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Topics - GlyphGryph

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I am making a little web-based spin-off game based on Cataclysm. It doesn't plug into C:DDA, it's a standalone thing, but we'll see how far I can push it. If I can get it to a state where it has some potential, instead of just being a way to entertain myself... ah, but that's far in the future. Right now, probably best to see it as a toy that will eventually be abandoned, but hey: At the very least it allows me to experiment with some stuff like z-level mechanics in an environment where it's a bit easier to play around with.

No promises it amounts to anything, though
Current state:


The levels are exploded, so left to right means bottom to top. Confusing, I know.
The enemy at the end there moved on to my head and they can't attack downwards yet so he just kept riding it around. Whoops.

This is a thread to keep track of serious problems with the technical side of the wiki.

Other Games / CrystalKeeper
« on: August 28, 2014, 04:32:10 AM »
A ludum game jam from the jam that JUST FINISHED, this is so much fun. Play three different minigames at the same time, keep those plates spinning and don't let them break!

The guy who made it even made a special version just for me (with a bugfix or two)

Ludum Dare page:

Remember, right and left clicks do different things!

Chatting with Ander Hammer and Herbert_West in the IRC has lead to the following suggestion.

Audio logs can be found. They can not be read directly like, say, lab notes, simply by examing the object. Instead, they must be powered, and must be turned on (like an mp3 player, although a specific log might be selected). They make noise, and output messages at regular intervals until they've worked their way through the whole log (at which point it can be replayed), meaning that you can get the lore as you're exploring, over time.

Some lab notes, black boxes, and other existing content might be worth transferring over to this format.

Furthermore, players should be able to record things on to these devices (both ambient sounds and speaking into them and conversations with NPCS).

On request, I'm going to begin writing some lab notes that might reinforce the lore that some of our more terrifying creatures depend on. These notes may not touch on those creatures directly - I would imagine that many of them were never seen before the Cataclysm occurred and the time situation was right for them to arrive - but they should provide a basis for understanding or at least accepting the abilities the creatures use.

"We've begun analysis on several of the smaller creatures we've encountered, and I've been assigned to the 'Nethertouch' group, created to investigate a peculiarity many of them share. Though their shapes and abilities vary wildly, it's clear that all of them share the ability to act over a distance, with no discernible mechanism for doing so. It's obvious such a mechanism must exist, of course, but it doesn't seem as if our existing equipment is capable of detecting how these creatures manage it. Does this point to some previously unknown fundamental force? An equivalent of gravity, or electromagnetism, but previously and entirely unknown to us? One of the junior researchers was heard to exclaim that it must be magic, until I demonstrated that the phones we carry might as well be such to those who do not understand the invisible forces they use to do their work. The possibilities, if we can understand and mimic these functionality, are immense, from noninvasive surgery to save lives with no chance of bacterial infection to weapons that can bypass any amount of armor. It may not be magic, but it is incredible... and potentially very, very lucrative."

"Report NT-1302 Summary: We have designated the small, furry, ball-like creatures as 'tribbles', although they share little in common with their namesake beyond a surface similarity since. We haven't discovered a method for reproduction at all. Our studies would proceed much quicker if we weren't so reliant of their appearing by chance, but the acquisition team has made little progress on that front. We must tread carefully with the few samples we have. We have done an autopsy on one of them, despite the risk, and an analysis of their microscopic structure indicates that they are most closely related to the infectious slime agent, despite clear differences in function and physiology. They have been marked for further study due to a rather unique ability, best demonstrated by a recent experiment where several of them were left in a large plastic container overnight along with about a hundred marbles of various basic, solid colours. Come morning, all of the red marbles were missing - including marbles that had been stored outside of the container but in sight of the creature, although to be honest we have yet to figure out how the creature sees either since it has no obvious sensory organs. A dissection revealed no trace of the marbles within the creatures body, and when the experiment was repeated the next night, not only were all the red marbles gone once more, but so was one of the tribbles."

