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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1260252 times)

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5850 on: August 31, 2011, 03:47:02 am »

Maybe the system that stretches the spawn area out as you pass through an area if enemies follow you is taking effect here and pulling them down stairs?

This is the case.  The "system" in question simply takes a monster that's moved out of range, and moves it from being a live, processed monster to being part of the population of the overmap.  If monsters follow you over stairs, they can get pushed to the overmap population in this way.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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head

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5851 on: August 31, 2011, 08:17:05 am »

Has anyone kept up with the windows version?
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5852 on: August 31, 2011, 10:53:50 am »

https://github.com/aposos/Cataclysm

Is the latest windows version I think.
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Mechanoid

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5853 on: September 01, 2011, 11:31:22 pm »

Played this for about 16 hours so far, and i really hate the way the game places your character. It's like the RNG is conciously making the descision "Yes, i want this character to die 3 minutes after it was made by a single wolf, because i put him too close to the forest." and replace "wolf" with "giant ant" "triffid" or whateverthefuck else that moves faster then the player does. And even if you are prepared but get hit once, all your equipment gets torn apart; goodbye, unreplaceable items.

Everything else is pretty good, though the UI refering to item damage isn't "i need to know this" enough (yes i want to know if it's taken even ONE point of damage) and what your item-given stats are seem to be invisible without manually checking and counting each item. Still havn't managed to actually get an area secure enough for my liking, though. Oh shovels, where art thou?
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5854 on: September 01, 2011, 11:38:24 pm »

Forget shovels. You need a source of fire, a corpse, and a windowless room.



Anyways: a suggestion: remove the unload/reload feature from firearms, or at least tweak it. As it is it's grindy in a very boring way.
« Last Edit: September 02, 2011, 12:48:06 am by ChairmanPoo »
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5855 on: September 02, 2011, 12:55:08 am »

What do you mean by the "unload/reload feature"? I'm honestly not sure.

And remember, if you can't find a windowless room, get a hammer and some nails and boards and MAKE one!
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5856 on: September 02, 2011, 01:14:37 am »

yeah, but only walls will prevent scent spreading, so it's better to look for a bona fide one....


By the unload/reload feature I mean training firearms by unloading and reloading repeatedly.
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There's two kinds of performance reviews: the one you make they don't read, the one they make whilst they sharpen their daggers
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Mini

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5857 on: September 02, 2011, 05:51:33 am »

I'm pretty sure that was removed a while ago...
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5858 on: September 02, 2011, 06:22:54 am »

I think Whales mentioned it was already fixed, it's supposed to train you to level 1 for the particular weapon skill, provided you have the XP to spare.
« Last Edit: September 02, 2011, 06:34:03 am by Blaze »
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hemmingjay

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5859 on: September 02, 2011, 10:17:57 am »

so....when will NPC's be back in the windows version?  ???
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5860 on: September 02, 2011, 10:25:20 am »

so....when will NPC's be back in the windows version?  ???

2014 When they're ready.  NPCs are my next major project after construction / inventory.

And yes, reloading no longer trains your relevent gun skill.  Too grindy.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5861 on: September 02, 2011, 10:28:20 am »

I still quite liked the reloading drills.
Mainly because it gave you something to do in the 7 hours you need to wait after your player has slept their 10 minutes for the day :P
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5862 on: September 02, 2011, 10:51:58 am »

What I think we need is a "practice" command, that lets us do drills in various skills for a bit of skill gain (though not really a time efficient one!) as long as we have the right equipment. Firearms could be unloading/reloading, mechanics could be doing maintenance on a gun or machine, etc or so on.
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hemmingjay

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5863 on: September 02, 2011, 10:58:26 am »

What I think we need is a "practice" command, that lets us do drills in various skills for a bit of skill gain (though not really a time efficient one!) as long as we have the right equipment. Firearms could be unloading/reloading, mechanics could be doing maintenance on a gun or machine, etc or so on.

excellent suggestions!
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5864 on: September 03, 2011, 02:29:54 am »

A few pages back everyone said that it's a bad idea and too grindy :P.
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