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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314554 times)

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8010 on: November 18, 2011, 07:33:33 pm »

So a megastore is 1 tile and multi floors up?  We finally got functional tall buildings?  How are they in terms of zombie defense, and does this finally mean I can stand on the roof of a gas station mildly drunk and shooting my rifle into a horde of zombies?!

No, a megastore is one floor and multiple tiles.  Like a Wal-Mart generally is.

Heya, a few random questions:

1) Is there a way to tell how much noise different things make (guns, shoes, etc)

2) Is running into more powerful enemies luck of the draw or do they start to spawn when you get more skills/items/etc?



1) Not directly, no.  I should figure out a way to put that into the interface nicely.  The ultra-specifics don't matter too much, though.

2) The longer you are in the game, the harder enemies are.  At the start you'll see only normal zombies, then boomers and skeletons, then fast zombies and spitters and zappers, then brutes, then hulks...
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8011 on: November 18, 2011, 07:42:53 pm »

Megastores are multi-story, they are VERY MEGA
No, a megastore is one floor and multiple tiles.  Like a Wal-Mart generally is.
I'm so confused...

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8012 on: November 18, 2011, 07:55:52 pm »

Megastores are multi-story, they are VERY MEGA
No, a megastore is one floor and multiple tiles.  Like a Wal-Mart generally is.
I'm so confused...

Heh, mis-typed.  Sorry.  Meant "multi-tile."
« Last Edit: November 18, 2011, 07:57:44 pm by Whales »
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8013 on: November 18, 2011, 08:05:57 pm »

It's really cool that we are getting more multi-storey buildings! Here's hoping for hospitals and other multitier thingies. :)

How do they look on the minmap?
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8014 on: November 18, 2011, 08:08:42 pm »

*can't wait for window port*

Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8015 on: November 18, 2011, 08:08:56 pm »

They're a bunch of blue 'M's. And they certainly do have plenty of zombies in them, that's for sure.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8016 on: November 18, 2011, 08:21:43 pm »

It's really cool that we are getting more multi-storey buildings! Here's hoping for hospitals and other multitier thingies. :)

How do they look on the minmap?

For hospitals I'd like to have multiple stories working before I put them in.  Fortunately, I already have some ideas about how to tackle the myriad of problems that would present.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8017 on: November 18, 2011, 08:22:13 pm »

It's really cool that we are getting more multi-storey buildings! Here's hoping for hospitals and other multitier thingies. :)

How do they look on the minmap?

... Fortunately, I already have some ideas about how to tackle the myriad of problems that would present.
Kludge it? :P
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Seriyu

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8018 on: November 18, 2011, 08:24:01 pm »

Man, I'm still not having much luck. Never got a shelter built. How much noise does melee combat with a combat knife make? I seem to be attracting a lot of zombies even with just knives.

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8019 on: November 18, 2011, 08:26:08 pm »

Zombies tend to turn up in hordes, then there'll be a lull in activity for a short while.
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Seriyu

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8020 on: November 18, 2011, 08:27:46 pm »

Ahhhh, I see. And I assume running away from zombies is putting off the problem, not solving it?

IE they won't despawn and I'll have to deal with them later?

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8021 on: November 18, 2011, 08:29:04 pm »

Running from a horde is a viable strategy, once the small horde spawns, there'll be a lull anyway, so running away leaves you a bit more free to loot after you escape.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8022 on: November 18, 2011, 08:31:02 pm »

Shooting a gun, on the other hand, will waste some or all of the lull.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8023 on: November 18, 2011, 08:32:05 pm »

Zombies do despawn if you run far enough (5 blocks for greens?) and they do tend to come in waves rather than trickles.

I personally don't understand how high buildings are difficult.  It seems like it would be the same as underground buildings, just shifted up?  That doesn't let you see down to the road below very easily, but it's a measure of success...

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8024 on: November 18, 2011, 08:33:21 pm »

How would you handle falling out windows? Mob spawning? Being able to look down and see the fact that the ground has become a void of nothingness?
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