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Author Topic: Prospector, a roguelike in development  (Read 284765 times)

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #450 on: June 28, 2009, 02:02:46 pm »

Only problem with that being, at this point, there is no way to directly equip your team.

Who says they can have one or the other? They should use whatever weapon is decidingly best for the job.
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BishopX

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Re: Prospector, a roguelike in developpement
« Reply #451 on: June 28, 2009, 02:22:09 pm »

Alright I gave 1.7  a few play through s, and it looks good!

I'm just going to add on to these as I play:

Features:
Spoiler (click to show/hide)

Bugs:
Spoiler (click to show/hide)
« Last Edit: June 28, 2009, 04:21:11 pm by BishopX »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #452 on: June 28, 2009, 02:53:00 pm »

Rovers: just drop them while on a planet, and collect it again later. (It should move while you are on the planet too, but i haven't tested that.) But they *do* move if you are not looking, i tested that :)

The rest: thanks for the feedback, will look into that.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Rhodan

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Re: Prospector, a roguelike in developpement
« Reply #453 on: June 28, 2009, 03:23:47 pm »

I really love the game so far!

One thing I'd love to see is the ability to check up on the data you've collected, and perhaps name your discoveries.
Things like looking up the planet maps, the list of known species on those planets, details of each species,...  The game is mostly about exploring after all!

Another thing I'd like to see is a more consistent biodiversity on each planet.  Aliens from the same planet should share a common ancestor or two, to make them similar enough to be widely different from aliens from another planet.
Example:  Planet X has 3 main groups of creatures:  Avians, mammals and insects.
The mammals come in two big groups: tripedal and tentacled.
The tripedal mammals come in the scaled and feathered varieties, each with their own subdivisions for predators, prey and perhaps a sentient species or two.
The tentacled mammals happen to be all furry, but there is a subgroup with a flotation bladder.
The other groups also have their own subdivisions.  The more cosmetic traits can be added more loosely, like eye shape and neck length. (but not eye type or number of eyes)

This mimics earth in that almost all land-dwelling vertebrates have 4 limbs, divided in avians, reptiles and mammals.  Each group can then be split in other groups and so on.
I think that this way each planet would get it's own signature biodiversity, which could become very noticeable and interesting if you are able to name and catalogue these creatures.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #454 on: June 28, 2009, 03:43:46 pm »

Thanks Rhodan

... you know, thats actually a really cool idea! Lot of work to do, but propably worth it....

@ ampersand: Help? sure! great! how? :)
Ideas are of course always more than welcome!
If you look at the code you will see though that it's barely readable.
« Last Edit: June 28, 2009, 04:28:17 pm by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #455 on: June 28, 2009, 04:29:03 pm »

I found a pretty awesome bug

sold 6 tons of !☺"☺ for 1.840433e-034 Cr.

It also made my scout's cargo hold six times bigger.
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!!&!!

ToonyMan

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Re: Prospector, a roguelike in developpement
« Reply #456 on: June 28, 2009, 04:31:14 pm »

That money is the size of JUPITER.  Maybe.
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Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #457 on: June 28, 2009, 04:36:56 pm »

Okay, I think I've identified a problem.

If you find a dead away team, you automatically pick up all of their equipment, however, due to the small size of the display, you'll often not even notice what you've really acquired, as it's all done line by line.
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Rhodan

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Re: Prospector, a roguelike in developpement
« Reply #458 on: June 28, 2009, 04:40:02 pm »

You could probably store a seed for the "biodiversity tree" on each planet, and load it again when people access the planet's encyclopedia page or are about to land.
Underwater exploration would be neat too.  I'd like it to be possible to walk through deep water with the proper equipment and encounter aquatic aliens.  They'd either need their own branch in the tree, or the land groups would be a subdivision of the aquatic group.  Or the other way around, depending on where life originated on the planet.
Perhaps another branch for cave-dwellers as well?

I do miss a lt of the messages as well... Having auto-inspect on should skip any "not interesting" messages.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #459 on: June 28, 2009, 04:55:13 pm »

I found a pretty awesome bug

sold 6 tons of !☺"☺ for 1.840433e-034 Cr.

It also made my scout's cargo hold six times bigger.

Okey... that smells like a buffer overflow :/

you don't happen to have a savegame prior to that i guess?
Also: what did you sell? Bought or pirated? ... anything else you can tell me?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #460 on: June 28, 2009, 05:03:10 pm »

No, I don't, I'm afraid. And I didn't sell anything. My cargo hold was empty, but I had accidentally tried to sell it's non-existent content.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #461 on: June 28, 2009, 05:13:41 pm »

humm... i just realized that to get out of that you need to sell 1 ton of empty.... guess I'll have to look into that.

One more question: Was it a game that was started with the restart option?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #462 on: June 28, 2009, 05:40:45 pm »

I think so.
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slMagnvox

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Re: Prospector, a roguelike in developpement
« Reply #463 on: June 28, 2009, 06:14:12 pm »

Have played quite a few hours of Prospector since first hearing about it here yesterday.  Really enjoying myself.

Would love to help playtest 1.7 [slmagnvox AT gmail]

I don't doubt the bright future of this game, the devteam (hi, magellan) seems quite involved.  My wishlist would be topped off by interface upgrades.  I tried remapping keys for hjkl movement but couldn't get it working.  Movement is a bear w/o a numpad.  Secondly, a cleaner message interface would make exploration a lot less chaotic, it can be hard to tell who is attacking or even when I am coming under attack.


Jetpacks are awesome, finally ran a good game after buying a set of jpacks and some protective suits.

Havent messed with space combat much.  When I encounter pirates early I've only died.

Watch out for radioactive regions!  A good science officer might offer a radiologic warning when initially scanning a planet.

Can't wait to play some more tomorrow.  Cheers!
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BishopX

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Re: Prospector, a roguelike in developpement
« Reply #464 on: June 28, 2009, 09:34:40 pm »

You can tell radioactive regions by the color of the ground...

Some more differentiation between geyser and tunnel would be nice too.
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