Does Tim Exist/Am I a banana? If you're reading this, the fuck you doin' on amiabanana? Fuck off. |
| | The Fantastic ASCII Finally Starting Game. | |
| | Author | Message |
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1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 12:38 pm | |
| Basically, I wanna make run a pseudo-ASCII zombie survival game, in which the aim is to score as many points as possible. Points are earned by killing zombies, and bonus points are earned by outliving other players. Each turn, I will decide the NPC actions, and then read the actions the players have submitted to me via PM, and draw up the new game map in - Code:
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[code][/code] tags. There are two sets of rules written here, the full ruleset and the simplified rules. While an understanding of the full ruleset is not necessary, it is undeniably advantageous. - Simple rules:
Grid‘Adjacent’ means ‘adjacent’, not ‘diagonal to’. To move to a tile diagonal from the one you currently occupies takes 1.5 movement; this means a player with a maximum movement of three tiles can move across two diagonal tiles. You must end movement in a tile, not between tiles. You may not hit anyone with a melee weapon if they are on a tile diagonally across from yours; they are just out of range. However, it still counts as point blank for a firearm. Character CreationThere are six main stats: Max Hitpoints (with smaller pools for head, left arm, right arm, left leg, and right leg), Strength, Speed, Stamina, Accuracy, and First Aid. Hitpoints determines the amount of damage you can take before you die; strength determines how strong you are; speed determines how fast you are; stamina determines how much energy you have; accuracy determines your ability to hit things from a distance; and first aid determines your ability to be Florence Nightingale perform first aid. All players start with two points in each stat except HP and First Aid (four and zero respectively), and may allocate fifteen more points between the five stats via PM – players do not know each other's stats unless they publically share them (and you are allowed to, even encouraged to, lie about these). You may also choose a starting item from the following – pistol (one clip, fifteen bullets), katana, bulletproof vest (for protection from your allies, not from the zombies), two grenades, or four fifteen-bullet clips of 9mm rounds (compatible with pistols, SMGs, and rifles). All items can be concealed; however, to draw a concealed katana takes up a round of combat. You'll also need to send a handedness split (e.g., 50/50 R/L is 'both hands are equally good'). A zero in one hand means it cannot be used to wield a single-handed weapon; however, two-handed weapons can still be used (min-max it, I dare you). Key| = wall = = wall + = window g = grass x = standard floor tile f = miscellaneous furniture; clumps of 'f's are part of the same furniture F = miscellaneous furniture; clumps of 'F's are part of the same furniture u = miscellaneous furniture; clumps of 'u's are part of the same furniture U = miscellaneous furniture; clumps of 'U's are part of the same furniture C = weapons' cabinet c = crate Z = zombie P = pistol S = SMG R = rifle K = katana G = grenade (examine to determine whether or not pin has been removed) A = arm L = leg H = head B = corpse (or 'dead body' if you prefer) DamageEach of your body parts have smaller HP pools of their own; when you take damage, some damage will be deducted from the hit body part, and some from your main HP pool; the exception is the torso, which in a sense has the main HP pool as its own. If a body part loses all its hitpoints, it is rendered useless. In the case of your legs, each leg lost will halve your speed. Some weapons cannot be used with only one hand, and no weapons can be used when both arms fail. If your head loses all its hitpoints before you lose your main hitpoints, then you die. If any limb reaches half its hitpoints, it starts to bleed out, losing one hitpoint and also deducting one hitpoint from your total score. If the main pool reaches half hitpoints, you start to lose one hitpoint per round. Bleed damage stacks, so if all your hitpoint pools have been halved, you're taking six damage a round, and probably dying very soon. HealingWhile you cannot perform any serious battlefield surgery, you do have two options to keep yourself alive. One: take pain pills, which will restore your half of your maximum hitpoints to your main pool, though it will not prevent limbs from becoming useless, nor will it prevent fatal brain damage. Two, you can perform basic first aid, which can keep your limbs functioning (but not the head) a little longer than they would. First