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Messages - Whales

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811
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 28, 2011, 02:44:35 am »
This game is totally f awesome.

I was asked about making a tileset for it. How long till it's possible to have tiles?

BTW for some reason for this game I would like to have small iconic tiles :P. I don't know why, it probably somehow reminds me of Wasteland game. I totally love the atmosphere and amount of options.

By the way, my numpad is freaking out in Putty. When I use it (numlock on/off) it opens the "throw" menu, prompts me to smash etc. instead of movement. Anyone solved it?

Try hitting shift+numlock (or is it ctrl+numlock?) in PuTTY, I seem to remember this solving some issues.

A tile version would be very easy to develop, only a couple files would need to be replaced.  I'll ask my fellow roguelike devs for guidance, and will post here if I get a prototype working--at which point I'll need some real tiles.

812
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 28, 2011, 02:29:49 am »
Are the craftable turrets in yet? It doesn't say so on the github page.

Yeah, I called the git commit the wrong thing but they're in there.

Whales, Anywhere i could actively chat with you (irc,steam,etc).

I'm on Quakenet and Freenode occasionally ("Whales"), generally in Quakenet's #rgrd channel and Freenode's ##crawl.  I'm also on gchat sometimes (fivedozenwhales@gmail.com).  I used to use AIM and the like but it is the productivity-killer.

813
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 28, 2011, 01:55:05 am »
And the promised min/max prevention, no butchering with spears, and craftable turrets are in place.  Plus a nice pretty death screen that gives you your kill counts.

814
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 28, 2011, 12:31:02 am »
Yeah, I need to take out all the cheat functions, and make them available only upon activating "explore mode" or whatever.

815
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 28, 2011, 12:19:18 am »
When is permadeath going to be added?

Right now, sucka!
Yup, death is now real (sorry dudes), and when you load a game, the associated file will be deleted so there's no savescumming.

816
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 28, 2011, 12:01:23 am »
Support for unlimited save files has been pushed.  I'm having trouble deleting save files once they're loaded, but it should be done soon.

Well I think this game is centuries better than rogue survivor.  That game started out true to zombies, then got all crazy with prince zombies and super zombies and whatever else the community suggested.  What I like about this game is there's much more depth and its structured, that is, if I just start out and walk outside the first house I won't encounter some super zombie that kills me in one hit.  In rogue survivor that would happen sometimes and it pissed me off.

Heh, it used to be the same way in cataclysm; it was possible to get a zombie hulk as your first enemy.  Now the game eases you in to more and more difficult monsters.
I still haven't played Rogue Survivor, but it looks neat!  It's funny; cataclysm has a lot in common with Dungeon Crawl: Stone Soup, particularly parts of the interface, but all that was designed before I'd ever played crawl.  Convergent design, I guess!

From what I've seen, most people don't mind dying for ridiculous reasons as long as said death is reasonably spectacular.
Adding long death scene for drinking bleach.  "You're gripped by waves of nausea... You stumble.  You vomit heavily!  You struggle for breath.  You vomit heavily!"

817
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 10:09:30 pm »
So whales, got an ETA on when the next update will be out?

Hmm, let me go back and see what I promised...
Scrollable list of save games, erasure of save games when loaded (permadeath!): tonight.
Min/Max prevention, no butchering with spears, craftable turrets: with any luck will be rolled tonight, maybe tomorrow.
Police stations, banks, and mines, give me a couple days.
NPC bugcatching as I go.

I got a question concerning silencers. I can attach them alright and it clearly shows the gun with the attachment, but I'm having some real difficulty judging whether or not if it's even working, and if it is how effective it is as well. As a result, I pretty much can't give you any feedback on the effectiveness and possible overpowered or underpowered properties of the silencer, but for the record I was using it on a USP 9mm.

The sound effect of the gun you're using should change.  And try firing your gun off a whole bunch, with and without a silencer; without one you'll likely find yourself mobbed by many more zombies than with.

EDIT: Just so there's some technical background: the game stores a countdown until the next monster spawn.  The number of monsters spawned depends on the population density of monsters at your current location.  Loud noises reduce the spawn counter dramatically, depending on the volume; silencers reduce the volume of your gun by quite a bit.

818
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 09:23:32 pm »
Probally because regardless of what music your listening to, Problem Sleuth has the appropriate dance for it.

Also no matter what it seems I always fail installing bionics, the highest chance i've gotten is around 75% percent. Maybe im just really unlucky.

And Pickle Inspector has the appropriate creepy stare.

