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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1310481 times)

Mephisto

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5505 on: August 17, 2011, 11:51:49 pm »

Oh man. In addition to loving the game, love the code too. I don't even know how to code and it makes sense to me; there are actually COMMENTS.

The one thing that annoys me is the persistent(Albeit resetting to day 1) world. As difficult as it is to reach, there's the eventuality over many generations of characters that you'll spawn into a map with plenty of notes on it that's been completely ransacked. In reality, this isn't a problem given zombie drops, but it's still enough to make me clear the save folder when I've ended a good run.

Greatly looking forward to NPCs and factions, I might actually be joining a non-B12 forum for once. Kudos to Whales.

I don't think notes persist. At least, notes didn't persist the last time I checked a handful of versions back and I think it was brought up in discussion that they still don't persist.
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Koja

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5506 on: August 18, 2011, 12:21:16 am »

Notes persist in 1.9.5, windows port.

Or maybe only if you use the same character name... I always do.
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Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5507 on: August 18, 2011, 12:21:44 am »

Oh man. In addition to loving the game, love the code too. I don't even know how to code and it makes sense to me; there are actually COMMENTS.

The one thing that annoys me is the persistent(Albeit resetting to day 1) world. As difficult as it is to reach, there's the eventuality over many generations of characters that you'll spawn into a map with plenty of notes on it that's been completely ransacked. In reality, this isn't a problem given zombie drops, but it's still enough to make me clear the save folder when I've ended a good run.

Greatly looking forward to NPCs and factions, I might actually be joining a non-B12 forum for once. Kudos to Whales.

I don't think notes persist. At least, notes didn't persist the last time I checked a handful of versions back and I think it was brought up in discussion that they still don't persist.

They don't. Incidentally, how large are the genned worlds, because all of my characters seem to spawn in the same two towns every time?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5508 on: August 18, 2011, 12:24:24 am »

You always start in the same 180x180 overmap.  New overmaps are generated when you move off the current one; the player probably won't notice when they cross into a new overmap.

In the future, there'll be a chance to start in a different overmap from the center one.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5509 on: August 18, 2011, 01:56:51 am »

O_O     Isnt one overmap enough?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5510 on: August 18, 2011, 09:39:18 am »

Probably!  But I didn't want there to be an "invisible wall" or something surrounding the region.  The world map is infinitely large.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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areyoua

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5511 on: August 18, 2011, 09:51:13 am »

There's not an invisible wall, but there is a wall of nothing.

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5512 on: August 18, 2011, 10:07:58 am »

Where is the A* pathing found in? I'm looking at it as an example for something I need to do in a class, and the fact that its a game I enjoy immensely makes it a better example (especially since it works).

Don't make it harder for yourself than necessary, dude. Did Whales implement an A* at all? Might just be some Dijkstra.

By the way: In the optimistic heuristic, there is the key. ;)

A* is used because the heuristic is important in the world of Cataclysm.


There's not an invisible wall, but there is a wall of nothing.

Yeah, that's just a counting error on the overmap's part when trying to figure out the name of the tile the player's in.  IIRC, it's just twelve player-sized tiles wide, and it doesn't actually affect terrain or anything at all, except for the name displayed.  Low-priority bug :D
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Briggsy16

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5513 on: August 18, 2011, 10:37:19 am »

Right guys, I plan on giving this a go this evening. Are there any essentials? Or do I just download the version off the forum?
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Ordokai

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5514 on: August 18, 2011, 10:42:44 am »

Oh good Whales have mercy on our souls, severely starved are we for news of new release, getting the shakes ! 
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5515 on: August 18, 2011, 10:48:32 am »

Still on hiatus!  Moving house, helping family with some issues, dealing with a jerkwad.  Also the new update is rather big in scope.  I can't promise anything before September!  Have patience!  It'll be worth it, I promise ;)
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5516 on: August 18, 2011, 11:32:24 am »

Right guys, I plan on giving this a go this evening. Are there any essentials? Or do I just download the version off the forum?

Right now there are three pre-compiled versions that I know of for Windows.

Deon's Little Mod - primarily a tileset mod with some additional features. Has a very nice tileset by Deon. Careful not to press A, for some reason it crashes in the latest version (for me and at least one other anyway). Find it here: http://cataclysmff.zxq.net/SMF/index.php?topic=21.0

Headswe's Windows release - primarily a port to Windows, ASCII graphics. The latest build is a little bit behind on Whales' changes (left out the debug menu changes which moves all debug functions to Z). Some of the lines in help descriptions of stuff overwrite as well. Otherwise it's good afaik, I haven't played it too much. Find it here http://cataclysmff.zxq.net/SMF/index.php?topic=58.0

My Ammo Crafting & stacking mod - An ASCII release based on Headswe's 1.9.4 release incorporating all of Whales latest commits with some other stuff by me. Primary changes include ammo crafting and stacking for ammo/comestibles (medicine, food, food containers). Also changed some other things, like armor has more effectiveness vs bullets (so armored enemies are harder and AP ammo more valuable), purifiers don't give stats, mutations are a little bit different, and you start with some skill points instead of using attribute points for skills. It's a bit different from the official game due to that, but I find it fun (i'm really biased, though). Get it (and full changelists) here: http://cataclysmff.zxq.net/SMF/index.php?topic=245.0
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Briggsy16

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5517 on: August 18, 2011, 11:48:35 am »

Excellent. Thanks a lot matey
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Urist Imiknorris

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5518 on: August 18, 2011, 03:48:41 pm »

How do I barricade windows and doors? I'm holed up in a grocery store and want to make it a bit safer.
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areyoua

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5519 on: August 18, 2011, 04:07:55 pm »

You need quite a few two-by-fours and some nails and a hammer. Press "a" and the letter for the hammer, and the direction of the door/window you want to barricade.
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