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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309921 times)

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8505 on: December 14, 2011, 12:51:51 pm »

Yeah, the motorcycle thing's pretty sweet.
And I'm guessing you've noticed, but Teseng doesn't need to edit his post to update the save. He's also the dood who hosts the forums.
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Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8506 on: December 14, 2011, 12:59:23 pm »

And I'm guessing you've noticed, but Teseng doesn't need to edit his post to update the save. He's also the dood who hosts the forums.
Yeah, I figured it out when I noticed Whales providing the same link in the same thread. I should have understood it sooner. Link is from "http://whalesdev.com" ::)

My interest for zombie games is growing since I started watching The Walking Dead :D I really like the dramatic human-vs-human scenarios in the series.
« Last Edit: December 14, 2011, 02:59:36 pm by Leatra »
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8507 on: December 14, 2011, 02:07:15 pm »

You'll still need to wait for someone to compile them, Whales uses Linux :P

Actually, I compiled the latest Windows version myself, right on linux.  Cross-compiling isn't so hard after all  ;D  From now on I'll be releasing pre-compiled versions of the game for linux and Windows at the same time as I release the source.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8508 on: December 14, 2011, 02:08:50 pm »

You'll still need to wait for someone to compile them, Whales uses Linux :P

Actually, I compiled the latest Windows version myself, right on linux.  Cross-compiling isn't so hard after all  ;D  From now on I'll be releasing pre-compiled versions of the game for linux and Windows at the same time as I release the source.
Squeee
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8509 on: December 14, 2011, 03:53:34 pm »

You'll still need to wait for someone to compile them, Whales uses Linux :P

Actually, I compiled the latest Windows version myself, right on linux.  Cross-compiling isn't so hard after all  ;D  From now on I'll be releasing pre-compiled versions of the game for linux and Windows at the same time as I release the source.

Whales, we are now best friends forever.
I am getting hang of Linux, again, though.
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Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8510 on: December 15, 2011, 02:16:27 pm »

Windows version frequently and randomly crashes.
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Tidal

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8511 on: December 15, 2011, 04:19:49 pm »

Windows version frequently and randomly crashes.
... Is it not supposed to do that?
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Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8512 on: December 15, 2011, 04:21:59 pm »

Windows version frequently and randomly crashes.
... Is it not supposed to do that?
Well, earlier versions were more stable :D
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8513 on: December 15, 2011, 04:26:08 pm »

New update!

Note to Windows users: I increased the stack size on this one.  Let's see if that decreases the frequency of crashes.

Clean build, delete your saves.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:
  • New player trait: Truth Teller.  Drastically decreases the chances of a successful lie.
  • Software, a new type of item.  It must be stored inside a USB drive.  Right now it's useless except as a quest item.
  • Some new missions that revolve around software.
  • Support for multi-part missions.  One multi-part mission included in the game that revolves around software and hospitals.
  • Starting NPC has a 50% chance of being a doctor, to increase the chance of this mission appearing.  Similarly, starting NPC has a 50% chance of assigning a computer-based mission, and 50% of assigning a random mission.
  • New NPC class: Hacker.
  • New location: hospital.
    • New items: blood, USB drive, scalpel, vacutainer
    • New computer/terrain combo: centrifuge testing with automated analyzer.
    • New quest related to the above.
  • Certain map features are guaranteed to generate at least once in a given area.  Right now, these include evacuation shelters and hospitals.

Tweaks:
  • Lemons appear in the produce section.
  • Dodge cap for low skill levels weakened (dodging will be easier).
  • Dodge skill is trained faster.
  • Decreased deadline for finding antibiotics to 24-48 hours.
  • Terrifying trait increases the player's chances of a successful Intimidate NPC interaction.

Bug Fixes:
  • Different types of corpses will not stack together.
  • Gasoline is not used by-charge when crafting.
  • Radio (on) does not hold 500 battery charges.
  • Dynamic computer placement bug fixed.
  • Spawn misplacement upon rotating a map fixed.
  • Fixed the overmap river_start.size() = 0; river_end.size() = 1; not equal? bug.
  • Mission-related items are removed properly from the player's inventory.
  • If an NPC's clothing is destroyed, you do not receive a "Your shirt is destroyed!" message.  Instead, IF you can see the NPC, you will receive a "John Smith's shirt is destroyed!" message.

Makefile.Windows has been added to the code repository.  If you use make on Windows, you can use this to compile (you will probably have to alter the name of the compiler, however).
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

Bobv2

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8514 on: December 15, 2011, 09:12:14 pm »

I have a suggestion about encumbrance.

Perhaps you could make the encumbrance of item storing clothes scale with the weight carried? It seems to me that wearing and empty backpack should encumber you very little if at all. I couldn't imagine an empty backpack making it harder to swing a baseball bat or dodge a punch.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8515 on: December 15, 2011, 09:25:36 pm »

I thought about this as well, but there's no difference as to what is carrying what.  If you've got 3 empty volume, then is that an empty holster, or is your backpack not quite full?  One scheme might be to tally up your total encumberment and then scale it to your used/max volume, but then you get items like kevlar vests which have poor storage but high encumberment, it would be too easy to wear kevlar, riot gear, and carry nothing to become a superspeed jugernaught.

An alternative, which I half-ass suggested, was a flag for wearable containers, like purses, messenger bags, and backpacks.  This would allow any item with the container flag to become less encumbering with unused volume more reliably, probably working off the assumption that you filled your non-containers first and then containers.  So if you've got a purse with 20 volume and cargo pants with 6, and you're carrying 6 volume, then it's assumed it's all in the pants and the purse is empty.  If you're carrying 16, then you've got the pants and 1/2 of the purse, and half of 3 (purse enc.) would round up to 2 enc.

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8516 on: December 15, 2011, 10:58:28 pm »

The main issue there is complexity.  I want to keep things like encumbrance more or less a flat curve (with the one added wrinkle of extra encumbrance due to layers).
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8517 on: December 16, 2011, 12:37:01 am »

Fair point, but as long as it behaves as expected then things don't seem ultimately complex.  If the player expects an empty backpack to weigh less, then when it's put into the game it'll be a matter of "act natural" and they'll naturally see lightweight empty backpacks.

Mini

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8518 on: December 16, 2011, 01:28:30 am »

Encumbrance isn't weight, it's how much that item restricts your actions. The amount of stuff you have in a backpack doesn't really effect that much.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8519 on: December 16, 2011, 01:30:41 am »

Although, honestly, a /backpack/ doesn't effect that much.

I hope the heavy capacity, high encumbrance rigid frame backpacks get into the game at some point too, though, I enjoyed using those.
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