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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1260386 times)

G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8325 on: December 06, 2011, 02:39:33 am »

Hey, to be fair, if we can somehow craft denim jeans out of rags using a sewing kit, a utility vest isn't very far-fetched! Although I suppose that depends on what it's made out of, but according to the game they're pretty much just cloth.

The ones you craft aren't denim, obviously.

They're jeans. They're denim by definition. If they weren't denim, they wouldn't be jeans! That's kind of like saying "the popcorn you make doesn't use maize".
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8326 on: December 06, 2011, 03:41:18 am »

There's a difference between "pants" and "jeans" yes...

Also
http://www.bay12forums.com/smf/index.php?topic=97293.0
and cross-posted
http://whalesdev.com/forums/index.php?topic=602.0

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8327 on: December 06, 2011, 04:01:20 am »

Hey, to be fair, if we can somehow craft denim jeans out of rags using a sewing kit, a utility vest isn't very far-fetched! Although I suppose that depends on what it's made out of, but according to the game they're pretty much just cloth.

The ones you craft aren't denim, obviously.

They're jeans. They're denim by definition. If they weren't denim, they wouldn't be jeans! That's kind of like saying "the popcorn you make doesn't use maize".

No, they're leg coverings you sew together using rags, which happen to share stats and hence a type with jeans.  I'm not about to make an extra item type called "rag pants" when "jeans" already exist and aren't appreciably different. :)

EDIT:  And who's to say the rags themselves aren't made of denim, anyway?  The game doesn't track such meaningless things :P
« Last Edit: December 06, 2011, 04:35:31 am by Whales »
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8328 on: December 06, 2011, 04:06:25 am »

Granted that rag-pants could be a fun NPC wear, for flavor.  Sometimes you meet NPCs wearing army pants and trench coats, other times it's rag pants and Tshirt.  Could also apply to yourself, if you wanted to give an appearance.  You mentioned the ability to lie elsewhere, maybe if you're dressed shoddy enough you could lie as a beggar and get shown hospitality - or the faction only has room for productive members and you have to look nice to prove you are productive.

DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8329 on: December 06, 2011, 10:44:15 am »

Whales, i wish something for Christmas, an option(maybe a command line option?) for toggling dogs, i am very weak with the dogs. I really dont like starting with a dog, nor fighting a wild one, they are infact the leading cause of my characters suicides/teleporting away. Its just some traumatic experiences with my childhood dog that still haunts me even here in this christmas, 2-3 years after he died of old age, oh god i miss him..

New negative trait: Greed - You will have a low morale without possesing items of high value, bling bling and unique crafts would counter this. Like a hoarder syndrome but with gold and stuff.

Maybe even a new kind of traits: Personality

Personality traits like Nerdy, wich causes morale drop if you dont have "nerdy" stuff like comics, gadgets and when you havent used a computer for very long time
City person: Morale drop when in the wilderness, eating raw food, cooking, using weapons and when doing other "primitive farmer/redneck things"
« Last Edit: December 06, 2011, 10:53:50 am by DrPoo »
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Tidal

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8330 on: December 06, 2011, 10:59:03 am »

an option for toggling dogs, i am very weak with the dogs.
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8331 on: December 06, 2011, 11:04:20 am »

Whales, i wish something for Christmas, an option(maybe a command line option?) for toggling dogs.
Why not just remove them yourself? It's as simple as removing a few entries from the code, you were mentioning that you planned to rewrite the crafting system, so something this simple shouldn't be beyond your talents :P
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Tidal

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8332 on: December 06, 2011, 11:14:52 am »

Although, truth be told, the game shouldn't be altered for just one person's personal dislikes. Of course, a wider option would be to add in a feature to toggle any monster.
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8333 on: December 06, 2011, 11:24:36 am »

The game's open source and well commented, you can toggle any monster, it's as simple as commenting out the relevant entries in a few CPP and H files.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8334 on: December 06, 2011, 01:56:45 pm »

Actually, to remove any single monster from the game, simply remove all mentions of that monster's ID tag from mongroupdef.cpp.

I have been considering removing the wild dogs, simply because they're a bit off-balance and the taming them routine is a little ridiculous.  I might re-add them as an always-friendly, rare static spawn in houses--a dog locked inside which will follow you if you free it.

I'm sorry if the presence of dogs upsets you, DrPoo, but it's true, altering the game for one person's tastes is clearly pretty silly.
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8335 on: December 06, 2011, 02:00:36 pm »

I'm sorry if the presence of dogs upsets you, DrPoo, but it's true, altering the game for one person's tastes is clearly pretty silly.
Especially when you can quite easily do it yourself..
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teoleo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8336 on: December 06, 2011, 02:17:00 pm »

Can you add a bicycle??  :D
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8337 on: December 06, 2011, 03:00:02 pm »

Can you add a bicycle??  :D

No :(  One day I'd love to, though.
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Tidal

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8338 on: December 06, 2011, 03:05:24 pm »

Can you add a bicycle??  :D

Probably along with all the other vehicles he's sure to add. Later. Much later.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8339 on: December 06, 2011, 03:16:07 pm »

I actually did add a bicycle. It wasn't super great though and I've since misplaced the code. I'd probably do it a completely different way on a second attempt, but it basically involved checking your held item and boosting your speed if the held item had a certain flag (which the bicycle had). Without any chance to fall off it and the fact that you could climb through windows while still using it, it was kind of overpowered. I don't think it actually worked as intended, even then - it was a terrible hack.

I might give it another stab someday, but you're better off hoping on Whale's putting it in considering my productivity on the Cataclysm front lately.
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