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Messages - Roderic

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Announcements / Re: Happy Halloween, everyone!
« on: October 31, 2013, 05:57:39 PM »
'THEY ALL FLOAT'

lol, scary

2
The Lab - Contributions and Mods / Re: ASCII/Retro tileset
« on: October 30, 2013, 02:35:53 PM »
It's gorgeous, love it. I still like the symbolic approach of letters of console roguelikes rather than the micro-sprites but they look very appealing to the retro style.

Call me picky but the combination of dark grey background with the grey dots in the road strains my eyes a little, almost like a moiré effect.

If I remember the grounds in the Spectrum-like graphics tended to include less color dots and leave more black background to let the image breath a little, mostly if the pattern is repeated a lot as in this case. Have you tried to lessen the number of dots or at least, experiment a little to optimize them?

The rest of the tiles, house, items and such are perfect. Kudos.

3
I assume if they're different cases, there are some differences but I cannot figure out which ones.

Wiki says about lightning storm

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Same as thunder storm. Currently there's no actual lightnings, only thunders.

Too bad.

I hope there are some real lightning effects like starting fires or such. Another option could be either the one-turn or a brief illumination (as the rain effect changes), betraying your position and seeing your surroundings.

4
The Drawing Board - Suggestions, Comments, and Future Plans / Re: Hygiene
« on: October 30, 2013, 02:13:12 PM »
just a mere though, but if eventually implemented, a negative trait to be included could be the obsessive- compulsive, with a periodical urge to wash the hands or the body even relying on your drinking water.

5
didn't know the basement feature, good.

I don't know exactly how to modulate the presence of darkseekers and zombies so as not to design a too difficult challenge, but a few zombies do not hurt anybody I suppose...

Are the related features like IR-vision or UV lamps implemented or planned?

6
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So would these guys displace zombies or spawn along with them?

I haven't commented that aspect deliberately.

My thoughts depend on the feasibility and easiness to code a monster vs monster AI in case they meet the other.  In case it is difficult, as a sensible proposal I think darkseekers may let zombies around until they become a nuisance, and zombies do not try to attack them because they smell "different", probably because of the antigens that rejected the infection.

The starting cities of darkseekers would be zombie-cleaned for urbanity reasons and to make attractive to survivors to come in to the trap.

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The Drawing Board - Suggestions, Comments, and Future Plans / Re: Hygiene
« on: October 29, 2013, 04:05:03 PM »
Not only for your mental sanity and health but hygiene should condition future encounters with NPC like the pretty/ugly trait. So taking a bath from time to time would be advisable, here and in real life.

8
Hello, glad to see that Cataclysm is alive and have an active forum. Here's a proposal I wanted to add in the former forum (whalesdev), so I present you here. Sorry if it has been discussed already, there's a lot of material to read and maybe I haven't been able to find it.

Darkseekers

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As a collateral effect of the infection, there are those individuals who have resisted the undead condition at a terrible price.

The idea is inspired in "Omega man", "I am Legend" and vampiric lore.

Darkseekers need to feed on blood of living beings: forest animals, farm animals (if they were implemented) and particularly, survivors like you. 

A darkseeker is a former human being keeping the same physical traits and intelligence but with an acquired advantage and a drawback. The advantage is a ultra nocturnal vision which allows them to see at night with a radius of the half a human can see at day; the drawback is that they avoid daylight because it damages them so badly to the point of burning and experiencing self-combustion. During drizzle, rain and storm they can go outside although acid rain hurts them the same as you.

It is UV radiation what hurts them so that UV lights should exist as a item to use it against them. You may find UV lights in labs, some police stations and in banks, where are used to check bills. Still, visible light may stun them and make them run away few meters until they become used to. Whenever they sense the dawn, they let you and run to go to the nearest shelter.

The cities inhabited by darkseekers are different from that of zombies. During day they dwell inside of buildings completely boarded up, with some self-made traps for defense against potential invaders. They also can be found in subway and sewers. At night they go outside to hunt and if they are aware of your presence they chase you.  They are hungry and highly psychotic.

This offer a different approach to raid cities with respect to the zombies' cities: at day you are able to enter in houses with the light as your main ally and raid and hunt them with some of violence, though. At night you are the prey and you should run out of the city and its surroundings or fortify yourself and resist all night long the siege whenever they find you.

You may found corpses of wild life around the city or eventually a camp of prisoners who are kept alive to be blood drained periodically in case the darkseekers still have maintained some sense of order instead of being hunger-driven. The city is also full of traps to hunt animals or humans, so you may get caught if you are not aware.

Since they are warm-blooded, a good thing to have implemented would be a thermal vision or infrared googles, which are not very valuable to detect zombies or triffids, I think. This could balance the natural advantage of darkseekers at night.




I have written in bold the items or ideas derived from the main one.


ps: I would like to see farm animals like a stray cow to have again burgers, yum.

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