aid can only help limbs so long; if you've restored more than half a limb's hitpoints through first aid, any more first aid will only be useful for stopping bleed damage. If a limb or the main HP pool (or your head) is at half hitpoints, it bleeds for one HP per round; multiple body parts can bleed at once. Each round, if you are at zero stamina and do not fight, you gain one point of stamina. If you are above zero stamina and you do not sprint or fight, you gain two stamina; fulfilling one of the non-zero stamina criteria replenishes one stamina. Movement and CombatYou may walk up to 1/5 of your speed per turn (rounded to the nearest half tile, minimum one), or sprint up to your entire speed per turn at the cost of stamina equal to the amount you ran. Allowing your stamina to reach zero this way deducts one HP from your legs. You may move and attack with a ranged weapon in the same turn with half accuracy, and you may attack in melee everything you run past; however, you may only attack one thing per drawn melee weapon for each tile you step on, so for example, if a player (Y in this example) moved in a straight line like so: - Code:
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xxxxxx xxZxZx xxZxZx xxxxxx xxxYxx - Code:
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xxxYxx xxZxZx xxZxZx xxxxxx xxxxxx The only way they could attack all four zombies is by dual-wielding melee weapons. Melee attacks always hit and always do damage (unless blocked); however, unless you flinch your opponent (by doing a quarter of their maximum HP to them or incapacitating a limb), cause knockback (explained later), or kill them, then they will strike back. the player with the highest speed has their action resolve first. Damage in melee is determined by your Strength stat multiplied by the weapon's damage modifier. Your stronger hand will deal more damage than your weaker hand. A particularly strong attack done to a player with low strength may cause knockback; this forcibly moves the defending player to another tile. If this is impossible, they take damage as they slam against the wall/furniture/whatever is behind them. In melee, you may attempt to block; this will only succeed if you are faster than your attacker. Stronger players are better at blocking. If you have one or two ranged weapons out, or a ranged weapon in one hand and a melee weapon in the other, you may fire as many shots as the weapon allows at whichever targets you want. However, each shot you fire at a different target lowers your Accuracy by 1 for each of them, with a minimum of 1 Accuracy. Your stronger hand is more accuracte than your weaker hand. Reloading weapons takes a round, and discards the entire clip unless otherwise specified by the reloading player – however, you cannot choose which clips you load into your gun without taking an extra round to do so, so if you reload and keep a three-bullet clip, and then later have to reload within a round to avoid death, you risk loading the three-bullet clip in the heat of the moment. You do not know how much ammo is in each clip, though they all start at fifteen-rounds, so count your shots. If you believe you can spare the two rounds to load a specific clip, you are to tell me the number of bullets in the clip you wish to load; if you declare a non-existent clip, you will still take the two rounds to reload and load a random clip, so have fun miscounting. Ranged weapons always hit at point-blank range, and a d(Accuracy) is rolled for non-point-blank shots. The minimum roll required to hit something at a distance starts at two, and increases for each tile out they are from you (if two possible distances are measured, the smallest one is taken; however, decimals are rounded up). A roll can hit 50% further than usual, rounded down, if no particular body-part is being aimed for, (so a player with only four Accuracy who wishes to shoot something six squares away can still do so if they roll four and don’t specify any body-part that is being aimed for). Each square your target moved, if it has higher speed than you, deducts one from your accuracy while shooting. Shots for specific parts of the body have a slight chance to go awry -- legshots may shoot the wrong leg, armshots may hit the body, and headshots have a lower overall hitchance than other shots as well as a chance to go awry and hit the main body. Point-blank shots are heat-of-the-moment, and therefore randomly hit a bodypart. If a shot becomes point blank because your target (with higher speed than you) moved adjacent to you, the random method is used. If a non-functioning limb is hit, it automatically adds a point per round's bleed damage to that limb, regardless of whether or not it's already bleeding. Moving