I'm pretty sure you're just unlucky.  I got suspicious about bionic installation when I started succeeding frequently even with chances around 30%.  But I've vetted the code a lot and am fairly certain that the chance provided is perfectly accurate.

819
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 08:40:25 pm »
I loved how i just threw the corpse of a zombie i just killed onto a crossbow trap to disarm it. Shows great promise

See, I never intended that to be possible.  Not to toot my own horn, but cataclysm is full of emergent gameplay.  I've had players tell me they lined up zombie corpses in front of a building, coated them in gasoline, and used it as fuel for a wall of fire to keep the building safe for sleeping.  A similar attempt, performed in a subway tunnel, failed as the player suffocated to death on the trapped fumes.

EDIT: Whales, why are ya against YASD? I kinda like getting killed idiotically.

It's fun, but not for long.  I just want to avoid the nethack situation; where if you don't play with a wiki open, or have half the game memorized, you'll die from not knowing that purple mold is bad to eat or what to do with a cockatrice.

Any1 have any solution to those overmap segmenation faults?

If anyone running Windows can send me a backtrace, I can at least tell you what the root of the problem is, if not how to fix it!

I love finding other players bodies, kinda tells a story. Once I found a dead body laying on a bed next to a smashed in window, he had a gun and alot of drugs on him. There was also some zombie corpses right outside that window. I like to imagine he was attacked by zombies, got badly injured and broke into the nearest house. He was in intense pain and took too many drugs and overdosed. Im currently in a gas station which was pre-barricaded, only two windows so this is going to be my main safehouse. I've also have gotten incrediblly paranoid recently so I butcher all zombie corpses outside my safehouse incase a necromancer comes by.

Also fun is tracking another player but the path of destruction and empty bottles they leave, in hopes of finding & looting their body/stash.  Corpse control (would that be a good name for a metal band?) is a good idea, but you might want to go ahead and shoot those gas pumps; it's a higher risk of fire, but if lightning hits a pump, or a zombie hulk decides to punch it, there's a good chance it'll explode and you'll be trapped in a burning building.

820
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 06:04:00 pm »
Awesome, awesome game. Love the complexity and general awesomeness.

I just traveled through some subway tunnels to come out and realize it was night time already. On the way to the nearest clothing store, I found an npc who didn't want to travel, but I hired him without paying anything (bug? or just placeholder?). Holing up in a changing room, I started snoozing, but woke up from a zombie smashing down my door. I killed it, and came out to see my npc buddy, dead. After looting his corpse, I went into another changing room with the intent to last out the rest of the night when I got an infinite debug loop with another npc passing by... Here's the debug:

DEBUG: NPC Jackson Morris: target = 6, danger = 22               
  Press spacebar...

DEBUG: Jackson Morris chose action Use alternate attack.               
  Press spacebar...

DEBUG: npc::activate_item() needs to be written!               
  Press spacebar...

DEBUG: NPC didn't use its moves.  Turning on debug mode.               
  Press spacebar...

Also, shouldn't excruciating pain bring down someone's morale? More than being wet?

Plus, I noticed giant wasps in houses along the way. Ouch! At least the bee hives are on the map! Is it possible to cure poison or does it just wear off after a while?

One more question: Is it possible to burn anything with a lighter? Every time I tried the flame just went out.

Hmm, it seems I need to write npc::activate_item() :)  I'll get right on it!
I figured pain was enough of a drawback without throwing in morale penalties on top of it.
Giant wasps do indeed suck; they're meant as a "surprise" to throw at the player, much like roving wolf packs or
Spoiler (click to show/hide)
.  However, only 1 in 100 houses are infested with wasps... and houses infested with wasps often have a really, really valuable treasure inside.  If you think you can take them on (hint: shotgun / molotovs) it's worth a try!
Poison wears off after a while, or you can cure it with
Spoiler (click to show/hide)
.

It is possible to burn things with a lighter, but think about how you start a fire in real life.  You can't just apply a lighter to a piece of two by four; it's much easier to light a magazine or piece of paper.  Stack paper/wood items of varying sizes on a tile, and light that.  Or throw a bottle of liquor or gasoline down.


EDIT:  Those of you on Windows wanting to play locally (latest version of the game, your save files won't disappear) might want to try using cygwin, a linux emulator of sorts.  I'm not sure of the specifics here; you'd have to download the source from my github (see my signature), and get libncurses-dev installed somehow, but it should compile and work fine.  I think.

