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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309995 times)

Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8910 on: February 01, 2012, 02:39:57 pm »

I've played it and you can operate computers and stuff. No crashes for me yet.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8911 on: February 01, 2012, 03:07:03 pm »

Whales - actually, I'd give the zombies a morale of 500 or something, because there's fun to be had with it later - if you give no way for it to (currently) be lowered, you won't have to put in special instructions for it.

But I remember we talked about different behaviours before - the monsters 0 morale "run away" action doesn't need to be "flee" - it could just be "keep distance".

Some, smarter zombies, can thus make use of the mechanic. Every turn you spend close to a spitter zombie, for example, decreases their morale, as well as damage - if you do enough, they'll try to move further away until their morale is high enough again that their aggression overcomes it. If their basic morale starts at, say, 100, then they will immediately flip to "flee" whenever you are in range of them, and then return to "attack" as soon as you move out of range.

If you include the "roamer" or "shrieker" types we described before, they can have a morale modifier based on player distance and whether or not the player is awake - meaning they'll hang around the periphery unless you do go to sleep (making it fall low enough so that their aggression overcomes their fear), or attack them (raising their aggression) or otherwise goad them into attacking despite their low morale.

Not sure if I'm being completely clear about what I mean here, but the coolest situation is this:

Hulks cause the morale of nearby everythings, including zombies, to drop. Basically, even zombies know to get the fuck out of the way. ;)
« Last Edit: February 01, 2012, 03:10:01 pm by GlyphGryph »
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8912 on: February 01, 2012, 06:11:26 pm »

Actually, including provocations is a good idea I hadn't thought of.  I'll whip up a list of possible events, such as:
  • Player gets close to us
  • Loud noise
  • Fire nearby
  • A monster of my species was killed
  • Others?

And monster types will have two lists; a list of things that make it angry, and a list of things that make it scared.  Monsters will have two initial values for anger and morale; once anger reaches 100, the monster goes hostile, and once morale reaches 0, the monster flees.  Zombies of course will have anger start at 100, and morale start at infinity (with no effects that reduce it); bears and wolves will have differing values and their own list of things that piss them off or scare them.
   One thing about this system that might need some work but would be worth it is that you could end up with a creature that has 100 anger but 0 morale. Should they be attacking or escaping in this circumstance? It would probably be something decided by the creature themselves so a bear would be more likely to continue to attack then retreat in the circumstance. Also do normal woodland animals attack the player? If they don't you could use this to make them attack if you have them cornered but retreating once the circumstance presents itself.
   Just one thing I can say should be added to list for normal creatures though. If the player corners them so they can't move without being threatened by the player their anger should be raised or have a modifier where it raises quicker.

Hmm, good point; morale should probably take precedence over anger 90% of the time (no matter how pissed off that bear is, if it fears for its life it should probably flee) but I can forsee situations where anger could take precedence (den mother protecting wolf cubs?).  And yeah, cornered monsters should probably fight, although I think that'd be better handled in the code for fleeing; if we don't have a route for flight, turn to fight until we do.


Whales - actually, I'd give the zombies a morale of 500 or something, because there's fun to be had with it later - if you give no way for it to (currently) be lowered, you won't have to put in special instructions for it.

But I remember we talked about different behaviours before - the monsters 0 morale "run away" action doesn't need to be "flee" - it could just be "keep distance".

Some, smarter zombies, can thus make use of the mechanic. Every turn you spend close to a spitter zombie, for example, decreases their morale, as well as damage - if you do enough, they'll try to move further away until their morale is high enough again that their aggression overcomes it. If their basic morale starts at, say, 100, then they will immediately flip to "flee" whenever you are in range of them, and then return to "attack" as soon as you move out of range.

If you include the "roamer" or "shrieker" types we described before, they can have a morale modifier based on player distance and whether or not the player is awake - meaning they'll hang around the periphery unless you do go to sleep (making it fall low enough so that their aggression overcomes their fear), or attack them (raising their aggression) or otherwise goad them into attacking despite their low morale.

Not sure if I'm being completely clear about what I mean here, but the coolest situation is this:

Hulks cause the morale of nearby everythings, including zombies, to drop. Basically, even zombies know to get the fuck out of the way. ;)

Interesting thoughts!  I'll keep them in mind :D
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Shadowscales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8913 on: February 02, 2012, 03:40:27 am »

Sorry about not telling you how, I needed testers for my mod XD.

Ok
Download this http://www.whalesdev.com/catacurse.cpp
and this http://www.whalesdev.com/catacurse.h

replace the ones in your source!
Then compile!!!

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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8914 on: February 02, 2012, 03:56:41 pm »

Awesome, thank you very much!
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Akhier the Dragon hearted

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8915 on: February 02, 2012, 05:17:21 pm »

New video up here! Watch me wander around and finally die. Also in a future video I throw a Molotov at a Boomer and somehow manage to SegFault...
« Last Edit: February 02, 2012, 06:44:52 pm by Akhier the Dragon hearted »
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Mookzen

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8916 on: February 02, 2012, 07:39:26 pm »

I just wanted to pop in and say that despite having played the windows version -extensively- since this thread had like a 100 pages I don't recall ever having a crash, game is rock-solid on my machine for some reason.
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Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8917 on: February 02, 2012, 07:47:53 pm »

I just wanted to pop in and say that despite having played the windows version -extensively- since this thread had like a 100 pages I don't recall ever having a crash, game is rock-solid on my machine for some reason.
Older versions used to work well for some reason. Are you playing with the last version?
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Mookzen

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8918 on: February 02, 2012, 07:59:54 pm »

I just wanted to pop in and say that despite having played the windows version -extensively- since this thread had like a 100 pages I don't recall ever having a crash, game is rock-solid on my machine for some reason.
Older versions used to work well for some reason. Are you playing with the last version?

Haven't had the pleasure of playing the latest one but my experiences have not changed since whales started handling the port himself. Thought it too much of a tease to have just the one NPC companion available but I think I will have a go at it right now.
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Shadowscales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8919 on: February 02, 2012, 10:53:53 pm »

Oops, I forgot!
credits to Teseng, it's his coding that made this windows library.
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Tiruin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8920 on: February 03, 2012, 05:19:07 am »

How does one report known bugs?

Windows version, when Examining a bionic and 'Esc'aping the screen, Cataclysm crashes. But if changed(!) back to the activate screen, it works fine.

Edit: Thanks!
« Last Edit: February 03, 2012, 05:25:50 am by Tiruin »
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jester

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8921 on: February 03, 2012, 05:21:53 am »

http://whalesdev.com/forums/index.php?board=4.0, Bug reporting section of the Cataclysm forums
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8922 on: February 03, 2012, 02:41:10 pm »

How does one report known bugs?

Windows version, when Examining a bionic and 'Esc'aping the screen, Cataclysm crashes. But if changed(!) back to the activate screen, it works fine.

Edit: Thanks!
Did you try it with the new stable version?
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Fniff

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8923 on: February 03, 2012, 05:29:29 pm »

Is there any way to get Cataclysm running on Mac, version 10.4.11? The PC is out of commission and I wanna play some Cataclysm.

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8924 on: February 03, 2012, 05:33:11 pm »

There's instructions for compiling on mac in this thread.
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