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Author Topic: Prospector, a roguelike in development  (Read 285049 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #1230 on: May 26, 2010, 08:37:48 am »

I take it you missed the release of 0.1.12 2 days ago, saint :)

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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

jocan2003

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Re: Prospector, a roguelike in development
« Reply #1231 on: May 26, 2010, 11:53:13 am »

Interesting sound like we may get a graphic tileset soon :D
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BishopX

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Re: Prospector, a roguelike in development
« Reply #1232 on: May 26, 2010, 03:05:48 pm »

I like the new version. It's finally approaching hard enough  :D
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1233 on: May 26, 2010, 05:34:44 pm »

Just chiming in to say I love this game a lot. Good job Magellan.
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EuchreJack

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Re: Prospector, a roguelike in development
« Reply #1234 on: May 26, 2010, 06:35:38 pm »

Question: What does "easy start" do?  I can't tell.

Saint

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Re: Prospector, a roguelike in development
« Reply #1235 on: May 26, 2010, 10:01:02 pm »

I take it you missed the release of 0.1.12 2 days ago, saint :)

spoilered to avoid window stretching:
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So are you saying I should get drawing or what?
Because if I get the time I will unless I get that job I am applying for.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

mnjiman

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Re: Prospector, a roguelike in development
« Reply #1236 on: May 26, 2010, 10:49:01 pm »

I think I will wait for a tile set to be created for this game.

Prospector does look wonderful! As some said already, it does look like what I imagined the end game of Spore would look like (until they botched it up).

I just have issues with ASCCI graphics.

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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

Megaman

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Re: Prospector, a roguelike in development
« Reply #1237 on: May 26, 2010, 11:43:19 pm »

Would you please elaborate why you have a problem with ASCII graphics?
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magellan

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Re: Prospector, a roguelike in development
« Reply #1238 on: May 27, 2010, 04:49:33 am »

@Saint, thats actually the main thing missing: a volunteer, since i cant draw myself out of a wet paperbag.
Of course I am hoping you are not going to be that volunteer, and get that job...
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

mnjiman

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Re: Prospector, a roguelike in development
« Reply #1239 on: May 27, 2010, 06:03:34 am »

Would you please elaborate why you have a problem with ASCII graphics?

You could sum it up by saying its just "personal preference" but I guess ill go into detail.


1) I would like to play a game where the work involved is playing the game and not trying to figure out what object is what every time I encounter it..

2) Ive found that at times some character graphics may look very similar too one another, and if you happen to get one confused with another it could mean the end of your game very easily.

3) It doesnt give any sense of what is currently in the game. Yes you can easily use your imagination, but if i wanted that I would just go use some paper and pens and draw something up.. In a game i would like at least some graphical nature to help me get directly involved in the game. When i first started playing dwarf fortress, I had this same sense at first as well. When i found out there was graphic tile sets people created, I dont want to go back if i dont have too to the original graphics. It basically made a great game even better.
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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

BishopX

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Re: Prospector, a roguelike in development
« Reply #1240 on: May 27, 2010, 12:58:23 pm »

Would you please elaborate why you have a problem with ASCII graphics?

You could sum it up by saying its just "personal preference" but I guess ill go into detail.


1) I would like to play a game where the work involved is playing the game and not trying to figure out what object is what every time I encounter it..

2) Ive found that at times some character graphics may look very similar too one another, and if you happen to get one confused with another it could mean the end of your game very easily.

3) It doesnt give any sense of what is currently in the game. Yes you can easily use your imagination, but if i wanted that I would just go use some paper and pens and draw something up.. In a game i would like at least some graphical nature to help me get directly involved in the game. When i first started playing dwarf fortress, I had this same sense at first as well. When i found out there was graphic tile sets people created, I dont want to go back if i dont have too to the original graphics. It basically made a great game even better.

A rogue-like, you has one!
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Saint

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Re: Prospector, a roguelike in development
« Reply #1241 on: May 27, 2010, 06:37:57 pm »

@Saint, thats actually the main thing missing: a volunteer, since i cant draw myself out of a wet paperbag.
Of course I am hoping you are not going to be that volunteer, and get that job...
I will work on it when I get the chance, a size would be nice for me to work with like 32x32 pixles or 10x10 pixles or something.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

magellan

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Re: Prospector, a roguelike in development
« Reply #1242 on: May 27, 2010, 10:37:26 pm »

you know, it just occured to me that I haven't given the question of what a good tilesize would be even a single thought so far...
Hmmm...
with 24x24 it already pretty much completely occupies my 1600x1200 screen, so I would say 24x24 is max, smaller would be better.
Of course your input on this topic is just as important as mine, saint.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

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Re: Prospector, a roguelike in development
« Reply #1243 on: May 29, 2010, 09:36:28 am »

Are the prospector forums down for anyone else?
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Saint

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Re: Prospector, a roguelike in development
« Reply #1244 on: May 29, 2010, 09:45:44 am »

Well 24x24 gives me a lot to work with, but if that fills screens lets do 20x20, I can work with that hopefully.
When I get time I will start some work, it would be nice if you could find someone elss as a back up though incase I can't.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.
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