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Messages - Whales

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61
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 22, 2012, 10:20:33 am »
You can throw anything that's less than 15 times your strength in weight.

62
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 19, 2012, 05:58:21 pm »
Yeah, it's slightly lopsided in that they'll ignore a weapon unless you're wielding it.  Also NPCs are pretty much ignorant of their surroundings presently, as far as things like fire go... I'll fix that eventually ;)

63
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 19, 2012, 03:12:38 pm »
Every time I try to ask the NPC to come with me, no matter what I do s/he keeps refusing to come with me. What should I do?

They need to be convinced.  Completing the mission they've set for you will help; having high Perception and Intelligence improves your social skills, as does training your speech skill (there are books).  It's also dependant on the NPC--some are very altruistic, and will want to help a character that they perceive as weak.  Others are scared of the big ugly world outside the shelter, and will be more willing to travel with you if they perceive you as strong--as in high Strength, but other things will help, like carrying a machete or shotgun.


Argh. Moccasins are made of wool?

Totally not.

No, but they're fleecey at times, but I could see changing it to leather.


news??

I'm working on adding lots of new features to monster AI.  It's slow going, but progress is being made!

64
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 01, 2012, 06:11:26 pm »
Actually, including provocations is a good idea I hadn't thought of.  I'll whip up a list of possible events, such as:
  • Player gets close to us
  • Loud noise
  • Fire nearby
  • A monster of my species was killed
  • Others?

And monster types will have two lists; a list of things that make it angry, and a list of things that make it scared.  Monsters will have two initial values for anger and morale; once anger reaches 100, the monster goes hostile, and once morale reaches 0, the monster flees.  Zombies of course will have anger start at 100, and morale start at infinity (with no effects that reduce it); bears and wolves will have differing values and their own list of things that piss them off or scare them.
   One thing about this system that might need some work but would be worth it is that you could end up with a creature that has 100 anger but 0 morale. Should they be attacking or escaping in this circumstance? It would probably be something decided by the creature themselves so a bear would be more likely to continue to attack then retreat in the circumstance. Also do normal woodland animals attack the player? If they don't you could use this to make them attack if you have them cornered but retreating once the circumstance presents itself.
   Just one thing I can say should be added to list for normal creatures though. If the player corners them so they can't move without being threatened by the player their anger should be raised or have a modifier where it raises quicker.

Hmm, good point; morale should probably take precedence over anger 90% of the time (no matter how pissed off that bear is, if it fears for its life it should probably flee) but I can forsee situations where anger could take precedence (den mother protecting wolf cubs?).  And yeah, cornered monsters should probably fight, although I think that'd be better handled in the code for fleeing; if we don't have a route for flight, turn to fight until we do.


Whales - actually, I'd give the zombies a morale of 500 or something, because there's fun to be had with it later - if you give no way for it to (currently) be lowered, you won't have to put in special instructions for it.

But I remember we talked about different behaviours before - the monsters 0 morale "run away" action doesn't need to be "flee" - it could just be "keep distance".

Some, smarter zombies, can thus make use of the mechanic. Every turn you spend close to a spitter zombie, for example, decreases their morale, as well as damage - if you do enough, they'll try to move further away until their morale is high enough again that their aggression overcomes it. If their basic morale starts at, say, 100, then they will immediately flip to "flee" whenever you are in range of them, and then return to "attack" as soon as you move out of range.

If you include the "roamer" or "shrieker" types we described before, they can have a morale modifier based on player distance and whether or not the player is awake - meaning they'll hang around the periphery unless you do go to sleep (making it fall low enough so that their aggression overcomes their fear), or attack them (raising their aggression) or otherwise goad them into attacking despite their low morale.

