Clock Cult ideas
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- Joined: Tue Apr 24, 2018 11:08 pm
- Byond Username: Hammeredmantis
Clock Cult ideas
I am digging through the github now to find all the files and really learn about how the game mode worked, but from what I have understood so far, it basically turned into a tower defense mode which I think is kinda dumb for SS13 to be honest. I want to re-work it so it would basically be more different blood cult, the main difference being that the AI would start the round as a helper to the cult and could have borgs help make clock-work mobs out of players with a special setup instead of having the cultists themselves create them, basically a small number of crew + AI teamwork to summon Ratvar. Also potentially have a blood cult vs clock cult shift should there be enough players at that point in time to see who can summon their god first. What do you all think? I really like the look of the clockie sprites and think this could be awesome given enough time, patience, and effort.
- D&B
- Joined: Mon Jun 13, 2016 2:23 am
- Byond Username: Repukan
- Location: *teleports behind you*
Re: Clock Cult ideas
That's what they said the last two times.
You're better off starting from the ground up or smashing your head against the wall real hard.
You're better off starting from the ground up or smashing your head against the wall real hard.
Spoiler:
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- Joined: Tue Apr 24, 2018 11:08 pm
- Byond Username: Hammeredmantis
Re: Clock Cult ideas
woof, ground up sounds hella hard, but fuck it, work on it here and there, might have it done by the end of the year. Could be fun. Would I get in trouble if I stole some code from blood cult as a shortcut though?
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- Joined: Sat Nov 11, 2017 11:11 am
- Byond Username: Serpentarium
Re: Clock Cult ideas
Why not rewotk it into Clock cult?
No conversion.cultists win after 40 min of ticking special clocks, which they need to construct.
Cultist powers are all clock related. Time stop,STOP_PROCESSING(target), sepia floor grenades,other shit.
More soulcrushingly horrible puns you'll be able to stick there--better this thing will be. Horrible puns must make clock cult tick , you know.
Better, if they will be bad enought to cause cosmic horror sence(OMG!Something is joking like this on same planet!), than laugh. Hysterical laugh even better.
No conversion.cultists win after 40 min of ticking special clocks, which they need to construct.
Cultist powers are all clock related. Time stop,STOP_PROCESSING(target), sepia floor grenades,other shit.
More soulcrushingly horrible puns you'll be able to stick there--better this thing will be. Horrible puns must make clock cult tick , you know.
Better, if they will be bad enought to cause cosmic horror sence(OMG!Something is joking like this on same planet!), than laugh. Hysterical laugh even better.
- D&B
- Joined: Mon Jun 13, 2016 2:23 am
- Byond Username: Repukan
- Location: *teleports behind you*
Re: Clock Cult ideas
I don't think anyone would care since the concept was stolen from /vg/ codersHammeredmantis wrote:woof, ground up sounds hella hard, but fuck it, work on it here and there, might have it done by the end of the year. Could be fun. Would I get in trouble if I stole some code from blood cult as a shortcut though?
Spoiler:
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- Joined: Sat Nov 11, 2017 11:11 am
- Byond Username: Serpentarium
Re: Clock Cult ideas
What you surelt shouldn't do--"slightly different blood cult". Make something completely different!
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- Joined: Tue Apr 24, 2018 11:08 pm
- Byond Username: Hammeredmantis
Re: Clock Cult ideas
I really like this, though I think 40 minutes is a bit much for any antag to survive. Maybe more like 20 assuming they can keep it quiet. Actually the idea of a non-killing antag role could be really cool and something to think about.Selea wrote:Why not rewotk it into Clock cult?
No conversion.cultists win after 40 min of ticking special clocks, which they need to construct.
Cultist powers are all clock related. Time stop,STOP_PROCESSING(target), sepia floor grenades,other shit.
More soulcrushingly horrible puns you'll be able to stick there--better this thing will be. Horrible puns must make clock cult tick , you know.
Better, if they will be bad enought to cause cosmic horror sence(OMG!Something is joking like this on same planet!), than laugh. Hysterical laugh even better.
- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
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- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Re: Clock Cult ideas
stop
making
copies
of
existing
gamemodes
please
jesus
christ
it's
not
even
fun
anymore
I
know
it's
hard
to
write
new
code
but
if
you
are
not
at
that
level
yet
stick
with
side
antags
making
copies
of
existing
gamemodes
please
jesus
christ
it's
not
even
fun
anymore
I
know
it's
hard
to
write
new
code
but
if
you
are
not
at
that
level
yet
stick
with
side
antags
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- Joined: Sat Nov 11, 2017 11:11 am
- Byond Username: Serpentarium
Re: Clock Cult ideas
I also advice you to add sacred animals:chicken and bear.
Why? Because you can make unBEARably motherclucking much filthy puns with them.
Why? Because you can make unBEARably motherclucking much filthy puns with them.
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- Joined: Fri Mar 09, 2018 8:01 am
- Byond Username: Roseliachan
Re: Clock Cult ideas
If you're planning on reworking clock cult, rather than a crew conversion mode why not make it a station conversion? The clock cult has to convert a certain percentage of the station into clockwork station in order to pull the entire station and everyone in it into Ratvar's dimension.
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- Joined: Sat Nov 11, 2017 11:11 am
- Byond Username: Serpentarium
Re: Clock Cult ideas
Good idea. But need to think, how to save as much CC content as possible. Cog city for example.
- pogoco25
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- Byond Username: Pogoco25
- Location: ya mum's arsehole
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