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Author Topic: Prospector, a roguelike in development  (Read 285130 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #1425 on: October 04, 2010, 03:10:41 pm »

played this game, don't like it, delete it, put on my "worst games" list.
What's wrong with it, sir? I don't see why the hell it would be that bad.

Edit: Bug, I got the giant rain forest semi-special on a rogue planet, there were no plants, too. So I'd guess two bugs.

Edit2: Never mind, there are plant creatures (but still no actual plants). Proceeding to run the hell away now.

Still, the description makes no sense there. You are right, it doesn't check if its a rogue planet. It will do.

As to whats wrong with it:
The Font is ugly, the tiles are even uglier.
It's grindy, unimaginative, bland,
The UI sucks, it's bugy.
The attempts at humor are more embarassing than anything else.
Threre are no characters.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

cartmann

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Re: Prospector, a roguelike in development
« Reply #1426 on: October 04, 2010, 03:24:42 pm »

Yet it's still awesome. How do you do it?

puke

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Re: Prospector, a roguelike in development
« Reply #1427 on: October 04, 2010, 03:26:02 pm »

i dont think this is true.  the humor is spread evenly between modern and 30 year old classic sci-fi.  the characters are there to develop, you gain attachments to that latest doctor you recruited to replace the one that unfortuneatly died.  you feel a rivalry with the pirate captain that you are not quite ready to duel yet.  this is a unique and honestly quite fucking bitchin roguelike.

the complaints that I have are that is isnt realistic enough, or "hard sci-fi" enough.  i get frustrated that things we can learn from a modern orbital survey are not known in this far future setting.  that ships dont stay in orbit to provide comm and fire support.  but that is not such a big deal.  the tech level is more like that of Firefly, which is not modern hard-sci-fi but rather some sort of classic sci-fi pastiche.  not so bad, just have to suspend disbelief a little.
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Fikes

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Re: Prospector, a roguelike in development
« Reply #1428 on: October 04, 2010, 03:36:12 pm »

Ahh, it is too bad that page 96 will begin with such a silly quote. Worst game he ever played? That seems silly.

I played Prospector back a few months ago, but gave up on it because I'd spend an hour walking around boring planets to generate credits only to land on the wrong planet and die in seconds. I'll pick it back up some time.

If I ever made a game that someone decided to put on their "worst games" list, while a bunch of other people liked it, I'd feel pretty honored, honestly. Really? You hate my game more than Lords of the Realm 3? What an honor!

Tarran

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Re: Prospector, a roguelike in development
« Reply #1429 on: October 04, 2010, 03:37:36 pm »

magellan, when you are at a star near the right of the map you can't see the system map.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

puke

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Re: Prospector, a roguelike in development
« Reply #1430 on: October 09, 2010, 08:08:52 pm »

holy WOW things have changed in the last few versions!  new equipment, cybernetic enhancements, walking on stations, all kinds of cool stuff to discover.

do the retirement properties do anything for you?  like mud's franchise or life insurance?  or do they just help your score?
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #1431 on: October 09, 2010, 08:35:49 pm »

Well I have to admit it would be interesting Puke if having retired characters who bought these benefits allowed you to either

Suggestion Spree!

A) Play as the Son/Daughter of said character
or
B) Hire said character's sons and daughters

-Retired characters should be saved in some format and the game should with that data randomise things based on what they did. For example
1) Space Stations (or Pirate Stations for villains) should have a small chance to be named after them
2) Planets, if they saved locals, should have a chance to have a statue in their honor
3) Crashed or stranded ships should have a chance to have them aboard.

In otherwords... Do something with your characters dead or alive. Heck perhaps even take dead characters in consideration.

What do you think?

