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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1263206 times)

Farce

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3825 on: July 30, 2011, 06:30:19 pm »

I prefer the old walls.

I saw that you want The Warriors references, Whales?  I was gonna say you should put in that triple-bat Cobb has, but uh, I guess that's only from the video game.  :x

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3826 on: July 30, 2011, 06:35:19 pm »

I find your new Avatar unsettling.
I find it not gorey enough. Unsettling is not enough, it must be full-blown disgusting. :P
I don't like disgusting.
Also, up to 4 people now.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3827 on: July 30, 2011, 06:41:04 pm »

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The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3828 on: July 30, 2011, 06:47:12 pm »

Banks are.... kinda empty. Shouldn't there be something nice in the vault?
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3829 on: July 30, 2011, 06:52:50 pm »

Also, up to 4 people now.
Of complaints?

Maybe comments on Avatar, considering the quote? I dunno.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3830 on: July 30, 2011, 06:58:40 pm »

Also, up to 4 people now.
Of complaints?
People who've commented that it's slightly disturbing.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3831 on: July 30, 2011, 06:58:51 pm »

Banks are.... kinda empty. Shouldn't there be something nice in the vault?

Around 1 in 2 vaults will have contents.  I guess it's kind of assumed that they were emptied when theshit hit the fan; but I guess it wouldn't hurt to up item generation there, as it IS fairly tricky to get inside, and commiserate rewards would be nice (that said, the contents are generally hard-to-find items).


I prefer the old walls.

I saw that you want The Warriors references, Whales?  I was gonna say you should put in that triple-bat Cobb has, but uh, I guess that's only from the video game.  :x

I never played the game so *whoosh* that reference went over my head.  Maybe, uh.  Putting glass bottles on your fingers?  It would be neat to one day have a Warriors-esque "meeting of the gangs" where Cyrus a faction head gets shot.


It's a windows mod, Precompiled.

Also, Apparently using something's wrapper to craft banishes the thing it was wrapping into the lower planes.
Game just took my 3 bags of flour and 1 of sugar :'(

Ouch, yeah, that's a notable bug which I'd forgotten about.  Added to my crafting TODO.  Incidentally, I've moved flour and sugar to cardboard boxes (even if they do generally come in paper bags).


Whales, can you make a weapon comparison system like the ammo one?

Sure.  Maybe I'll just bind a new button to compare, and allow side-by-side comparisons of all guns, ammo, weapons, food, etc. in the player's inventory, allowing the player to pick which category to view.  Or maybe I should integrate it into the wield dialogue--w? lists the players items, with stats alongside (plus something similar for 'W'ear and 'E'at?).


Given the response on walls, and the fact that I myself prefer the nethack-style walls, I'm going to leave them as-is for now, and possibly include an option for solid block walls in the future.

Hmm, I am torn on whether or not to make these new walls official... I'll probably wind up doing it :P

Maybe make it an option?

While I haven't actually tried out Deon's mod yet, right now I feel I would prefer the old walls over Deon's. Just a personal preference, probably due to the fact I use houses as "looting stations" and not safe houses.

This is closer to the spirit of the game as I envision it--houses and buildings in general are looting stations, not safe houses; if they're the latter, it's a strictly temporary thing.  Cataclysm is not DF, and players are not meant to be settling down in one spot for too long.  The only reason I'm focusing on adding a construction expansion is to make wilderness survival a viable option (without it, acid rain is a death sentence if you're in the wild).
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3832 on: July 30, 2011, 07:00:39 pm »

I mainly use safehouses to stash loot in case I'm back in the area sometime and to lay low if I need wounds to heal.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3833 on: July 30, 2011, 07:07:07 pm »

Whales, can you make a weapon comparison system like the ammo one?

Sure.  Maybe I'll just bind a new button to compare, and allow side-by-side comparisons of all guns, ammo, weapons, food, etc. in the player's inventory, allowing the player to pick which category to view.  Or maybe I should integrate it into the wield dialogue--w? lists the players items, with stats alongside (plus something similar for 'W'ear and 'E'at?).

I'd go for expanding the 'i'nventory menu. When you select an item there, it would show a new option: 'c'ompare with...
It'd then reopen the inventory for you to select the second item to compare.

Or wait, I have an alternate idea, this'll take a sec to make.
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The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3834 on: July 30, 2011, 07:07:31 pm »

What do I do with the plutonium cells I'm lugging around? What are they good for?
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3835 on: July 30, 2011, 07:09:06 pm »

Quote
Around 1 in 2 vaults will have contents.  I guess it's kind of assumed that they were emptied when theshit hit the fan; but I guess it wouldn't hurt to up item generation there, as it IS fairly tricky to get inside, and commiserate rewards would be nice (that said, the contents are generally hard-to-find items).
I STILL say you fill them with large amounts of worthless paper money, good for nothing but burning.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3836 on: July 30, 2011, 07:15:20 pm »

What do I do with the plutonium cells I'm lugging around? What are they good for?

Spoiler (click to show/hide)

Quote
Around 1 in 2 vaults will have contents.  I guess it's kind of assumed that they were emptied when theshit hit the fan; but I guess it wouldn't hurt to up item generation there, as it IS fairly tricky to get inside, and commiserate rewards would be nice (that said, the contents are generally hard-to-find items).
I STILL say you fill them with large amounts of worthless paper money, good for nothing but burning.

I'm still unsure about this; players might think that paper money has value, and it'd dilute the other nice items you can find in bank vaults.
« Last Edit: July 30, 2011, 07:17:29 pm by Whales »
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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Join me in #cataclysmrl on irc.quakenet.org!

Lolzwheejars

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3837 on: July 30, 2011, 07:15:44 pm »

Quote
Around 1 in 2 vaults will have contents.  I guess it's kind of assumed that they were emptied when theshit hit the fan; but I guess it wouldn't hurt to up item generation there, as it IS fairly tricky to get inside, and commiserate rewards would be nice (that said, the contents are generally hard-to-find items).
I STILL say you fill them with large amounts of worthless paper money, good for nothing but burning.

You could make a money robe like Stan did from American Dad :3
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Farce

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3838 on: July 30, 2011, 07:18:24 pm »

It's only a puppy crying blood.  No big deal, honk.

I know you're gonna do set-in-stone, not-randomly-generated artifacts, but do you think you'll do NPCs like that, too?  Kinda like the uniques in Crawl, Sigmund and stuff.  Cuz' if you do, can we have Sleepy?  I would follow him to hell and back.

Also, basically, in the game, they have you fight the leader of the Baseball Furies, who has like two, three bats taped together.  It's probably silly, but totally awesome.

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3839 on: July 30, 2011, 07:26:42 pm »

Okay, I think I got the UI figured out.
This would work like this. You first look at an item in 'i'nventory, then you could hit 'c'ompare and it would show a menu like this:
Spoiler: Comparison Menu (click to show/hide)
It'd only show items of same type.

I didn't bother with the weapon names, of course the Rifle 2 and such would be replaced with actual names.
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