Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 288 289 [290] 291 292 ... 777

Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1263614 times)

Ehndras

  • Bay Watcher
  • Voidwalker
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4335 on: August 03, 2011, 12:28:20 pm »

No NPCs in-game at the moment.
Logged
Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
Quote from: Dorsidwarf
"I am a member of Earth. I enjoy to drink the water. In Earth we have an internal skeleton."

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4336 on: August 03, 2011, 12:29:39 pm »

Were they removed in the last version? In the previous version (about the week ago) there were NPCs.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Ehndras

  • Bay Watcher
  • Voidwalker
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4337 on: August 03, 2011, 12:36:03 pm »

NPCs spawn when you first play but they disappear when you save/load. The NPCs are buggy as hell so they're out of the game for now. You can spawn them with Shift+D(G?), so you make have spawned some by accident at some point.
Logged
Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
Quote from: Dorsidwarf
"I am a member of Earth. I enjoy to drink the water. In Earth we have an internal skeleton."

jc6036

  • Bay Watcher
  • Bilious Slick
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4338 on: August 03, 2011, 12:41:00 pm »

I always generate a couple of NPCs for the lulz.

"Im going to go and get that 2x4"
*sees zombie and runs away*
"OHMYGODOHMYGOD did you see that fucking zombie!!"

Then I kill them.
Logged

The Scout

  • Bay Watcher
  • ?????
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4339 on: August 03, 2011, 12:48:04 pm »

Is there a way to mod the chances of getting mutations? And changing the chance the Genes trait thing gives you?
Logged
Whatever you do, don't agree to stop looking at pornography or getting help from Jesus.
"mind if I sig this"
 - Person who isn't actually going to put that in their sig

Cheese

  • Bay Watcher
  • 99% Dairy
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4340 on: August 03, 2011, 12:48:12 pm »

Did factions ever work?

Thanks for the answers.
Logged

BoxMacLeod

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4341 on: August 03, 2011, 01:02:31 pm »

Just another random suggestion here.

Not that I'm looking to turn the game into Diablo or anything, but are modifiers considered being added to weapons? It might be kinda neat to have like..a rusty crowbar, or a precision-made Five-Seven that would provide slight advantages/disadvantages. Wouldn't need to be anything huge, but it might add a little more variety.

I'm also quite curious about permanent attribute upgrades- besides purifier, is there ever a plan to implement something else? I like the idea of incorporating XP into that, or hell, do something like rogue survivor and every few days that you survive you get some kind of small bonus.

Logged

jc6036

  • Bay Watcher
  • Bilious Slick
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4342 on: August 03, 2011, 01:29:52 pm »

Thats part of what I meant by xp boosts. Improving attributes or being able to take good traits could be possible, as well as things like adrenaline boosts.
Logged

Whales

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4343 on: August 03, 2011, 01:32:29 pm »

Just another random suggestion here.

Not that I'm looking to turn the game into Diablo or anything, but are modifiers considered being added to weapons? It might be kinda neat to have like..a rusty crowbar, or a precision-made Five-Seven that would provide slight advantages/disadvantages. Wouldn't need to be anything huge, but it might add a little more variety.

I'm also quite curious about permanent attribute upgrades- besides purifier, is there ever a plan to implement something else? I like the idea of incorporating XP into that, or hell, do something like rogue survivor and every few days that you survive you get some kind of small bonus.

For a long time, I've been toying with the idea of a nethack-like stat system, where using stats exercises them, promoting long-term increases--carrying lots of weight for Strength, reading a lot for Intelligence, etc.  But then I realized that this could just turn into grindy behavior (in nethack, a common "strategy" is to push a boulder back and forth for hours so that your Strength increases; yaaaawn).  So putting 5,000 XP into stats might permit a permanent increase of 1.
Mutagen can also boost (or reduce) your stats permanently.  Purifier's ability to do so will either be removed or nerfed to a 1-in-10 chance; as it is, it seems like players are using Purifier mostly for the stat boost, and not to attempt to remove mutations.


Did factions ever work?

Thanks for the answers.

They work and are generated (hit # to see the existing ones), but are almost entirely unused in the game.



Is there a way to mod the chances of getting mutations? And changing the chance the Genes trait thing gives you?

player::mutate() in player.cpp
Logged
Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4344 on: August 03, 2011, 01:33:53 pm »

Radio isn't useful ATM either, right?
Logged
There's two kinds of performance reviews: the one you make they don't read, the one they make whilst they sharpen their daggers
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Whales

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4345 on: August 03, 2011, 01:37:01 pm »

Radio isn't useful ATM either, right?

Not unless you like reading "This is the debug radio message"!

Two-way radios ARE useful.  The game (for debug purposes) starts you off as a legendary hero of all existing factions, and as such they'll be happy to send a squad to help you if you use the two-way radio.  It'll generally take 30-60 minutes for the help to show up, and, y'know, bugs.
Logged
Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

jc6036

  • Bay Watcher
  • Bilious Slick
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4346 on: August 03, 2011, 01:42:34 pm »

I finally registred an account on the fan forums, gonna be posting there now ;)
Logged

BoxMacLeod

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4347 on: August 03, 2011, 01:42:48 pm »

I honestly like all of those ideas, Whales. :)  Personally, I almost feel like if people want to take the time to do boring grinding behavior like that, it's their option to do so. It would be anice way to increase survival potentially in the long run, and might promote other activities to do if you need to kill time and don't have a book to read. I'd find it akin to lifting weights or something if you had nothing else to do- keeping all your senses in check.

You could always make it an option at startup too, perhaps?

Also, with the outposts I occasionally see- obviously they're not really anything at the moment, but are you planning on implementing things like NPC shops, quests, etc.? That would be pretty damn sweet.
Logged

DalGren

  • Bay Watcher
  • Arcade survivor.
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4348 on: August 03, 2011, 01:51:31 pm »

WAIT you mean two-way radios do have an use like, now? I think I got one nearby, got to try that.
Logged
I often play devil's advocate for the sake of debate. Don't take it personally.

Whales

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #4349 on: August 03, 2011, 01:52:13 pm »

I honestly like all of those ideas, Whales. :)  Personally, I almost feel like if people want to take the time to do boring grinding behavior like that, it's their option to do so. It would be anice way to increase survival potentially in the long run, and might promote other activities to do if you need to kill time and don't have a book to read. I'd find it akin to lifting weights or something if you had nothing else to do- keeping all your senses in check.

You could always make it an option at startup too, perhaps?

Also, with the outposts I occasionally see- obviously they're not really anything at the moment, but are you planning on implementing things like NPC shops, quests, etc.? That would be pretty damn sweet.

Well, the issue arises when optimal gameplay is boring gameplay.  This is a problem that plagues things like WoW, Pokemon, etc.  I really want to avoid optimal gameplay and boring gameplay overlapping more than just a tiny bit.

Lifting weights is something I'm open to--some long-term action that requires no input on the player's part, just eats up time to let them do something useful.

And yes, those outputs are NPC camps, with shops, clinics, quests, etc. all planned.  Though as has been discussed elsewhere, they're very artificial-feeling and doesn't fit with the setting; they will probably be removed wholesale, and NPCs will instead decide to settle down in abandoned malls, airports, prisons, etc. rather than building a small town so incredibly quickly.
Logged
Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!
Pages: 1 ... 288 289 [290] 291 292 ... 777