821
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 05:50:38 pm »
But then you will be influenced by people other than Bay12.  :'(

How we will we brainwash you into adding magma and stuff if you are able to hear other opinions as well?

Haha, don't worry, there's already magma.  You can't build moats or pumps or whatever crazy stuff you pro DF players get up to, though.

Thread posted on Facepunch. Check it out
http://www.facepunch.com/threads/1101976-Cataclysm-A-Zombie-Survival-Roguelike-Alpha?p=30749827#post30749827

Cool!  I'll probably have to get an account there too, huh?  :D

822
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 05:28:55 pm »
I am considering posting a cataclysm thread on Facepunch. Whales, any thoughts? And Quinn do you mind if I use your OP?

Go for it, like I said more publicity = more motivation to get off my ass and fix stuff

823
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 04:02:13 pm »
Just posting to say great work on the game Whales! You are an awesome coder and programmer and you are a really good dev, obvious by the fact that you post on here and answer questions! Keep up the good work!

Thanks!  I am in fact an extremely amateur and sloppy programmer--cataclysm is my first large project--but I'll take the compliment ;)  As for answering questions, it's thoughtful players with good ideas and a keen eye for what's not-fun, like you guys, that makes game development worth it, so a big thanks to all of you!

824
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 03:46:03 pm »
I can never seem to find hotplates, good thing I usually have a high electronics though so I can just make them. Have I mentioned how much I like the crafting in this game?

Can someone explain to me where to find the stuff to craft even something really basic? I actually haven't crafted anything xD

Spoiler (click to show/hide)

825
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 27, 2011, 03:30:59 pm »
also did you see my /windows/ error report while im guessing generateing the overmap

condensed ver: Segfault npc.cpp line 580

EDIT: I seem to have almost fully working windows version now.
Spoiler (click to show/hide)

Yes, I fixed that bug, thank you very much for spotting it.  Thanks also for your effort towards a port--if anyone can confirm that this truly works 100%, please let me know and I will make it "official".

Is it possible to unlock a door without smashing it? Where can I see my status, I mean hunger etc.? Why can't I pick more objects when Wgt 130/170 Vol 86/102? I get "You're carrying too many objects" message. I've been hit with bile and can see only adjacent tiles, what can I do? How big is boomers' range? I get blinded out of nowhere.Why drinking bleach didn't kill me :P? How set alight a molotov coctail? When I tired to use a lighter the gas station exploded :P

Spoiler (click to show/hide)

Is there a way to give weapons to followers,my guys keep getting killed :-\
Also would there be a way to make more NPCs spawn at the fort outside of town.I just go there and loot everything in sight since its basicly abandoned 8)

this game is great so far,I got into a science lab then got killed within Twenty seconds :'(

Trade weapons to them, they (hopefully) should wield them.
Forts will be populated with NPCs as soon as NPCs stop crashing the game, drowning you in error messages, killing themselves through massive drug overdose, etc.

Being depressed after losing a companion is a bit unbalanced. A few turns before the gas station exploded I recruited one guy, when he died I was s depressed that all my stats reached 0 and it was something about "losing a friend". I think calling someone who you have just met "a friend" is some kind of exaggeration.

Are you playing on Eronarn's server?  It is running a slightly-old version, this issue has been fixed somewhat.

I wish there was a way to make cooked meat/veggies without hotplates. Whales, can you add a possibility to make fires that act as hotPlates? It would take a long time and have a chance of failing unless your good at a certain skill.
I can never seem to find hotplates, good thing I usually have a high electronics though so I can just make them. Have I mentioned how much I like the crafting in this game?

Planned for the near future is the ability to use nearby fire as a "hotplate."  Also, you will be able to use any items within a few tiles as tools or materials for crafting, rather than having to pick them all up.

The most fun you can have with this at the moment is get all of the non-crippling bad traits (Near Sighted, Heavy Sleeper, Insomniac, Lightweight, Trigger Happy, I also pick alot of the other ones if I'm trying to get crazy with it) and just create a super cyborg who can read books in 30 seconds. I got my Jean Claude character to level 10 Melee/Unarmed, but then I went to a lab and it crashed for some silly reason. Ah well.

Oh, and I think you may know this already, but when fast traveling you can just teleport into the inside of a lab, not needing the Key or anything. It sure does make the game easier! c:

Enjoy it while you can, Van Damme!  Pretty soon to block min-maxing I will limit each character to 3 good traits and 3 bad traits, forcing you to drop a stat or two if you want more points.
I'll also be taking that "fast travel" out, unless you turn on debug/gametester mode!

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