Furniture/Breaking Furniture/Eating FurnitureAn item of furniture's weight is proportional to the number of tiles it takes up. Stronger players may move furniture further than weaker players, but it always reduces your stamina – I will treat the movement as if you are sprinting, and deduct stamina accordingly. If multiple people are moving furniture, it becomes easier to lift, but the team can only move at the speed of the slowest player. Each individual tile of furniture has hitpoints, and if at any point tiles of one piece of furniture are destroyed in such a way to split the furniture into two pieces, there will now be two separate pieces of furniture, one of which will probably take on its own symbol. Furniture can suffer knockback in much the same way living targets can. If a tile of furniture is reduced to half hitpoints, it takes double damage, and attacks will be able to go through it; in the case of melee attacks, anyone observing from the right side will see the wood buckle or the attack pierce the wood. All attempts at eating furniture automatically fail, and do not deal any damage. Weapon ListPistol: Two shots per round, six damage, five [undetermined units of] force Rifle: One shot per round, twelve damage, seven force, two-handed SMG: Either One shot per round or All characters within (Accuracy) squares of the shooter at two bullets per target, nine damage, six force, two-handed Grenade: Range equal to the thrower’s strength, explodes either the round thrown or the next round, blast radius between ten and fifteen tiles, all targets take between ten and fifteen damage, and take automatic knockback, where the attacker is the grenade for purposes of determining direction. One-handed one-time use. Katana: Melee weapon, ×2 damage Bulletproof Vest, seeing as that’s the only starting non-weapon itemInitially, a bulletproof vest will prevent any bullet damage to the main body (though it does not prevent knockback). After the first bullet, there is a 1/100 chance that the next bullet will hit a damaged part of the vest, and deal full damage. Each time the vest prevents damage, add another 1/100 to the chance for bullets to ignore it. Also, any non-bullet damage sustained to the torso adds the amount of damage dealt to you/100 chance for the BP vest to fail. Once the chance for the BP vest to fail reaches 100, it is deemed useless. EXP and ScoreEach time you do something, you gain one point in the stats used/affected (e.g., getting shot boosts your Max HP by one, and shooting someone boosts your Accuracy by one). Each zombie killed is worth one point. Each time a player dies, all remaining players gain points equal to the number of players dead. Highest score wins, so it is possible to be the last man standing and still lose.
- Full rules:
Grid‘Adjacent’ means ‘adjacent’, not ‘diagonal to’. To move to a tile diagonal from the one you currently occupies takes 1.5 movement; this means a player with a maximum movement of three tiles can move across two diagonal tiles. You must end movement in a tile, not between tiles. You may not hit anyone with a melee weapon if they are on a tile diagonally across from yours; they are just out of range. However, it still counts as point blank for a firearm. Character CreationThere are six main stats: Max Hitpoints (with smaller pools for head, left arm, right arm, left leg, and right leg), Strength, Speed, Stamina, Accuracy, and First Aid. Hitpoints determines the amount of damage you can take before you die; strength determines how strong you are; speed determines how fast you are; stamina determines how much energy you have; accuracy determines your ability to hit things from a distance; and first aid determines your ability to be Florence Nightingale perform first aid. All players start with two points in each stat except HP and First Aid (four and zero respectively), and may allocate fifteen more points between the five stats via PM – players do not know each other's stats unless they publically share them (and you are allowed to, even encouraged to, lie about these). You may also choose a starting item from the following – pistol (one clip fifteen rounds), katana, bulletproof vest (for protection from your allies, not from the zombies), two grenades, or four fifteen-bullet clips of 9mm rounds (compatible with pistols, SMGs, and rifles). All items can be concealed; however, to draw a concealed katana takes up a round of combat. You'll also need to send a handedness split (e.g., 50/50 R/L is 'both hands are equally good'). A zero in one hand means it cannot be used to wield a single-handed weapon; however, two-handed weapons can still be used (min-max it, I dare you). Key| = wall = = wall + = window g = grass x = standard floor tile f = miscellaneous