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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314751 times)

Mr.Person

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7665 on: November 05, 2011, 06:35:02 pm »

Personally, I actually have a vast preference for ASCII, to the extent that I probably would not play the game unless there was an ASCII option. Tilesets are just too ugly.
If the tileset is awful then yeah, I wouldn't play the game either.

Although the only tileset I've ever not enjoyed enough to drop the game over was Angband's. Although Cataclysm's old tileset was also just as bad.
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7666 on: November 05, 2011, 07:07:48 pm »

One of my main requirements for Cataclysm is that it run in a terminal--or at least have the option to.  A graphical version would be a secondary option.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Drago55577

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7667 on: November 05, 2011, 07:29:00 pm »

3D like Slaves To armok god of blood.


will it ever happen.
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The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7668 on: November 05, 2011, 08:12:03 pm »

3D like Slaves To armok god of blood.


will it ever happen.
If it does, it'll be just as good.
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Mechanoid

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7669 on: November 05, 2011, 09:01:10 pm »

Point on stunning hulks.  I might make the stun effect harder to achieve against large monsters, or perhaps compare the damage dealt to the remaining HP of a monster to see if they're stunned.

Please make different types of stunning effects. Physical, electrical, chemical, or even auditory/visual.

A taser causes uncontrollable muscle spasms by dumping electricity into the nerves, disrupting signals. It could work on a hulk as much as it would a normal zombie (but the hulk would take less damage and take more taser charges to stun) but it shouldn't do much of anything against a shocker zombie. Meanwhile, if you put in something like pepperspray or CS gas that would function as a chemical stun, and does work on shocker zombies but not entirely on boomer zombies, for example. My point is, instead of just working with what's already there and calling it a day, deepen the gameplay by adding additional options and setups to situations the player can encounter.
Even if it just takes more charges to stun a hulk then a normal zombie would be better then a "Yes the taser doesn't work on hulks/bears/aliens at all now, deal w/ it via guns" type situation.
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7670 on: November 06, 2011, 07:34:59 pm »

What does the crashed helicopter map feature look like? A bunch of metal wreckage with military shit lying around?

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7671 on: November 06, 2011, 07:39:12 pm »

Yep.
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Mechanoid

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7672 on: November 06, 2011, 08:06:16 pm »

What does the crashed helicopter map feature look like? A bunch of metal wreckage with military shit lying around?
There actually appear to be different varieties of crash sites; military and scientist are the most easilly classifiable, due to the clothing types that spawn on the map block of the crash. Kevlar vests? Military. Lab coats? Scientist.
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Quote from: Max White
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7673 on: November 07, 2011, 01:25:33 am »

New update!  Many bugfixes and some neat triffid stuff.

Clean build required.  Saves incompatible.

Features:
  • Triffid Groves.  You'll see several on an overmap; these are the "nerve center" of triffid infestations.  Find one, journey deep into the root system underneath, and kill the Triffid Heart to make all triffids start to die out.
    • Four new triffid monsters, only found in the triffid groves and root system.  Each features all-new behavior and attacks.
    • Three new map types: triffid groves, triffid roots, and triffid heart.
    • New player effect: sap-coated.  New field: glob of sap.
    • New item: biollante bud.  Useless right now (except as a trophy), but it will see various crafting applications in the future.
  • New construction: Spike Pit (traps a pit with several wooden spears)
  • Speed buffs/penalties from temporary effects (e.g. meth, poison, and more) display properly in the @ screen.

Tweaks:
  • Petrified Eye thieves will no be pursued quite as viciously.
  • Tear gas blinds monsters for significantly longer.
  • Using an electrohack to force lab (or other) doors open permanently breaks the card reader; this prevents grinding.
  • Spacebar cancels picking up items, instead of confirming.  Only Enter will confirm a pickup.
  • Bayonets can slice or stab.
  • You're only prompted if you want to bury a beartrap if attempting to place it somewhere that's actually diggable.
  • Mine shafts are now accessable via elevator or ladder.
  • Triffid Queen attacks can break up floors and pavement.
  • Turrets now take one turn to target the player, and then can start firing at them their next turn.  This makes turrets less of a "surprise, you're dead" situation.
  • Giant Bees are no longer an "animal" for the purposes of the Animal Empathy trait.
  • Flying Polyps nerfed.  To a degree.

Bug Fixes:
  • Fixed a couple more crafting bugs.
  • Keypad enter should work properly (thank you, FunctionZero).
  • Run Mode message correctly tells the player to hit ' to ignore a monster, instead of spacebar.
  • Climbing a rope down into a half-broken staircase will leave you with the rope to climb back up.
  • If someone forgot to code the inventory for a monster that drops items, the game will warn you and no items will be dropped; instead of a warning and then a crash.

Misc Code Notes:
  • Compiled with -Wall for the first time in ages; tightened up some memory usage and cleaned some stuff up.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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Join me in #cataclysmrl on irc.quakenet.org!

G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7674 on: November 07, 2011, 01:34:50 am »

So now that we can effectively destroy triffid and fungaloid populations... are there eventually going to be mechanisms allowing them to spread as well as be destroyed?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7675 on: November 07, 2011, 01:50:04 am »

Yes, eventually.  Fungaloids already will, if the player travels through their territory and doesn't kill more than reproduce.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Drago55577

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7676 on: November 07, 2011, 01:57:07 am »

I cant find windows version.
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Rip goat, more loli
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Mini

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7677 on: November 07, 2011, 02:23:24 am »

Whales doesn't do the windows version, you have to wait for the guy who does that to play on windows. (Or you could use FunctionZero's fancy VirtualBox thing)
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7678 on: November 07, 2011, 04:21:06 am »

Whales doesn't do the windows version, you have to wait for the guy who does that to play on windows. (Or you could use FunctionZero's fancy VirtualBox thing)

Hah, thanks but no, it's not mine. It was made by Vucar Fikodastesh. Link
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7679 on: November 07, 2011, 04:34:06 am »

And the windows version is up already.
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