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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1310021 times)

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6900 on: October 14, 2011, 01:04:41 am »

I wouldn't be surprise if ther was a bug where sleeping reduced the rate at which you hunger such that the recycler make it positive.

Heh, bingo.  Thanks all around for bringing this to light.  Fixed.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6901 on: October 14, 2011, 01:57:46 am »

nooooooo, me and my big mouth :P
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Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

L0master

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6902 on: October 14, 2011, 02:38:14 am »

I am not particulary familiar with the way most roguelikes are made, but I guess the number of vertical and horizontal characters (symbols) is limited in a way. That thought arouse because in Cataclysm we can "see" mobs that are out of bounds of the "main window" and, more than that, I can even shoot mobs that are beyond horizontal boundaries with longrange weapons.

I know for sure that java-based roguelikes have no such limit. Please confirm my guess about another RLs (also, how do we generaly call them? curses-based?)

Example:
« Last Edit: October 14, 2011, 03:18:53 am by L0master »
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Number of kills: 15
 dog: 1
 your mother: 14

S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6903 on: October 14, 2011, 03:32:40 am »

I finally got to level 8 electronics skills and I saw I had access to this



Time to set my fortress :D
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Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6904 on: October 14, 2011, 03:59:03 am »

Eh, turrets are mediocre at best. They have infinite ammo, but have limited range (~4-7 tiles) and take several shots to kill a regular zombie. You'll need several of them or they'll be overwhelmed, but if you put them too close to each other they'll destroy each other through friendly fire.

It's one of those things that are better used against you than by you.

One more thing: Being shocked by skitterbots does NOT immediately wake you up.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6905 on: October 14, 2011, 04:06:07 am »

I am not particulary familiar with the way most roguelikes are made, but I guess the number of vertical and horizontal characters (symbols) is limited in a way. That thought arouse because in Cataclysm we can "see" mobs that are out of bounds of the "main window" and, more than that, I can even shoot mobs that are beyond horizontal boundaries with longrange weapons.

I know for sure that java-based roguelikes have no such limit. Please confirm my guess about another RLs (also, how do we generaly call them? curses-based?)

Nope. The programming language has little, if any, influence on game.
The curses library is just a terminal display library, it has nothing to do with roguelikes.

The game behaves so because the developer coded it so.
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L0master

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6906 on: October 14, 2011, 04:23:41 am »

Nope. The programming language has little, if any, influence on game.
The curses library is just a terminal display library, it has nothing to do with roguelikes.

The game behaves so because the developer coded it so.
Thanks for clearing this up. The "main window" is just a bit tiny to my taste.

I've been playing Cataclysm for 4 days now, and I've been occasionaly having severe deja vu's. Now I realize that they originate from playing Unreal World a couple years ago. At first the deja vu's were milder, when filling containers with water, picking mushrooms and berries. Then they became more intense, with butchering squirrels, rabbits and deers. But it all finaly dawned upon me, when I started building a house: chopping trees, making twoXfours from heavy sticks, hauling a shitton of timber to the building site... Anyway I like that Unreal World-like features are like that, just features in a complex world of Cataclysm.
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Number of kills: 15
 dog: 1
 your mother: 14

beorn080

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6907 on: October 14, 2011, 04:28:53 am »

Also, turrets disappear if you venture too far from them, and need a successful hack check to not kill you after deploying.
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6908 on: October 14, 2011, 06:22:28 am »

Also, turrets disappear if you venture too far from them, and need a successful hack check to not kill you after deploying.
If turrets are the capstone of the electronics skill why are they so crappy? Why would you ever use your resources on something that may vanish or may just shoot you?
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Trapezohedron

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6909 on: October 14, 2011, 06:35:39 am »

To create more resources, ammo, batteries and all, by destroying the turret itself when it's active?
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6910 on: October 14, 2011, 06:41:35 am »

I just found a bug with turrets.

Friendly turrets, like starting dogs (And any living character on the screen when you save), are stored in your character file as opposed to a world file. The problem is that they are (re)loaded with 0 health, and so they instantly explode the moment you load your game.

No idea if it works for enemy turrets though.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6911 on: October 14, 2011, 08:20:09 am »

Also, turrets disappear if you venture too far from them, and need a successful hack check to not kill you after deploying.
If turrets are the capstone of the electronics skill why are they so crappy? Why would you ever use your resources on something that may vanish or may just shoot you?

Because turrets disappearing isn't an intended feature and will be fixed?
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6912 on: October 14, 2011, 08:28:27 am »

Also, turrets disappear if you venture too far from them, and need a successful hack check to not kill you after deploying.
If turrets are the capstone of the electronics skill why are they so crappy? Why would you ever use your resources on something that may vanish or may just shoot you?

Because turrets disappearing isn't an intended feature and will be fixed?
So the shooting you randomly part is intended?
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6913 on: October 14, 2011, 08:38:44 am »

They actively shoot you if you fail a Computer skill check when placing them.

They can still shoot you even when you do pass the check, if you stand between them and their target.

The second is confirmed as intended, and I'm pretty sure the first one is too.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6914 on: October 14, 2011, 09:36:03 am »

Sure, but unless you later have some serious skill degradation, the turret should never go hostile.

Spoiler (click to show/hide)
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