furniture; clumps of 'f's are part of the same furniture F = miscellaneous furniture; clumps of 'F's are part of the same furniture u = miscellaneous furniture; clumps of 'u's are part of the same furniture U = miscellaneous furniture; clumps of 'U's are part of the same furniture C = weapons' cabinet c = crate Z = zombie P = pistol S = SMG R = rifle K = katana G = grenade (examine to determine whether or not pin has been removed) A = arm L = leg H = head B = corpse (or 'dead body' if you prefer) DamageWhenever you are hit, you are hit in a certain part of the body. Each of your body parts has a HP pool separate to the main pool, and unless you are hit in the torso, the majority of the hitpoints are deducted from the pool of the hit body part, and half the damage that body part sustained is deducted from the main pool (unless you were hit in the head, in which case you lose double). For example, if you are hit in the left leg for six hitpoints, you also lose three hitpoints from your main hitpoints. This means you can go without taking a single wound to the torso or head but die from shock/pain. If a body part loses all its hitpoints, it is rendered useless. In the case of your legs, each leg lost will halve your speed. Some weapons cannot be used with only one hand, and no weapons can be used when both arms fail. If your head loses all its hitpoints before you lose your main hitpoints, then you die. Your limbs have HP pools equal to 3/4 of your main HP pool; your head, however, only has 1/2 the HP of your main pool. If any limb reaches half its hitpoints, it starts to bleed out, losing one hitpoint and also deducting one hitpoint from your total score. If the main pool reaches half hitpoints, you start to lose one hitpoint per round. Bleed damage stacks, so if all your hitpoint pools have been halved, you're taking six damage a round, and probably dying very soon. HealingWhile you cannot perform any serious battlefield surgery, you do have two options to keep yourself alive. One: take pain pills, which will restore your half of your maximum hitpoints to your main pool, though it will not prevent limbs from becoming useless, nor will it prevent fatal brain damage. Two, you can perform basic first aid, which can keep your limbs functioning (but not the head) a little longer than they would. However, your limbs cannot be restored by any more than half of their hitpoints via first-aid – there comes a point where first-aid is no longer useful. First aid requires bandages, and has a slight chance of making the problem worse, and requires three rounds of combat. The amount healed by first aid is determined by a d[(First Aid)+2] roll, with a one resulting in another d[(First Aid)+2] roll to determine how many hitpoints are deducted. (So if you don’t put any points in your first aid stat on character creation, have fun with your 50/50 chance to damage yourself). First aid on a bleeding limb prevents bleed damage, even if it can no longer restore hitpoints to that limb. However, more damage to that limb reverses the blood-stopping first aid. Each round, if you are at zero stamina and do not fight, you gain one point of stamina. If you are above zero stamina and you do not sprint or fight, you gain two stamina; fulfilling one of the non-zero stamina criteria replenishes one stamina. Movement and CombatYou may walk up to 1/5 of your speed per turn (rounded to the nearest half tile, minimum one), or sprint up to your entire speed per turn at the cost of stamina equal to the amount you ran. Allowing your stamina to reach zero this way deducts one HP from your legs. You may move and attack with a ranged weapon in the same turn with half accuracy, and you may attack in melee everything you run past; however, you may only attack one thing per drawn melee weapon for each tile you step on, so for example, if a player (Y in this example) moved in a straight line like so: - Code:
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xxxxxx xxZxZx xxZxZx xxxxxx xxxYxx - Code:
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xxxYxx xxZxZx xxZxZx xxxxxx xxxxxx The only way they could attack all four zombies is by dual-wielding melee weapons. Melee attacks always hit and always do damage (unless blocked); however, unless you flinch your opponent (by doing a quarter of their maximum HP to them or incapacitating a limb), cause knockback (explained later), or kill them, then they will strike back. All actions resolve simultaneously, unless two actions interfere with each other, in which case the player with the highest speed has their action resolve first. Damage in melee is determined by your Strength stat multiplied by the weapon's damage modifier. The damage will be split between your hands in accordance