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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1313007 times)

LuckyNinja

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9105 on: March 29, 2012, 01:50:10 pm »

hey Whales, I don't know if/where this has been asked before, but out of curiosity, how long have you been working on this and for how many years have you been coding total?
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9106 on: March 29, 2012, 02:42:06 pm »

Such is life when you play a mod made by a furry :P
As long as I don't wake up to find a foomorph humping my leg for MAD SEXX0R I can dig it. If I wanted that stuff I'd play Flexible Survival.

Also, the "Woodworking" portion of the menu is completely empty, even after putting 10 points in it via testing. Is that normal?
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9107 on: March 29, 2012, 02:47:08 pm »

Don't worry, those are mainly just little easter egg items anyway :P

And yeah, I had a few annoying bugs to fix, so I just pushed the release without adding any stuff for woodworking, it'll be useful in the next release
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9108 on: March 29, 2012, 04:12:44 pm »

If you're going to add more crafting recipes, keep in mind that the crafting menu does NOT scroll down. If you add too many recipes the list will go below the bottom border and any recipes that pass that point will be unusable even if one has the required items.

Also, I get major lag whenever I pass near a giant bee hive; Vanilla, Vehicle Mod, and Darkling's Mod all have it. Previous versions did not display this behavior.

Edit: Also, cooking rotten food returns fresh food, that should probably be fixed.
« Last Edit: March 29, 2012, 04:18:15 pm by Blaze »
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9109 on: March 29, 2012, 04:24:07 pm »

If you're going to add more crafting recipes, keep in mind that the crafting menu does NOT scroll down. If you add too many recipes the list will go below the bottom border and any recipes that pass that point will be unusable even if one has the required items.
This is the main reason I'm adding more crafting categories actually, I'd already broken several menus.

Also, I get major lag whenever I pass near a giant bee hive; Vanilla, Vehicle Mod, and Darkling's Mod all have it. Previous versions did not display this behavior.
Not sure what could be causing this.

Edit: Also, cooking rotten food returns fresh food, that should probably be fixed.
This is a vanilla bug too :P


E: Also, if you've any suggestions for content, I'd love to hear them, I'm always looking for ideas>
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9110 on: March 29, 2012, 04:39:32 pm »

While you're working on it, could you separate Weapons into Melee and Ranged and Food into Food and Chems? Those are the two menus that are currently affected by the bug.
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9111 on: March 29, 2012, 04:44:43 pm »

Shall do. It'll be in the next release.
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9112 on: March 29, 2012, 05:03:53 pm »

Oh, since you asked for suggestions:

1. It would be nice if the Universal Power Source actually was a Universal Power Source i.e. Anything that runs on batteries can take it directly from the UPS. Currently the only thing I use it for is to hold batteries (1 4X6 is less than 10 1X1's).

2. Your *ahem* "easter egg" got me thinking. Now that mutations are categorized, it would be nice if there was some way to influence which mutation branch you'd get one from.

3. I already suggested other item attachments, sewing pockets/chitin/etc on clothing, flashlight on a hat, tazers on gloves, etc. (Go go Assassin's Hidden Blade!)
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9113 on: March 29, 2012, 05:09:11 pm »

1) I can definitely take a look at doing that, yeah.

2) This is something I've been thinking about plenty, you already gain more mutations in a category you have previously mutated in, but I'm thinking of ways to influence that first mutation.

3) I've been working on a system for clothing which is similar to the weapon attachment system actually, it'd let me have a series of modular upgrades which could be attached to clothing, without needing to create a duplicate of every single clothing item.
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I am fat, eating is my great joy.

Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9114 on: March 29, 2012, 05:21:50 pm »

Yay Wheelies! (That fad ended years ago.)

Containers would be nice, like the often-mentioned toolbox.

Also, Bionic and Mutation interactions. Claws + Adamantite Claws = Good, Tentacle Arms + Fingerpick = Not so good. 8-Tentacle arms + Fusion Blaster Arm = ...

I would mention activated mutations, but I hear Shadowscale's already working on it.
« Last Edit: March 29, 2012, 05:24:01 pm by Blaze »
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9115 on: March 29, 2012, 05:23:47 pm »

hey Whales, I don't know if/where this has been asked before, but out of curiosity, how long have you been working on this and for how many years have you been coding total?

Been working on this about 2 years.  Been coding about 2 years ;)

UPS != Universal Power Source, it's Unified Power Source.  Designed for and used almost exclusively by the military.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9116 on: March 29, 2012, 05:34:19 pm »

UPS != Universal Power Source, it's Unified Power Source.  Designed for and used almost exclusively by the military.
Well, I stand corrected; but they don't exactly sell plasma rifles in the military surplus store where they're also found in. Plus, I'd think one jury-rigged by the player would also have some flexibility.
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Fniff

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9117 on: March 29, 2012, 05:37:16 pm »

Hey, Whales. I think factions shouldn't have randomly generated names.

They should be organized in things like "Army", "Police", "Scientists", "Survivalists", or whatever. Make a huge list, and make it randomly generated for what should be put in. DF style names make sense in DF, but I don't think it matches Cataclysm.

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9118 on: March 29, 2012, 05:53:07 pm »

Hey, Whales. I think factions shouldn't have randomly generated names.

They should be organized in things like "Army", "Police", "Scientists", "Survivalists", or whatever. Make a huge list, and make it randomly generated for what should be put in. DF style names make sense in DF, but I don't think it matches Cataclysm.

Not sure what DF style names are, but what you're describing is already what's happening with Cataclysm, except that randomized names get applied as well.  "Survivalists" is dull, "The Iron Fists" is more interesting.
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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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Fniff

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #9119 on: March 29, 2012, 05:55:38 pm »

I kinda meant that you would get names like "The Flowers of Calm" or other combination of words that don't make sense. I was thinking more single word summaries instead.
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