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Messages - Angle

Pages: 1 ... 196 197 [198] 199 200 ... 223
2956
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 05, 2011, 12:41:45 pm »
An Idea I had a while ago, was that during character creation, you would go and plot out the course your character took during life up until the game started. so for example, what kind of schools they went to, what decisions they made, what jobs they had, etc. And from that it would generate they're starting traits.

2957
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 04, 2011, 02:52:34 pm »
I rather like the mutations, and feel that they fit perfectly in Cataclysm. Having a more complicated system, like in crawl, would be pretty cool.

2958
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 03, 2011, 10:30:40 am »
Yup.

2959
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 30, 2011, 03:33:49 pm »
They will if you break a tendon or bone.

2960
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 29, 2011, 10:30:58 pm »
Now we are all sons of bitches.

2961
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 27, 2011, 01:05:43 pm »
'a'ctivate and then 't'hrow... works for me. Speaking of molotovs, though, they should probably be a bit less powerful. Maybe only have one square of flame, and maybe a chance of another square or two? and if you wanted to go to the trouble, you could make like napalm molotovs. those would be very powerful. Maybe still not as large, but a much better chance of setting zombies on fire, and very little chance of that fire going out.

2962
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 24, 2011, 09:17:42 am »
The teleporters are an item; you can 'a'ctivate them.

2963
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 23, 2011, 05:39:07 pm »
Well, not quite. remember zombies are stupid. You can go, run around a car, and then get them to climb over it despite the perfectly good open space just a little to the left.

although now that I think of it, a bonus to climbing through windows depending on your dexterity might be a good idea. not a very large bonus, mind you- we don't want to make parkour obsolete.

2964
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 22, 2011, 08:49:43 pm »
oly crap, I just punched a hulk to death!

Alright world, bring it on.

2965
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 21, 2011, 02:32:12 pm »
Also, chainlinc3's idea of various attribute sliders that could be applied to the neighborhoods is a good one.

2966
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 21, 2011, 10:12:07 am »
I don't know about that specific encounter, but that kind of thing could be interesting. We've already got the map_extra things, like science/soldier corpses, trap fields, etc. but a more detailed encounter system could be interesting. What I think is needed though, is more stuff in the cities. Thread Here.

2967
Other Games / Re: Cardinal quest - streamlined roguelike
« on: August 20, 2011, 11:01:33 pm »
Not impressed. This game lacks most of the depth and strategy that makes most Roguelikes interesting.

2968
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 20, 2011, 10:45:54 pm »
That sounds like something to do with virtualbox, not cataclysm. It's irrelevant anyway though, cataclysm does not use the mouse.

2969
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 20, 2011, 04:52:23 pm »
Agreed, I also like the setting.

2970
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 20, 2011, 03:41:21 pm »
Why fix it? That should be a feature.

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