with your handedness, then doubled (for example, a 50/50 R/L player dual-wielding katanas will deal standard damage with both. On the other hand, a 100/0 R/L player hitting with a single katana will deal double standard damage). Knockback occurs when the force behind an attack (in melee weapons, force is determined by strength) is double or greater than double the victim’s strength. If the line between the attacker and defender conforms perfectly to a row/column/diagonal on the grid, then the victim will be knocked one or one-and-a-half tile(s) along that line; otherwise, they will be knocked as closely as possible to a point collinear to the other two. If there are two equally probably tiles, they will be knocked to the least dangerous, because frankly, if they’re taking this sort of damage, they really don’t need any more problems. Each time the force reaches a whole multiple of the defender’s strength, it knocks them back another tile(-and-a-half). Tiles and a half are only used to keep the defender’s final location (not their travel path) collinear with that of their attacker and startpoint; this means that a player (Y) taking one lot of knockback from (X) like so: - Code:
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xxxxx xxxxx xxYxx xXxxx lands like so - Code:
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xxxxx xxxYx xxxxx xXxxx as does the same player taking two square’s knockback from X (such inconsistencies arise from attempting to equate real-world geometry with a grid). Also, while in the case above the travel path goes through one of the squares adjacent to ‘Y’, their actual or in-game travel path doesn’t. If unable to be knocked back due to wall or furniture in the way, you will take your opponent's strength as damage once for each tile of knockback you were meant to move as you are flung against the obstacle. In melee, you may attempt to block; this will only succeed if you are faster than them. If your opponent's damage exceeds your strength, the difference goes through as damage; however, if their damage does not exceed your strength, you will cause them knock back. If you attempt to block when there are no adjacent ememies to you at the start of a round, and one with faster speed runs at you, the block works as per usual. If you have one or two ranged weapons out, or a ranged weapon in one hand and a melee weapon in the other, you may fire as many shots as the weapon allows at whichever targets you want. However, each shot you fire at a different target lowers your Accuracy by 1 for each of them, with a minimum of 1 Accuracy. Accuracy is split through the handedness the same way as melee damage is. Reloading weapons takes a round, and discards the entire clip unless otherwise specified by the reloading player – however, you cannot choose which clips you load into your gun without taking an extra round to do so, so if you reload and keep a three-bullet clip, and then later have to reload within a round to avoid death, you risk loading the three-bullet clip in the heat of the moment. You do not know how much ammo is in each clip, though they all start at fifteen-rounds, so count your shots. If you believe you can spare the two rounds to load a specific clip, you are to tell me the number of bullets in the clip you wish to load; if you declare a non-existent clip, you will still take the two rounds to reload and load a random clip, so have fun miscounting. Ranged weapons always hit at point-blank range, and a d(Accuracy) is rolled for non-point-blank shots. The minimum roll required to hit something at a distance starts at two, and increases for each tile out they are from you (if two possible distances are measured, the smallest one is taken; however, decimals are rounded up). A roll can hit 50% further than usual, rounded down, if no particular body-part is being aimed for, (so a player with only four Accuracy who wishes to shoot something six squares away can still do so if they roll four and don’t specify any body-part that is being aimed for). Each square your target moved, if it has higher speed than you, deducts one from your accuracy while shooting. When going for a legshot, if the minimum hit number is rolled, the body is hit instead, and if the second-lowest hit number is rolled, the opposite leg is hit. When going for an armshot, if the minimum hit number is rolled, the body is hit instead. When going for a headshot, the bottom two hit numbers are considered misses, and the third-bottom number hits the main body. Point-blank shots are heat-of-the-moment, and therefore randomly hit a bodypart; 64% the torso, 8% for each limb, and 4% the head. If a shot becomes point blank because your target (with higher speed than you) moved adjacent to