I think there is a 80% chance this is either already in the game or already thought of.
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puke

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Re: Prospector, a roguelike in development
« Reply #1432 on: October 09, 2010, 09:19:16 pm »

indeed.  a "bones file" would be nice.  even randomly generated roguelikes often keep remains from past adventurers to be stumbled upon, there does not need to be continuity in the universe to have a few remains scattered around, either settlements or crashed ships, or derilects.

on the other hand, it might also be nice to play this on a persistant map with new characters able to visit the same places and see the same charts (exploration data is sold to the stations, after all) and have direct continuity like in DF.

either one would be nice, i guess.
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Tarran

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Re: Prospector, a roguelike in development
« Reply #1433 on: October 09, 2010, 10:33:16 pm »

Uh... Magellan, I don't think the game differentiates between normal planets and rogue planets, as I somehow have Avian birds on a atmosphere-less rogue planet.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

BishopX

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Re: Prospector, a roguelike in development
« Reply #1434 on: October 10, 2010, 08:14:23 am »

Yeah, I've found jungle worlds on rogue planets. I just assumed it was some RAMA-type ecosystem which periodically sped through a solar system sucked up a bunch of energy and then went dormant again.

Also, new bug: Sometimes when you select 1 planet in a system (this includes gas giants) multiple planets are highlighted. There all apear to have the same map and there are never any resources present.

Also, the ability to vent the atmosphere from a drifting space craft makes all the gribblies you put inside redundant. Could you turn space craft doors into airlocks? Or at least have militray type craft have this redundant design. I can imagine merchants skimping on the cost, but a battleship?
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Saint

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Re: Prospector, a roguelike in development
« Reply #1435 on: October 10, 2010, 08:29:04 am »

At first when I played it, around build 1.08 or 9 or something, I fell in love and wasted countless days, I hope this new version that I am about to find will be able to tide me over until monday when I get dead rising 2 and further after I get done with that until christmas.
Rogue likes always do that for me, last too damn long.
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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.

Ricky

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Re: Prospector, a roguelike in development
« Reply #1436 on: October 10, 2010, 02:42:49 pm »

 -starts twitching-

i dont understaaaannnd

ok, the tileset helps. ALOT
it still  doesnt help me though
how do i sell minerals
how do i kill things?
how do i scavenge ships?
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Ah, I wish I had been lucky enough to be scum.
I'd make such great scum...

magellan

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Re: Prospector, a roguelike in development
« Reply #1437 on: October 10, 2010, 03:36:27 pm »

Kill stuff as in any rogulike by bumping into them.
Selling minerals: In the main stations (the three spindly things in tiles or uppercase white S in ASCII mode) there is the a menu with the first position "Office of xy-corporation" Those buy minerals (And other stuff).
Scavenge ship: Erm. not sure. You can pick up stuff. You can talk to whatever is on it. You can kill everything on it and find the bridge and jump ship.

@BishopX
I've seen the double planets too. I have no idea what causes them (And must remember to save the game next time I see one, and take a better luck at it)

Shooting holes into the hull: I see your point. But there are 2 buts:
1) You think so, now that it has become your standard tactic. (Hmmm... actually, shooting at the outer hull should trigger the alarm. That already would make that tactic less "ubergood")
2) I would have to expand on the current model doing that right now quite a bit to implement that.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Tarran

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Re: Prospector, a roguelike in development
« Reply #1438 on: October 10, 2010, 07:43:50 pm »

Well, I've found a display problem, on 28 lines and with 5 weapons/devices of any kind in place causes everything from the cargo types (beneath the text that says "Cargo") to fuel to be pushed down off of the screen. While this isn't really a extremely vital problem as it can be fixed by changing the numbers of lines on-screen, it is somewhat annoying because it basically forces you to change your display if you want to see your fuel.

I think the easy way to fix this would be to shorten the amount of space each weapon takes, meaning change something like

(Weapon)(damage)
R X/Y/Z
Heat: W

to just

(Weapon)(damage)
R X/Y/Z - H: W
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Neonivek

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Re: Prospector, a roguelike in development
« Reply #1439 on: October 10, 2010, 08:01:48 pm »

Actually abnormal signs of life on planets where life is impossible is normal.

I found an oasis of life on a planet with a 0% chance of life. Much earlier in the thread I spoke to Magellan (sorta) about possibly giving bonus points for finding life on planets where it would otherwise be impossible.
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