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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309890 times)

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8475 on: December 12, 2011, 05:06:50 am »

You are talking to dwarves here, so don't be surprised when we ask for more elaborate combat :P  Although small steps, like throwing an item could cause a stun (blunt strike) might help, if that's not already in place.  I don't throw much, so I dunno about that.

Flare

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8476 on: December 12, 2011, 05:48:52 am »

Are there any plans for us telling ncps what to do in the future? I've never understood the purpose and rationale behind having some out-of-shape simpleton command the cyborg mutant doom-thrower to fetch him some medicine he can probably get himself. When the npc is in the presence of a sub-deity, I expect the npc to go fetch his own medicine AND get the nails and two-by-fours for me to build a fort with.
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Tidal

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8477 on: December 12, 2011, 06:04:30 am »

Are there any plans for us telling ncps what to do in the future? I've never understood the purpose and rationale behind having some out-of-shape simpleton command the cyborg mutant doom-thrower to fetch him some medicine he can probably get himself. When the npc is in the presence of a sub-deity, I expect the npc to go fetch his own medicine AND get the nails and two-by-fours for me to build a fort with.
That would be interesting.

"HEY. You over there! Go into that zombie infested city and break down doors!"

Then he would have to choose between being eaten by the zombies or bashed in the face by you.
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8478 on: December 12, 2011, 07:06:50 am »

Oh thanks great Whales! Now if there just was a portable Cataclysnux so i could keep on playing your wonderful game in school!
A christmas special update would be hillarious, like having the game detect your base and then making a Zombie Claus appear, like a combination of all zombies, dressed in santa suit, carrying a huge heavy bag full of cool loot, also zombie reindeers and turning all fungaloids into grinches!
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8479 on: December 12, 2011, 07:08:55 am »

Oh thanks great Whales! Now if there just was a portable Cataclysnux so i could keep on playing your wonderful game in school!
A christmas special update would be hillarious, like having the game detect your base and then making a Zombie Claus appear, like a combination of all zombies, dressed in santa suit, carrying a huge heavy bag full of cool loot, also zombie reindeers and turning all fungaloids into grinches!

http://whalesdev.com/forums/index.php?topic=618.0
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Shades

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8480 on: December 12, 2011, 07:24:49 am »

Oh thanks great Whales! Now if there just was a portable Cataclysnux so i could keep on playing your wonderful game in school!

If you have a smart phone then they all have a telnet client of some kind .... :)
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8481 on: December 12, 2011, 07:26:50 am »

It will be platform independant soonTM which means the windows version will be updated nearly as quick as Whales releases.
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Shades

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8482 on: December 12, 2011, 08:53:44 am »

If you cancel firing a bow the arrow stays loaded, longbow (1) for example, however this arrow doesn't count for ammo when you attempt to fire leading the amusing case of having to unload my bow to kill the last zombie.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8483 on: December 12, 2011, 04:10:49 pm »

You are talking to dwarves here, so don't be surprised when we ask for more elaborate combat :P  Although small steps, like throwing an item could cause a stun (blunt strike) might help, if that's not already in place.  I don't throw much, so I dunno about that.

Heh, I'm not surprised, and I don't think that elaborate combat is a bad thing inherently, I just don't think it has a place in Cataclysm.  Stunning from thrown items would be good, though!

Are there any plans for us telling ncps what to do in the future? I've never understood the purpose and rationale behind having some out-of-shape simpleton command the cyborg mutant doom-thrower to fetch him some medicine he can probably get himself. When the npc is in the presence of a sub-deity, I expect the npc to go fetch his own medicine AND get the nails and two-by-fours for me to build a fort with.

Yeah eventually, one step at a time though!

If you cancel firing a bow the arrow stays loaded, longbow (1) for example, however this arrow doesn't count for ammo when you attempt to fire leading the amusing case of having to unload my bow to kill the last zombie.

Fixing thanks :)
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8484 on: December 12, 2011, 04:47:03 pm »

Oh thanks great Whales! Now if there just was a portable Cataclysnux so i could keep on playing your wonderful game in school!

If you have a smart phone then they all have a telnet client of some kind .... :)

I had to download an app to get telnet.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8485 on: December 12, 2011, 08:23:20 pm »

In terms of complicated combat, you could have it set up so that direction key into an enemy just attacks with the best attack, and have another method for aimed attacks.
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8486 on: December 12, 2011, 08:26:45 pm »

You are talking to dwarves here, so don't be surprised when we ask for more elaborate combat :P  Although small steps, like throwing an item could cause a stun (blunt strike) might help, if that's not already in place.  I don't throw much, so I dunno about that.

Heh, I'm not surprised, and I don't think that elaborate combat is a bad thing inherently, I just don't think it has a place in Cataclysm.  Stunning from thrown items would be good, though!
But aiming for the head is a zombie killing tradition!
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8487 on: December 12, 2011, 08:28:22 pm »

Again, something that works well in DF but not so well in Cataclysm.

kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8488 on: December 13, 2011, 03:43:14 am »

Im still thinking there should be stamina for more tactic. As for more detailed combat im not really sure if its needed. Aiming every blow when you have to kill 100 zombies may be not too practical but maybe you could choose a stance changing your defense/attack ratio, change stun and critical attack success probabilities, lowering your encumbrance level at the cost of stamina... you can go pretty crazy with the options and it wouldn't slow the gameplay that much.
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8489 on: December 13, 2011, 03:53:08 am »

How about different modes, like RPGs do when they don't want to go through the hassle of micromanaging DF Adventure Mode-style combat?

Defensive, Offensive, Berserk, etc. Rather than make it an annoying extra button or two in order to select a particular style or part, make it a toggle setting. Extra evasion with a decrease in damage, higher crit chance with a decrease in accuracy, higher max damage with a penalty to accuracy or attack speed, etc. That way we have the chance to fight according to our individual playing styles, and it'll shut everyone up. ;)

Don't like it? Keep it neutral and nothing changes. Want a challenge or specialty? Toggle your Combat Mode function. :)
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