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Messages - Mechanoid

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226
Cellphones are still useless IMO, unless they've changed of course.
NPCs will give you 'hints' as to what they saw when they bump into you. Cellphones will let your followers tell you immediately of enemies they see; therefore a follower with a cellphone as a gaurd in your HQ will be able to notify you if your shit is getting wrecked back home.

Quote
I've noticed that there do not seem to be as many items left in shops; how long has this zombie thing been going on for?
Shops generally start out as 80-90% filled shelf space. Obviously survivor NPCs can spawn in shops, take some of the items, and it'll take you a while to get to the store, so of course some things will be missing. More so if you let them sit for a few days as zombies break the door perminately, the survivors get zombified from them or from hunger, and random suvivors wander in and take things.

Quote
In all honestly, RS falls flat on it's face when it comes to handling resources.
Distribution failure, not quantity or quality failures.

Shouldn't they have more windows (especially storefront windows) and such? There could be also include back-exit firedoors (building codes and regulations?). And maybe there could be an alarm system whenever a door is smashed.
Stores are death traps; One way in, one way out. Of course, building layouts and styles can and probably should be improved. I'd love to see a store that actually utilized a check-out counter and internal walls; or that the building was considered as a "warehouse" in which case the all-shelves layout is fine. As well, residential buildings where one or more of the rooms was knocked out and turned into an alley, parking lot, or green area (or just a plain old fenced-off yard)

Does this happen with any other Windows 7 users? (I am using W7 64 bit Ultimate if you need to know) the game just stops responding and you have to task manager it.
Windows XP. RS does lock up randomly when i use it as well. Never locked up in 4.0 as far as i can remember. However, i don't think it locks up on the first game that i play. It only seems to lock up on the second/third character.

228
Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:51:16 pm »
Man, it'd be awesome to play as a cop or detective with one of these guys on the loose, as much fun as it'd be to be the guy on the loose.
Jason from Friday the 13th, or Michael from Haloween.

I'd love to play as a sniper in this, but I don't know how that'd work...
Line of sight would be interesting to see for that one to be done, considering the distance at which some of the worlds best snipers have hit a target at.

229
Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:44:30 pm »
Yes, but a perfect character would be insanely strong, able to beat down NPC's with one or two hits. They'll also be as agile as a ghost, to the point where they'll be able to sneak up on anyone and they'll be able to spot all the evidence they accidentally dropped and so on.
Don't forget body armor. :o

Though hopefully there won't be neo-like bullet dodging and invisibility in plain sight... Maybe have the police NPCs use tactics like walking back-to-back to avoid someone sneaking up on them easilly?

230
Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:29:36 pm »
find ways to make the game hard even for uber characters
Bullets.

231
Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:24:15 pm »
the chargen vid looks cool buuut it seems a bit TOO free to do whatever you want with it - a point system or something would be handy, a fixed amount of points for an average character, and perhaps taking a more difficult to handle psychological trait would grant more points?
No. I think the idea of creating a super-human out-of-this-world monster or one of the most fragile and weak individuals on the planet is a wonderful design choice; it lets you finely tune your difficulty level and play style without limitations.

[edit - there's something interesting in saying "I'll take it all" and just trying to manage all of those psychological problems. simultaniously.]

232
Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 06:15:04 pm »
"Hellmoo, the single-player experience."

But seriously: It has to be handled properly within the context of the game.
Like when in the video the player got spotted the police officer; at what point does the police officer shoot the player? Obviously after the player drew the gun and fired would be reasonable, but would the officer npc still shoot if the player had no weapon in his hands? And would the police officer shoot the player with a gun if he had an alternative non-lethal weapon like a taser? If you're a several-time serial killer, do you really think some of the more rough-and-tumble cops are going to hold back on you?
In this case, if you kill (or worse) a child in the game, you'd probably be dealt with even more harshly and with little hesitation by any NPC in the game.

It'd be amusing to play a character that eventually gets shot by a vigilante as you walk out of the courtroom. 8)

233
Other Games / Re: Serial Killer Roguelike
« on: August 25, 2010, 05:54:45 pm »
It'll be amusing to see what pacifist-style kills can be accomplished in this game:

1. You have a wood chipper that top-feeds next to a second floor window, you turn it on.
2. You get someone drunk on said second floor in the room next to said window.
3. You tell them they can fly or dare them that they won't get hurt by jumping out said window.
4. They fall in the wood chipper of their own accord and WRRRRRSHGSHGHSGHSGH-SPLAT.
5. Repeat.
And you're totally innocent, free to murder the entire game world, because you didn't throw them into the chipper or otherwise cause them to die; they had the choice not to jump from the window after all. 8)

[edit - for fun, get them high with the drugs you grow in your basement; and then use their bodies to fertilize the drugs.]

234
Creative Projects / Re: A Roguelike Questionnaire
« on: August 23, 2010, 01:24:03 am »
1) Do you think ASCII tiles can repeatedly give a feeling of grandness and magnitude?
Grandness is in the players' mind, so the representation on the screen is of little importance. Breaking in to a cave for the first time is always going to be interesting for what you can find, but at the end of the day it's still just a cave. It's up to the player to find something 'grand' about it (like a perfectly square multiple zlevel collumn)

2) How visceral do you prefer your combat?
http://www.youtube.com/watch?v=EgHMXQLtjS0
Skip to 1:34 for a fight against a Troll.
http://www.youtube.com/watch?v=p4Gp-QVSJCQ
Skipping to 0:25, the player must play a racing minigame to lure a water monster into a whirl pool.
http://www.youtube.com/watch?v=cdykNWPmq5w
The player is immediately given some items that are directly used just seconds later against a dragon and wizard. Two fights in one area, based on the same theme of timing.