Not sure if I'm being completely clear about what I mean here, but the coolest situation is this:

Hulks cause the morale of nearby everythings, including zombies, to drop. Basically, even zombies know to get the fuck out of the way. ;)

Interesting thoughts!  I'll keep them in mind :D

65
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 01, 2012, 02:02:37 pm »
Actually, including provocations is a good idea I hadn't thought of.  I'll whip up a list of possible events, such as:
  • Player gets close to us
  • Loud noise
  • Fire nearby
  • A monster of my species was killed
  • Others?

And monster types will have two lists; a list of things that make it angry, and a list of things that make it scared.  Monsters will have two initial values for anger and morale; once anger reaches 100, the monster goes hostile, and once morale reaches 0, the monster flees.  Zombies of course will have anger start at 100, and morale start at infinity (with no effects that reduce it); bears and wolves will have differing values and their own list of things that piss them off or scare them.

66
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 30, 2012, 01:29:00 am »
How do i delete a world, right now i keep spawn in the same spawn spot and it not a good one

Just delete your save folder.

67
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 29, 2012, 04:25:44 pm »
Aww, why can't we choke to death on our own vomit anymore? That was one of the beast parts of the game.

Also one of the most frustrating, especially if it came from the flu.

68
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 29, 2012, 12:57:01 pm »
Aww.  Teseng gave me a new version of the display libraries, and I was hoping they'd remove crashes.  Oh well :(  Sorry.

69
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 29, 2012, 02:33:43 am »
Update, 1/29.

Clean build required.  Saves obsolete.

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

Features:
  • Major efficiency improvements.  Generally, doing anything that involves staying still for a long time, like reading, long-waiting, or sleeping, will run more than twice as fast.
  • NPC Followers.  That's right, you can now ask NPCs (there's still only one) to follow you around.  You can give them commands for how to behave in combat and trade items freely.
  • The @ screen now displays how many movement points traveling a single tile on flat ground uses up.
  • New overmap locations: cave, toxic waste dump.
  • New item: hazmat suit.

Tweaks:
  • Coughing from the flu or a cold costs movement.
  • Taking medication makes you less likely to vomit from the flu.
  • Skills degrade twice as slowly.
  • Bows no longer have a hard requirement of 8/10 Strength.  Their hard requirement is reduced to 4/5, and any strength less than twice the requirement results in decreased range.
  • Fungaloids won't spawn spores if 100 monsters exist; this will reduce the epic slowdown sleeping in a fungus-infected area causes.
  • Player health rating degrades more slowly.
  • Harder to contract the flu and the common cold.
  • Choking to death on vomit removed.
  • Carry penalty for light/hollow bones is more severe.
  • Optimistic trait is better.
  • Reading requires more light.

Bugfixes:
  • NPCs use the proper movement rate, rather than always using 100 movement points to travel a tile on flat ground.
  • MP3 player won't work unless you're carrying it in your inventory.
  • Mutations lower on a tree than you already have won't occur.

70
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 27, 2012, 12:19:39 pm »
Cool Akhier!  Hopefully people will find this useful.  Thanks for making the video!

71
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 25, 2012, 12:38:20 pm »
I really recommend taking the time to learn vikeys.  I know they seem strange, but once you start using them you'll find them really reasy, and it keeps your hand in a comfortable position.  Plus, if you're on linux you ought to know them, cause they're used all over the place ;)

72
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 24, 2012, 06:55:44 pm »
By the way, if anyone is interested, I was interviewed about Cataclysm on Roguelike Radio, an excellent podcast about roguelikes.  Listen at http://roguelikeradio.blogspot.com/2012/01/episode-20-cataclysm.html

73
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 24, 2012, 12:57:10 pm »
Autosave's been back on for the past couple of versions; the game should autosave every half-hour (in-game time).

74
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 23, 2012, 12:55:30 pm »
Yup, and at the moment I'm working on an NPC-command system that should make NPC followers a reality.  Hopefully this will be the next release.

75
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 22, 2012, 12:46:18 pm »
Dayquil/Nyquil weaken, but don't remove, cold/flu symptoms.  At any rate, neither will last more than a few days.  Eating healthy will help prevent getting sick in the first place!

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