Author Topic: C:DDA Design Outline  (Read 33358 times)

Offline KA101

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C:DDA Design Outline
« on: March 03, 2014, 05:57:47 AM »
Here's the shared dev vision for Cataclysm: Dark Days Ahead.  It contains spoilers, for what that's worth, as it's kinda tough to discuss the world without them.

C:DDA Design Outline

Offline Zireael

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Re: C:DDA Design Outline
« Reply #1 on: March 03, 2014, 09:30:42 AM »
THANKS for sharing this!

Offline infectedmochi

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Re: C:DDA Design Outline
« Reply #2 on: March 03, 2014, 11:11:49 AM »
Thanks for putting your time into this! A very good read, IMHO it could be expanded to include further development plans and lore (perhaps copy-paste from the lore thread with some simplifications?) but it's a good start.

Offline Binky

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Re: C:DDA Design Outline
« Reply #3 on: March 03, 2014, 11:10:25 PM »
Wow! I literally never thought that this would come into fruition and I am overwhelmingly pleased it has!!
Fantastic work and I completely agree with everything in there (as in, I think it makes coherent sense and fits with the initial vision as I knew it to be) and it's glad to have it written down.

Very interesting about the 'no items requiring precision machinery/advanced techniques', this is something that I very much wanted to see and I think it gives a great level of balance. It may need further clarification of what is and isn't allowed as I imagine many things will skirt the line - perhaps just adding a few more examples of things that are ok and things that aren't would be useful.

Really, again, great work and I think this will strongly help development.

Offline Feckless

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Re: C:DDA Design Outline
« Reply #4 on: March 05, 2014, 11:34:26 PM »
Bloody fantastic. That was a great read and I am all the more excited for everything you guys have planned.
It has been a great ride so far, and i can't wait to see what comes next. :)

Offline Bonevomit

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Re: C:DDA Design Outline
« Reply #5 on: March 06, 2014, 12:02:36 AM »
Quote from: Casulclysm: Easy Days Ahead Design Outline
We neither need nor want competition for the “best” DDA player, and don’t even know how we’d define that.
No problem, obviously the best DDA player is me anyway. There's really no need for competition. After all, I don't want to humiliate any of you too badly.

Offline Samscale1

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Re: C:DDA Design Outline
« Reply #6 on: March 06, 2014, 05:51:32 PM »
So it says that they player can help the fungus in future, would this also apply to triffids? And would it grant any major perks to the player?
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Offline Bonevomit

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Re: C:DDA Design Outline
« Reply #7 on: March 06, 2014, 06:19:23 PM »
So it says that they player can help the fungus in future, would this also apply to triffids? And would it grant any major perks to the player?
I like the sound of this.

Humans, triffids, and fungi all living in harmony.

Offline i2amroy

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Re: C:DDA Design Outline
« Reply #8 on: March 06, 2014, 06:37:26 PM »
So it says that they player can help the fungus in future, would this also apply to triffids? And would it grant any major perks to the player?
I like the sound of this.

Humans, triffids, and fungi all living in harmony.
Well humans and triffids, or humans and fungi maybe, but triffids and fungi are natural deadly enemies of each other.

Offline GlyphGryph

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Re: C:DDA Design Outline
« Reply #9 on: March 06, 2014, 08:45:59 PM »
If you look at the lore linked in the doc, Triffids and fungus ALREADY live in harmony (under the complete domination of the Triffid Heart, which functionally suppresses the spread of the fungus and its natural inclinations but uses it as a symbiote in limited capacity), and the Triffid will be more than happy to live in harmony with the humans as well! (So long as it has complete control over them and can find a use for them within the collective, the same way the earth trees live in harmony with the Triffids! The Triffids are just so inclusive and welcoming, so long as those it is welcoming are completely subjugated and their free will entirely subsumed!)

It is NOT living in harmony with the wild uncontrolled feral barbarian-like fungus colonies, though.

But this probably belongs in the lore threads discussions in the Library, the official threads there are a good resource, although everything in them is, of course, susceptible to change should we decide it better fits the design goals of the above document to change things, especially things that aren't actually implemented yet.
« Last Edit: March 07, 2014, 02:50:52 AM by GlyphGryph »

Offline Goombah

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Re: C:DDA Design Outline
« Reply #10 on: March 07, 2014, 02:18:02 AM »
... all of that sounds awesome. I look forward to the day NPCs and factions exist too. Insect Queen Mutation? YES PLEASE. Having my own hive would be awesome. xD

Offline Barzillai

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Re: C:DDA Design Outline
« Reply #11 on: March 10, 2014, 11:43:32 PM »
In future versions I think acid puddles in acid rain should be an option that can be toggled on or off (they were removed for this version).

While some players may not have liked having their items destroyed, I'm getting irritated at all the wildlife corpses scattered about after every acid rain.

Plus it just makes acid rain that much more dangerous! :D

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Offline pulsefrequency

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Re: C:DDA Design Outline
« Reply #12 on: March 11, 2014, 05:07:13 AM »
first line in document: "We consider DDA ... low-intensity" LMBO i see it is defined further down but man... that was a laugh and a half, cata is anything but low-intensity imho hahaha thanks for posting i finally have found time to read it cant wait

" It should be just as possible to lead a slow and careful life in harmony with nature outside the cities as it is to make crazy laser-slinging assaults on superscience labs."
just as possible, perhaps, though hopefully not as easy. as long as the lore and reality arent butchered for the sake of "balance." real life is not "balanced.," nor is the zombie apocalypse right
« Last Edit: March 11, 2014, 05:28:41 AM by pulsefrequency »
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Offline Kevin Granade

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Re: C:DDA Design Outline
« Reply #13 on: March 11, 2014, 08:36:36 PM »
low-intensity means that the player has the option to manage encounters, unlike games where you are trapped in encounters once you engage, ambushed, or otherwise prevented from engaging on your own terms*.  if you dive into a town, yes you will be swarmed by Zs, but that's your choice, you can also proceed carefully or avoid conflict entirely.
*other methods include agressive hunger clocks, doomsday clocks or other time-based mechanics requiring you to proceed rapidly.
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Offline pulsefrequency

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Re: C:DDA Design Outline
« Reply #14 on: March 11, 2014, 08:45:25 PM »
yea after reading the whole thing i definitely get that, also a very interesting read, lots of stuff i didnt even know. looking forward to any improvement whatsoever to the NPC system and "Roving Hoardes"

i have always loved and preferred roguelikes for their strategic gameplay, as opposed to reflex or muscle-memory based. i also love the fact that with RLs, moreso than other genres, player skill, experience and knowledge, as well as general resourcefulness and intelligence play a huge role in gameplay experience

though i love me a good driver/racer or arcade shooter
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