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Messages - KimeK

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1
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 29, 2015, 01:58:12 am »
Does anyone remember the wood gathering process of the Elves in Warcraft 3? The wisps I think they're called? Something similar would be cool and lore friendly.

2
Other Games / Re: PRESSURE (Hear me out!)
« on: June 29, 2012, 07:31:44 am »
Just curious, why doesn't anyone speak of java?

Also, X-03, I've been excited about making a game lots of time before, and I do know a bit of programming, so I just want to tell you: don't blame yourself if you give up on it. Having no experience, and no motivation outside the "i want to make a cool game" just isn't enough. That and the fact that you'll just have no life if you try to do this, as you cannot imagine how time consuming it is.
Anywho, if you still want to go through with it, sit down and PLAN THE SHIT out of it. Not even talking about the big game, but the learning projects. Seriously, deciding things as you program is the worst, most demotivating thing there is. You should establish goals and work towards them, that's how time should be spent, not thinking "ok what do I do now?"
It isn't easy to hear (read) such negative replies, but it is the reality of things.

3
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 12, 2012, 12:21:18 pm »
I wish there's going to be a way to heal our adventurers this release. I'm on my fifth one that got one finger stabbed and now the hand is useless for all eternity.

Had a nice moment with one thought, running through the forest at night, bunch of night creatures chasing me (playing genesis mod), and when I was about to be probably clawed to death, a pack of wolves came from nowhere and started attacking the bogeymen. Gave me just the time I needed to reach town.

4
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 25, 2011, 05:33:50 pm »
Random thought: it'd be unrealistic to expect fridges to be functionally different from cabinets, given the context. Power grid is dead.
Nobody said it's dead. Besides, do you think the zombies turned it off or something?
Think, let's quote the anti-spiral.
"WHERE ARE YOU DRAWING ALL THIS POWER FROM?!"
You need people to manage the electricity producing facilities, otherwise, they shut down, break, or just stop running because no one is making it run.

But we are in the future! Robots might be managing it :D (please)
Would make complete sense. In a futuristic society, it would make sense to have much more jobs automatised. Also, power plants don't just break down. What is breaking down are the wires. And if they're the "buried underground" type, they're pretty much safe. With everyone dead, there's also much lesser usage so not so much can burn out.

well, now this is interesting.
Even if machines do all the work, even the machines must be supervised by someone. This could lead to some underground facilities being populated and safe from all the people on surface, basically creating two distinct societies. This sounds a lot like fallout, and i don't know if whales is thinking of adding some kind of storyline (i think so), but this would be a nice start. You could use computers to communicate with the people underground, and they could give you missions. Maybe stablish some trade between the surface and underground people. Since they would have the power generators, they would trade energy for other things.

5
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 25, 2011, 11:53:17 am »
Spoiler (click to show/hide)
  Ok, thanks!

ahah nice. That guy is pretty f*cked!

6
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 25, 2011, 11:46:09 am »
Hey, do you guys know how to post images? I have a crappy piece of fan art to post. Its in png format, is that the problem?

http://imageshack.us/ or http://tinypic.com/
then copy the direct link and paste it!

7
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 25, 2011, 11:03:21 am »
Now that I think of it, I suppose it wouldn't be too hard to set it up so that zombies who "break into" a bank or something cause *friendly* robots to show up to exterminate the menace.  Though that would lead to banks becoming an uber-shelter, where any ingress of zombies is dealt with by machines rather than the player.

I like the hacking idea to dispatch robots.  This will be available in the next update.

Yeah, but the robots would exterminate ANY menace. So if they saw you hiding...

Hacking should need an extremely high computer skill imo.

8
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 25, 2011, 10:19:01 am »
I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.
You could pretend the alarms are thermally based, and as such won't pick up the cold walking dead.

Well, you can pretend a lot of things, but why not have this and other things happen? it makes the world feel more alive, and presents the player with more surprises to deal with, which imo is always fun.
Also, I hardly believe someone would pick thermal detection instead of motion for a security system in a time where robots can hover about. Wanna rob a bank? Sure, just send a robot in!
I'm in favour of having the player be at the same level as other entities on a game. Having "special conditions" feels like cheating.

Yes, but almost all successful games that aren't Dwarf Fortress do that.  And you can see from it, giving player-like attributes to almost everything is less than stellar in both resource usage and implementation.
In the very end all those enemies are meant to kill you, and what matters is their efficiency at doing so.
Hell, in Megaman, all enemies were really unequal to the player, that didn't stop players from feeling it's the enemies who were cheating.

Maybe it's time to change the formula of successful games that aren't dwarf fortress?
I do understand the technical difficulty that it generates. It's just my way of seeing how a game should work.
Any way it gets implemented in Cataclysm, I'm sure it'll be a fun one ;)

9
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 25, 2011, 10:05:37 am »
I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.
You could pretend the alarms are thermally based, and as such won't pick up the cold walking dead.

Well, you can pretend a lot of things, but why not have this and other things happen? it makes the world feel more alive, and presents the player with more surprises to deal with, which imo is always fun.
Also, I hardly believe someone would pick thermal detection instead of motion for a security system in a time where robots can hover about. Wanna rob a bank? Sure, just send a robot in!
I'm in favour of having the player be at the same level as other entities on a game. Having "special conditions" feels like cheating.

10
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 25, 2011, 09:55:24 am »
Windows Version 1.9.1 released..


https://github.com/downloads/headswe/Cataclysm/Cataclysm_win_SDL_1.9.1.zip

now that was quick

I think it's a very nice addition! What I think is wrong is actually the alarm don't start with zombies. It would be a nice dynamic event: a zombie randomly beats a door, the alarms goes off, robots arrive and clean it up.

11
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 24, 2011, 09:34:57 pm »
So, it seems the Cataclysm forums were quite the success. By the looks of it, we have 70.8 posts per day average (and rising!).

Guess we're starting to grow into quite the little community.

about time!
This thread is almost reaching the 200 pages!

12
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 22, 2011, 04:08:03 pm »
I would advise tying season to the world, not the character. also make the season random upon world creation.

This

13
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 22, 2011, 03:31:04 pm »
I've found books that teach you way pass 5. there's one for computers called ICPB or something. don't remember the exact level it goes, but i'm pretty sure its like 7 or 8

Also, I kind of agree with janet there. Books should work more like recipes in crafting

14
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 22, 2011, 02:53:14 pm »
Yeah, I think it should be at least twice that - surviving a single season should be an impressive achievement, but the seasons should be tied to the character, so if you keep playing you'll eventually have a character get to winter. :P
I second this, I'm on day 29 on my current character and am pretty well settled in to survive a winter.  Also we need gun manuals/high skill combat manuals.  It pisses me off when I fortify a massive library complex and can only spend time skilling crafting and talking skills.  I mean gun manuals, karate training books, weapons training books are real things in this world.  And I think getting to combat skill level 5 or so would pretty well simulate how far someone could learn to fight via books.  Cause how it is now the only way to train is too make a choke point, have a ton of first aid kits and set off a series of explosions :X

29!? Now THAT's something.

Maybe make each month a season. It's still weird, but I guess doing a full year season cycle is a bit too much... or is it?

15
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 22, 2011, 02:36:02 pm »
Seaspns don't cycle yet, I'm afraid.  I'm thinking of making each one last 10 days... maybe 14.

really? It's kind of weird, because the passing of time as it is now gives a big sense of realism to it. And with the possibility of being self sustainable, it will be possible to survive for a long time, either in a hut on the forest, or inside an NPC fort.

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