"Report NT-1303 Summary: Further study of the tribbles seems to support the hypothesis that these creatures maintain some sort of connection with... wherever it is they came from. A red marble was found with the detritus from a recent portal test, embedded in the remains of a rather grotesque looking creature we've not seen before. It is clear that these creatures have some method for for interacting with material of interest from afar, and somehow pulling it back into the place from which they emerged, but the exact method continues to elude is - there are no gravitational, electromagnetic, or even dimensional fluxuations we can detect with our equipment, but it may simply indicate we are looking at, or for, the wrong things."

"Report NT-2104 Summary: The experiment involving the exposure of living rats to the writher have been intriguing. Left to their own devices, the writher and rats ignore each other, but, in accordance with last weeks experiments, when exposed to painful stimulus in the form of a blaring tuba blast, the writher becomes agitated. When this occurs, a rat that has an unblocked path to the writher and which are within three or so feet of the creature begin making intense vocalizations, likely indicating a pain response. Their heart rates elevate, their pupils dilate, and unless they are promptly moved out of this range they will remain locked in place, seemingly unable to move except for their vocalizations, which grow progressively more intense as time goes on or until the rat loses consciousness, which occurs after roughly 10 minutes of this experience. Only one rat experiences this behaviour at a time, but removing that rat will cause another to begin suffering from the same symptoms. We have detected no forces emanating from the writher that might cause such a reaction, but it is likely the same effect that caused minor headaches in the staff members that attempted to handle the creature earlier. No chemicals were released from the writhers body, no electromagnetic waves were sent out, and no physical contact was had between the subjects at any time - the cause remains a mystery, but one I am confident we will be able to solve."

Let me guys know if you like this, if you want to read more stuff like this, or if you think something is "off" and should be changed (for example, perhaps the tribbles and writhers should have obvious eyes and require a gaze)

In game creatures that would probably be studied by this group:
Flaming Eyes, Master Zombies, Necromancer Zombies, Rat Kings, and Horrors (although the last one might be completely unrelated into how it causes it's effect, the team would surely still love to study them. They will never get the chance of course, since the Horrors only appeared post-cataclysm and by that point the team had larger issues to deal with than capturing new study objects...)

The man stumbles, his vision cloudy. Something compels him to work his way deeper, into the heart of the complex. He stumbles against the reactor, still running despite the disaster outside. He feels his strength fading, as his insides liquify.

He dies, and something inside of him begins to grow.

It feels the hum of the engines, the energy that makes the corpses hairs stand on end.

It feeds, first distending the skin, a tumor on the back of the dead man, until it splits and a thick stalk unfurls into the air, dripping and glistening, more like a creature freshly born rather than a plant unfurling from a seed. At the end, a bud grows, eventually blooming not into a flower but a bundle of tendrils, each one ending in a translucent egg-sac in which a creature grows.

As they grow, the sacs fall off, and from them emerge the root drones - creatures with blank stares, swaying in place until commands are issued from their parent, and then scurrying off to insure the Power Plant or other power source remains operation so that it's parent can continue to feed, powered by the warped knowledge of a dying engineer.

Runners emerge from the base of the corpse, seeking, following the eyes of the drones, finding new corpses and allowing new pods to form into new stalks, to insure less of the Plant's power is lost, frittered away into the outside world, until the entire Plant is under their control.

But the spread is interrupted. An intruder is detected. The stalks turn, focusing on this new threat. The drones swarm.

A powerful creature, half-man half-machine, has entered their domain, clad in the armor of advanced science and wielding a weapon that launches powerful blasts of energy.

A threat, to most, but to the Bloom, it is little more than a wonderful meal. In moments, the armor becomes a prison, as it's joints lock up and its batteries are drained. The bionics that once made this man powerful outside of his armor refuse to work, to respond, to function. Even his weapon, pulling from a now dead UPS, is worthless.

The drones swarm as the stalks feed.