you, the random method is used. If a non-functioning limb is hit, it automatically adds a point per round's bleed damage to that limb, regardless of whether or not it's already bleeding. Moving Furniture/Breaking Furniture/Eating FurnitureAn item of furniture's weight is determined by the number of tiles it occupies, give or take 10% rounded however is convenient (gotta love secret GM notes). To determine how far it will move, I will subtract your strength from its weight, and use the difference as a speed penalty, with negative numbers meaning no penalty – I will treat the movement as if you are sprinting, and deduct stamina accordingly. If multiple people are moving furniture, the combined strength is subtracted from the weight, but the team can only move at the speed of the slowest player. Each individual tile of furniture has hitpoints, and if at any point tiles of one piece of furniture are destroyed in such a way to split the furniture into two pieces, there will now be two separate pieces of furniture, one of which will probably take on its own symbol. Furniture can suffer knockback if it suffers a blow double or greater than double its weight; the rules for determining knockback are the same as those outlined previously. If a tile of furniture is reduced to half hitpoints, it takes double damage, and attacks will be able to go through it; in the case of melee attacks, anyone observing from the right side will see the wood buckle or the attack pierce the wood. All attempts at eating furniture automatically fail, and do not deal any damage. Weapon ListPistol: Two shots per round, six damage, five [undetermined units of] force Rifle: One shot per round, twelve damage, seven force, two-handed SMG: Either One shot per round or All characters within (Accuracy) squares of the shooter at two bullets per target, nine damage, six force, two-handed Grenade: Range equal to the thrower’s strength, explodes either the round thrown or the next round, blast radius between ten and fifteen tiles, all targets take between ten and fifteen damage, and take automatic knockback, where the attacker is the grenade for purposes of determining direction. One-handed one-time use. Katana: Melee weapon, ×2 damage Bulletproof Vest, seeing as that’s the only starting non-weapon itemInitially, a bulletproof vest will prevent any bullet damage to the main body (though it does not prevent knockback). After the first bullet, there is a 1/100 chance that the next bullet will hit a damaged part of the vest, and deal full damage. Each time the vest prevents damage, add another 1/100 to the chance for bullets to ignore it. Also, any non-bullet damage sustained to the torso adds the amount of damage dealt to you/100 chance for the BP vest to fail. Once the chance for the BP vest to fail reaches 100, it is deemed useless. EXP and ScoreEach time you do something, you gain one point in the stats used/affected (e.g., getting shot boosts your Max HP by one, and shooting someone boosts your Accuracy by one). Each zombie killed is worth one point. Each time a player dies, all remaining players gain points equal to the number of players dead. Highest score wins, so it is possible to be the last man standing and still lose.
If anything is unclear, I will reword it. I won't tell you what sort of stats the zombies have, nor what type of attack(s?) they have. I will, however, warn you that blocking a zombie attack comes with risks of its own. Players will not start out with a chance to shoot each other. I will draw the map after I have three to four signups (five maximum); then you may PM me your characters.
Last edited by 1337ness_of_teh_n00b on Tue Feb 28, 2012 6:46 pm; edited 5 times in total | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 12:39 pm | |
| Oh, opening a crate takes a round. I cbfd inserting into the rules, and that's all you need to know about crate-opening anyway. | |
| | | Melexiious The Fabulous
Number of posts : 762 Age : 28 Localisation : 5IXQ6f6eMxQ Registration date : 2012-01-15
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 12:40 pm | |
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| | | Cracked Atlas His Sexcellency
Number of posts : 1174 Age : 29 Registration date : 2007-07-26
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 3:01 pm | |
| Simplified Rules - 2000 words. Full Rules - 2527 words.
That's... not really simplified that much. I mean, once you've read 2000 words, you might as well read the other 527. | |
| | | Cracked Atlas His Sexcellency
Number of posts : 1174 Age : 29 Registration date : 2007-07-26
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 3:05 pm | |
| Oh, and /in, I guess. I mean, I still have to read the rules, but I might as well join this now anyway.
