, 2011, 10:49:40 pm »

Well, the idea is that they're skill points. The "split" was me adding the skill points. Regular game has no skill points, only points. I still give the same amount of points. Only difference is now you have 4 skill points, so they're all extra. So it wouldn't make sense to compensate for them.

http://www.mediafire.com/?4v7cgmmbr9ofddt

Theres a quick compile with the check that you've used all your points commented out, so now you can make a char with as few points as you want if you want to leave skill points or regular points out.
Now this can be fun for Lunatic challenges. Thanks for the change.
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beorn080

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5330 on: August 14, 2011, 10:50:39 pm »

IIRC, there were vague plans to implement equipment and job screens in character creation. If you keep the split stat/skill points, it would be inborn stats and traits for one set of points, and training and job for the other.
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5331 on: August 14, 2011, 10:59:46 pm »

No problem. All I had to do was comment out 3 lines and recompile that one file, hehe.

The class system thing that Whales already has in is sorta like a job, but it only defines one skill to raise. It sets attributes and gives a skill based on the profession, it's just not really fleshed out. Doctors get slightly higher int and firstaid, mechanics get high str and mechanics. On top of that it's all really random though, so you might get a heartless, drunken master, forgetful Doctor with 16 strength.

A more robust char creation system might be fun. Could have something like Professions and Hobbies, letting you pick one profession and a few hobbies - and they would affect starting skills and items.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5332 on: August 14, 2011, 11:03:51 pm »

I would like to see just a tiny bit more detail in char creation. Other than that, the current system is great.
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Taco Dan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5333 on: August 15, 2011, 05:51:14 am »

Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.

EDIT: Also, I beat a bear to death with a shotgun.
« Last Edit: August 15, 2011, 05:59:07 am by Taco Dan »
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Laedro

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5334 on: August 15, 2011, 05:54:42 am »

Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.
I do believe there's a mutation that makes you regenerate might be wrong though ;D
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5335 on: August 15, 2011, 05:58:21 am »

Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.
I do believe there's a mutation that makes you regenerate might be wrong though ;D
Yeah, that mutation greatly increases your normal healing value. Still too slow to be usable in combat.

There is a bionic that regenerates you on command, though. Really powerful, too. 10 HP on all bodyparts for just 10 power.
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5336 on: August 15, 2011, 07:49:37 am »

Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.

EDIT: Also, I beat a bear to death with a shotgun.

Just remember, you can't pickup booze with your claws out. My wolverine type character is still my best death. Starved to death due to running out of power while my claws were out was hilarious.
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NRDL

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5337 on: August 15, 2011, 07:51:51 am »

Android trait gave me Adamantium Claws and Ethanol Burner. I also have Tough, so I've effectively generated Wolverine without the healing factor.

EDIT: Also, I beat a bear to death with a shotgun.

All I get's infared vision  :(
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The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5338 on: August 15, 2011, 10:10:17 am »

What's the bullet that does the most damage?
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Shades

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5339 on: August 15, 2011, 10:23:53 am »

What's the bullet that does the most damage?

Spoiler (click to show/hide)
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