Compare with other combat systems also on the NES (i'm not lying) or even with combat systems today, and you'll see why i prefer something that lets me use my brain instead of just mashing the "KILL" button over and over on some gun with a pathetic range/damage with the model of a knife doing a swinging/stabbing animation. (seriously, knives are treated in code in today's games as guns with almost no range/distance value for its hitscan check)
Also, fuck "luck" and random numbers in combat. The only reason why his arm doesn't get chopped off is if he has a "My arm can't be chopped off" item/skill. [All luck and random chance does IMO is force the player to advance to a point where he does what he wanted to do reliably in the first place; if you know you'll never fail your level 3 spells when you're level 6, do you really want to cast your level 3 spells at level 5? No, because you have a chance to fail them, and thus a chance to die. So you waste time and enjoyment making sure the game won't fuck you over the first chance it gets.]

3) What is your take on item systems?
DF-like material/item system but not necessarilly so in-depth as DF.

4) Simply put: High magic or low magic?
Low magic. High magic turns into "StarTrek Teleporter" combined with World of WarShits' user interface of skill buttons. Basically, if i can turn air into fire, or water into ice, why can't i just burn the air in my targets' lungs and turn his squishy water-filled brain into a neuralogical icecube?

"StarTrek Teleporter" :
Spoiler (click to show/hide)

5) Finally, do you prefer playing mods or competitive gameplay?
Fuck competition. Fuck cookie-cutter mods. But mostly, fuck competition. IF a mod isn't cookie-cutter (and they almost always are cookie cut-outs of something else) then that's awsome, but sadly they usually die for reasons other then being cookie cutter.

235
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 25, 2010, 03:21:29 pm »
Being a nanny, but how is 10 max undead and no zombie evolution awesome, even for 50 days?
Starvation was turned on, making every survivor that spawns a potential zombie for a total of 25% zombies. Now that i look at the character dump again, it doesn't say that survivor starvation was turned on, or at 100% starvation zombies. Also, the map size is just a little larger then the smallest.

Besides, blackops automatically make the game 300% difficult anyways, because 2-hit kills. :-\

For RJ if he sees this post:
BUG:
Some option settings like survivor starvation and starvation zombies do not appear in the character dump file.

236
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 24, 2010, 09:50:08 pm »
Suggestion:
Presumably the player is wearing a watch, because he always knows the time. What if that watch had an integrated alarm that he could set to do stuff like:
Alarm duration - buzz the alarm for 1 turn, or 10 turns, or an entire 30 turns
Alarm count-down - if set to 60, and it's at turn 720, the alarm goes off at turn 780; and then for however many turns as set above
Specific time setting - 2400 hours, midnight; or 0710 hours, slightly after sunrise.

Leaders could also set their followers' watches. This way you could actually have the gaurds on a proper and well-timed rotation.

[Edit - also, fun leadership fact: Don't forget about the "Drop all" command. You can scam alot of food and ammo by doing this, and you don't even need to trade them for it!]
[Edit 2 - Hell, one more edit, just because it's so awsome]
Spoiler (click to show/hide)

237
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 22, 2010, 01:24:18 am »
I can see items outside of my FOV

The items you're highlighting arn't actually items that exist on the map at that location, it's actually duplicating and moving your inventory square selector. Doesn't seem to be causing any trouble though.

238
DF Dwarf Mode Discussion / Re: Dwarfish rockpump or escalator of fun
« on: July 20, 2010, 07:24:38 pm »
For everyone complaining this can't transport animals:

Put the animal in a cage. 8)

239
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 20, 2010, 04:21:46 pm »
@ USEC: You can step diagonally into the exit square, unless it was blocked.

Someone asked before, what spraypaint does. All it does is mark the minimap, and the different colors let you color code your markings. Yellow, pink, green, and blue. Obviously you shouldn't use green or blue on the sewer walls (do use them on the room floors, since they're gray) because those colors don't show up very well; which leaves yellow and pink. Personally i use one color to mark the grates, and then the other color to mark the begining of a dead-end path, possibly moving or building barricades to block it more perminately. [I like to use blue for marking big barricades positions, and green for small barricades. Store rooms are marked by a barricaded door, because SURVIVORS STEALING MY FOOD]

CHAR Offices: Don't use a pistol to kill the gaurds, use a hunting rifle; the stats are better, and the more firearms skill you have it'll be even easier then with the pistol. Personally whenever i see a CHAR Office i break the barricades down to 1 hit left, then leave for the next one. I let the zombies handle it for a few days, come back, and THEN kill the gaurds when they're sleeping, and they will be sleeping because i didn't make so much noise by breaking the barricade.

Police Department: People who are sleeping in the jail cells won't walk into the doorway. You can open/close the doors to crush-kill them, then re-examine the cells for who are still sleeping and then wake them up by shouting. Repeat.
Spoiler (click to show/hide)
Sadly because some items can get destroyed when you kill whoever is holding them, you may not get the food item the jailed people have -- this is why item destruction should be an % option, including 0% destruction.

CHAR spoilers:
Spoiler (click to show/hide)

240
Other Games / Re: Rogue survivor: Roguelike Sandbox Zombie Game!
« on: July 20, 2010, 01:29:24 am »
Spoilers for the secret area:
Spoiler (click to show/hide)
/edit

Bah, well... That was shitty.

Repeatable crash
1. Get carpentry.
2. Get 2 or more wood.
3. Build a small barricade.
4. Attempt to build the barricade on a wall.
5. Crash horribly. ::)

Spoiler (click to show/hide)

There's also a lock-up that happens durring map generation. Maybe the game thinks it can place a subway /police station /etc but can't find the space? I think it only happens in the 2x2 city size.

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