Also, you have way to much time on your hands. | |
| | | Cracked Atlas His Sexcellency
Number of posts : 1174 Age : 29 Registration date : 2007-07-26
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 5:01 pm | |
| Also, are you planning on adding more features/items/zombies later? 'Cos I can already think of at least 4 things that would add to the game. | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 5:09 pm | |
| More items, more weapons, probably more features, and I remain unremarkably yet ominously silent about the zombies.
Anyway, consider this open-source.
Also, I plan in future further researching the weapons for more realsim in future. | |
| | | Cracked Atlas His Sexcellency
Number of posts : 1174 Age : 29 Registration date : 2007-07-26
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 5:23 pm | |
| Well, if you're open to suggestions, I'll probably make a few once we've playtested at least once.
Like hunger/food. I love forcing that upon people. | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 7:00 pm | |
| I considered that, but I doubt anyone's gonna live that long... | |
| | | Cracked Atlas His Sexcellency
Number of posts : 1174 Age : 29 Registration date : 2007-07-26
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 7:13 pm | |
| Not at the moment, especially with your overpowered zombies.
You might want to nerf them them in the future, to tell the truth. | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 9:15 pm | |
| First up, you haven't seen the zombies yet.
Second up, I'm retitling this thread. | |
| | | Melexiious The Fabulous
Number of posts : 762 Age : 28 Localisation : 5IXQ6f6eMxQ Registration date : 2012-01-15
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 21, 2012 9:28 pm | |
| Dying horribly? Sounds like my kind of game! It's what I usually do in games. | |
| | | Orandulum Spurt Reynolds
Number of posts : 282 Localisation : Behind you Registration date : 2012-01-16
| Subject: Re: The Fantastic ASCII Finally Starting Game. Wed Feb 22, 2012 12:43 am | |
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| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Fri Feb 24, 2012 6:25 pm | |
| Looks like I'm not getting any more sign-ups.
Awesome, I guess. Everyone send characters whenever's convenient.
FTR, melee weapons always hit their targeted body-part unless blocked, so just aim for the head.
Also, new starting weapon, dual-combat knives. Can be concealed without penalty, ×1.3 damage. | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Sat Feb 25, 2012 7:45 pm | |
| One character sheet recieved.
I'm drawing up a basic sketch of the gameworld currently. | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Sat Feb 25, 2012 7:45 pm | |
| Oh, and if anyone signs up before I recieve all the character sheets, I'll accept them, I'm feeling generous. | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Mon Feb 27, 2012 9:44 pm | |
| Okay guys, I still need two character sheets. I'm prodding you via PM too, I'm just making my prod public so everyone knows that you suck. | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Mon Feb 27, 2012 9:44 pm | |
| Cracked has submitted a character sheet btw. | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Mon Feb 27, 2012 9:47 pm | |
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| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Mon Feb 27, 2012 10:41 pm | |
| One player has sui'd in pre-character creation. I... I guess that makes them an aborted fetus. Damn.
*inserts boss-level zombie* | |
| | | Orandulum Spurt Reynolds
Number of posts : 282 Localisation : Behind you Registration date : 2012-01-16
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 28, 2012 5:08 pm | |
| So are we waiting for anyone? | |
| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 28, 2012 5:11 pm | |
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| | | Orandulum Spurt Reynolds
Number of posts : 282 Localisation : Behind you Registration date : 2012-01-16
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 28, 2012 5:12 pm | |
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| | | 1337ness_of_teh_n00b Admin
Number of posts : 1337 Age : 113 Registration date : 2007-05-17
| Subject: Re: The Fantastic ASCII Finally Starting Game. Tue Feb 28, 2012 5:16 pm | |
| Sorry, I spent today listening to various bands and watching Fully Sick Rapper. | |
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| Subject: Re: The Fantastic ASCII Finally Starting Game. | |
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| | | | The Fantastic ASCII Finally Starting Game. | |
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