Leach Pods form in corpses, and have a small radius through which they can quite rapidly drain energy from the player's batteries and disable the function of powered equipment in the player's inventory. All members of the leech family also quickly drain electric vehicles, disable robots, and prevent shocker zombies from using their special attack. They can form anywhere, but are only truly common in the new area known as the Power Plant.

Leech Stalks form from Leech Pods, and have a very large area of effect that increases in intensity as you get closer.

Leech Blossoms only appear near regular power sources, where electricity continues to be generated. Power Plants and Automated Centers (Police bot centers, for example), and more rarely private generators. Leech blossoms are accompanied by drones, a population they replenish over time, and will grow additional pods and stalks from all nearby corpses. If the Bloom is killed, but other stalks or pods are allowed to live, they will form a new Bloom, although only one Bloom will ever be active at a time.

Though they are not direct threats, with only the Root Drones capable of outright attacking the player, but they can appear alongside other dangerous creatures and pose a significant problem to those who rely on the powers of modern technology, as they suddenly find themselves with all of the penalties and none of the benefit of powered equipment.

Power Plants are a new area that are inhabited by these creatures, and the main place you are likely to encounter Root Drones.

I would like to see some worlds, inflicted by the rends in reality as they are, either be very very wet or very very dry.

I also wouldn't mind it being a setting with "random" as a default.

It would be even better if particularly dry periods of time turned swamps into non-swamps and shrunk rivers turning the edges into "dry riverbed" (and heavy rain expanded swamps and caused flooding).

If you're a new person wanting to say hi, someone who is leaving the purpose for some reason or another, or someone who's been on a hiatus and wants to let people know you returned, please post here instead of making a new thread for it.

We've got guidelines in-game for the to-hit bonuses now, but damage is a bit stickier. Part of the problem is that the damage model the game uses is not terribly good. But we can establish guidelines for what we want there as well! This conversation is likely to be referenced when working on the Project Document. Once we've made some work there, though, we need to start drilling down to the details of how a person should figure out what sort of damage their new item will be doing, so keep that end in mind but please make sure to keep those concrete suggestions grounded in the firm foundation of how it serves what we are actually trying to accomplish.

So what do you want from weapon damage?
Please read my previous attempt at discussing possible breakdowns of weapon damage here:
It has recently been updated, so even if you haven't read it before it might be worth a look.
Also keep in mind my proposed changes to how monsters receive damage:

My initial feelings are:
We want a variety of damage types that are better or worse in a variety of situations.
This encourages characters to not become complete specialists, and introduces the meaningful decision of what equipment to bring on an outing - one that can be helped by scouting ahead, with factors being weighed in such as skill with the weapons offered and exactly how big a bonus they offer. I think we want some weapons to serve as general purpose fallbacks (swords, for example), capable of filling the roles of chopping, bashing, slicing and stabbing fairly well, but which are inferior in a major way to a specialized weapon like a spear in the specific situations where the spear's focus excels. There should be situations where a Sledgehammer is strictly superior to a sword. We want to make sure to factor in that some weapons will be much faster than others - if it does half the damage but attacks three times as awesome, it means the knife would actually be MORE damaging than the sledgehammer, which is something to keep in mind - faster/lighter weapons have effective damage values higher than they may seem at first glance, and their damage values as listed need to reflect that difference since they already benefit from dealing damage more precisely (a lot less damage is wasted, since the enemy will die sooner from the same DPS allowing you to move on to the next one).

We want a variety of damage amounts that make weapons more or less effective depending on your build.
I think the primary limiter here will be a need to have a weapon's damage and speed degrade based on, for example, a lack of strength. But there might be other solutions.

We want an agreed upon range of damage
Rather than constantly adding 'better' weapons we should agree on a scale over which damage can occur, and decide not to allow "mundane" weapons to pass this upper bound.

Rules and Regulations / Moderation Policy (All Users Please Read)
« on: December 21, 2013, 07:01:12 PM »
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