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Messages - Whales

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46
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« 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.

47
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: March 28, 2012, 06:01:48 pm »
I assume you're on Windows?  Lots of Windows crashes lately.

48
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: March 27, 2012, 07:11:03 pm »
Kingfisher, what is it you're looking for that isn't present in the tutorial or help screen?

Part of the Defense update is updating the Tutorial (they're both Special Modes now), including letting people develop their own game-mode mods easily.  This could include an "extended turtorial," focused on teaching the player survival skills, if that's what you mean.

I look at the wiki occasionally, and it's pretty up-to-date.  Lots of good people working on that (thanks guys)!

49
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: March 22, 2012, 10:10:30 pm »
Yes, if I worried about offending people's sensibilities there wouldn't be edible fetuses.

50
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: March 22, 2012, 07:44:47 pm »
Just rescue the dog!  You'll get a warm fuzzy feeling :D

51
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: March 21, 2012, 03:04:16 pm »
Defense mode, a coffeebreak game mode for Cataclysm in which you defend a central building against waves of monsters.  It features fully adjustable settings, caravans from which you can purchase supplies, mercenaries for hire, and some new locations/items which will be included in the main game.

52
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: March 20, 2012, 11:24:06 pm »
You know... technically, there's no real reason this COULDN'T be put up on a website. I mean, the communications code would definitely look a bit wonky, but... it's doable.

After all, they have web based ssh clients, like http://serfish.com/console/

You'd just need to set up something similar that autostarts the game, right?

Not simple, perhaps, but definitely possible.

Actually, very simple--set the user's shell to Cataclysm, and their home dir to wherever the data and save dirs are.  I'll look into this.

And yeah, NPCs aren't saved yet, they're still a test feature.  Saving coming soon!

53
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: March 18, 2012, 11:03:28 pm »
Check the first post for connections for connecting to the SSH server.  If you're on Windows, it does mean downloading software, but SSH is nice to have available anyway.

54
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: March 08, 2012, 03:24:29 pm »
I feel ashamed to ask, but what do you mean with a clean build?

Don't worry about it unless you compile the game yourself.  If you compile yourself, you probably know what it means (delete your .o files, generally with the "make clean" command).

Gunshots are usually too quiet to decrease the spawn counter.  But I'm still okay with a burst having the same amount of noise as a single shot, it makes sense to me, and provides more incentive to use burst-fire.  Which is good, I want it to be a highly desirable asset in firearm selection.

There was a nasty bug that caused frequent crashing.  I never noticed it during my rapid-fire bug-testing, but it's fixed now.  Please re-download the game using the links above.

55
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: March 08, 2012, 01:28:22 am »
A much-delayed update; I guess I kind of took the month of February off!  Let's hope this is the start of a productive 2012.

Clean build required.  Saves are obsolete.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:
  • Several new monster AI features.
    • Monsters now have independently-tracked anger and morale settings.  Where previously, a monster's "morale" was simply the percentage of health remaining, it is now much more complex.
    • Monsters' anger and morale may be affected by many triggers.  These include the classic "when I'm hurt," but also things like "the player is close" (bees will ignore you unless you invade the hive," "the player is weak" or "I'm getting hungry" (wolves will track you until they feel the moment is right to strike), "fire is nearby" or "my friend died" (scare off wolves with fire, or by killing one of the pack) and many more.
    • Monsters may be in one of several different states, depending on their anger and morale levels.  These include attacking, tracking (following at a distance), fleeing, ignoring, and more.
    • Monsters treat NPCs equally with the player when determining their state.  If an NPC has the Intimidating trait, and you don't, the monster might still flee.  Conversely, even if you have Insect Pheromones, bees might still attack your non-smelly friends.
    • This changes how many traits and mutations work, like Intimidating, Animal Empath, and Insect Pheromones.
    • Many fast-moving monsters, such as wolves and fast zombies, use a hit-and-run tactic.  They'll run to their target, attack once, then retreat out of range of any counter-attack.
  • New cave style: Rat Cave, with a unique encounter involving a new monster type and a new status effect.
  • New map location: Military outpost, with a new monster type involved.
  • NPCs will give you a summary of their opinion of you.
  • If you give an NPC new items, they will immediate assess them and wield a weapon or put on clothing if they feel it is appropriate.
  • New mutation category: rat-like.  New mutation: whiskers.

Tweaks:
  • The tutorial map regenerates itself every time a new tutorial is started.  No more starting a tutorial and immediately dying in fire (though having a horrifyingly brutal tutorial was kind of fun ;D )
  • Tutorial starts at noon (no more tutorialing in darkness!).
  • Burst-firing is much more attractive.
    • The recoil penalty for shots beyond the first is reduced.
    • If, after your first shot, there is no longer a monster on the tile you are targeting, you will attempt to re-aim at the nearest monster.  The most common reason this happens is if your burst killed the first monster you aimed at.  This means that you can fire a burst and re-target mid-stream at a new monster, potentially killing many at once (this makes the M249 much more attractive).
    • Your ability to re-target is limited by your Guns skill.
  • Antennae mutation is a little better.
  • More items conduct electricity.
  • Military supply bunkers are a little more generous.
  • Spears are more effective at piercing armor.
  • Items that can cut or stab, like knives, pick which to perform more intelligently.
  • Electric monsters are immune to the shock-delivering bionic.
  • Electric monsters will shock you if you attack with a conductive weapon or no weapon, and aren't wearing gloves (reverting to old behavior here, for those who remember).
  • Turrets no longer have to re-target the player if they stay in sight between rounds.

Bug Fixes and Optimizations:
  • Massive memory restructuring.  Should cut down on crashes and make things generally friendlier to smaller systems.
  • The cap on the number of monster flags has been lifted.  Modders, please feel free to add your new flag.
  • mp3 players that you aren't carrying can still run out of power.
  • More static spawn issues fixed.  Slowly working towards perfection.
  • If some dummy (me) codes bad item placement, it won't freeze up the game; it'll just not place any items.
  • NPCs who claim to need antibiotics will actually start with a lethal infection.  Also, they'll never start with antibiotics already in their inventory.  ::)

56
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 25, 2012, 02:37:51 pm »
Mutation no longer affects your stats (for now).

57
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 25, 2012, 01:07:03 pm »
There's a random chance that you'll manage to hit a skeleton with a bullet.  It was increased several months ago, and now it's not too rare, but still rare enough that you'll waste several bullets before getting a hit.

58
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 24, 2012, 08:51:34 pm »
I use the Linux emulator version because of the poor stability of the windows version, so sadly all these cool mods are out of reach. Can keep hoping and dreaming for a stable windows release though.

Actually, applying mods is much easier on the linux emulator!  Just download the mod source and use the mod author's instructions for patching the source code; generally patch < mod.diff will do it.  Then recompile and enjoy the mod!

59
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 22, 2012, 11:55:08 am »
Any computer capable of running an SSH client (which certainly includes all Android devices--and there's many excellent free SSH clients for Android; I recommend ConnectBot) is capable of connecting to the server.  That's the only method currently possible for online play.

60
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 22, 2012, 10:46:55 am »
There's an online server available.  Please see http://roguebasin.roguelikedevelopment.org/index.php/Cataclysm for information on how to connect.

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