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Author Topic: Prospector, a roguelike in development  (Read 284863 times)

Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #570 on: July 24, 2009, 03:17:06 pm »

When using the Vi keys in the Personal equipment menu, the selection jumps to the first item starting with the same letter, rather than going up or down, unless there isn't an item starting with the same letter.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #571 on: July 24, 2009, 03:51:51 pm »

Oh. yes it would do that and it shouldnt. Yay! something else to fix! :)

Anyway: you are right granite26, but ships are to some extend configurable in the game... now wait a second! If i put the weapons turrets on my deckplans in positions where i could add another room ... i can do that! yay! thanks granite26! :D
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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 developpement
« Reply #572 on: July 24, 2009, 05:12:38 pm »

Will I be able to hire space marines?

We already have the armor, the power fists, the bolters and lasguns...
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Caz

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Re: Prospector, a roguelike in developpement
« Reply #573 on: July 27, 2009, 05:48:40 pm »

Very cool roguelike. I played it for awhile before getting tired of the repetition. Just keep looking for a world with colourful flashing plants and keep (w)alking around until you get a lot of credits.
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Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #574 on: July 27, 2009, 06:57:24 pm »

Sure, if you want to be safe.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #575 on: July 27, 2009, 08:11:22 pm »

Agreed. Botany needs to be nerfed/spiced up.
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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 #576 on: July 27, 2009, 08:56:14 pm »

Something else you may consider changing up; As it stands, when your science officer makes a major breakthrough when studying plants, you always get the same message, but the amount of points to your biology research fluctuates. I think the message you get should be tweaked depending on how 'important' the discovery is. A scale that's something like:
Minor Breakthrough <---------------> Biology as we know it is changed forever.

In addition, I think there needs to be some modification to how many points are earned from studying plants. A pseudofunction below outlines the sort of way I would calculate it.
Code: [Select]
Points Earned =
((ABS(percent chance of life-1))*5)  <--The less likely life is on the planet, the more points you get

Adding to it

((ABS(percent chance of life-1))*5)
-----------------------------------      <-- This increases the number of points in exotic atmospheres
       %Atmospheric Oxygen

So;

ABS(.5-1)*5 = 2.5
2.5/.2 = 12.5 points

This would make exploring difficult planets with hostile environments much more lucrative.
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Caz

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Re: Prospector, a roguelike in developpement
« Reply #577 on: July 28, 2009, 08:26:47 am »

It would be cool too if atmosphere types played more of a role on the creatures you find there... right now you can find random shrubs and reptiles on planets with no atmosphere, and several types of animals on the worlds with 0% chance of life.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #578 on: July 28, 2009, 08:47:00 am »

It's an estimate. And obviously 0% is off most often :) (10% is off 90 % of the time)

A key element would be to make random, unique & interesting plants. And i can't wrap my head around that somehow. The random monsters work pretty well i think (At least I myself always chuckle when i meet a horned, scaled humanoid with leather wings and a tail)
But if you do the same with plants its just not half as bizarre, because most stuff actually grows somewhere down here. And regarding behaviour most plants do exactly the same too.

Allow me to use this opportunity to go "hmmmmmmm"
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Shoku

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Re: Prospector, a roguelike in developpement
« Reply #579 on: July 30, 2009, 02:15:34 am »

Actually,(I think) random deck plans are silly... You SHOULD know what the inside of a (Human Civ)ship is going to look like...

Doing random damage to the inside OTOH...
Well no, you should know what the bridge looks like but as they're armed with all different weapons and shields and so forth why would a "scout" have the same layout as if the hulls were flat out mass produced (and aren't things you mass produce both common and cheap? The more expensive ones would have all the more reason to not look the same.)

As for pulling it of how do you do the caves? Is it just squares with random lines connecting them? If that's the case for a ship it would probably be easier to start with the max area open, stamp down the bridge room at the front and then draw in the walls instead so all the rooms were right next to each other and then chop doorways out to re-connect them. If you were feeling trixy you might get it to produce a narrow corridor linking most of the rooms on larger ships.

You could also stamp down the engine room since it's pretty much gotta be near the back and then play connect them. Genning one side and then flipping it for the other side is also a consideration.

-

Maneaters are the first consideration for plants but you could also have a variety that move a fair deal- earth plants are only mostly restricted in movement because the cell walls are rigid to give them internal water pressure but if the atmosphere was dense that might not be an issue and then there's always the option of plants using other fluids- perhaps on worlds with lots of acid there could be plants that spit at you (or ones elsewhere that spit seeds at you for a different sort of alien parasite.)
(Having young plants unfurl from most of the creatures you kill on a particular world might also be cool.)

And you could have a special world where the plants were converting the water into acid thanks to some irresponsible merchant transporting them to the world and you've got to remove them for the locals.

And if you look around your scifi you'll find ideas like very large plants with hollow interiors that could act as a cave system (or if you wanted to reference the book I have in mind you could have a rather dead planet with an abundance of flora within the plant.)

As for types of plants on earth the progression goes something like seaweed-> moss-> ferns -> seed-plants-> flowering plants. Lichens are a moss+fungus symbiosis but as we can all imagine giant mushrooms you've got another option (variation among mushrooms includes the familiar cap shape, cup shape, and something more like bread fungus where it grows structures shapes sort of like a light post,) and this brings up the option of plant-animal symbiosis creatures (if this were more hard scifi I'd say when the plants didn't need water pressure but since it's not no need.)

And if you want to think Wizard of Oz there are plants that could mess with the crew odor style. It's probably too much of a stretch to have them make you use oxygen faster since you're in suits but if you've done any more advanced speed handling slowing the crew down (or rarely speeding them up,) is an obvious option.

And lastly with a good science officer around perhaps you could heal injured members with certain plants (more likely at the expense of the plant.)
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #580 on: July 30, 2009, 07:02:29 am »

The caves get made in a slightly quirky way.

Radom hardness gets distributed on the map, and then caves get eroded out with celular automata.
That said there are arguments for both approaches. And i think my shipplans are pretty pretty, so lets leave them non random for now :)

Ya see, there are the obligatory maneaters already, and the tree cave too. Hmm... eradicate all/some plant life on x/y.... Hey! could be that i am going to steal that :) thanks

What i meant with all plants do the same is that they turn sunlight & stuff into other stuff. It's really nice of them that they do, but it isn't exactly exciting. Dunno. if i do it analogue to the animals "a spider with 2 lens eyes and a trunk" just sounds a lot more interesting than "A bush with long brown leaves"
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

slMagnvox

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Re: Prospector, a roguelike in developpement
« Reply #581 on: July 30, 2009, 07:24:23 am »

No big deal about the generalized plant-life.  Only the Science Officer would get excited about that sort of thing anyway.  While grinding away for some Biodata might be fun to have some flavorful descriptions but I would likely not read them very often.  Hardly read the lifeform dissection reports, how many eyes the insect I just killed has little bearing on my gameplay.

I am intrigued by poisons and parasites where both plant or animal life could be vectors.  Space disease etc, could be a frustratingly fun game mechanic.  If you were to update the combat and damage mechanics, you could introduce the Medical Officer in charge of treating previously mentioned space disease and tending any serious wounds your party might be afflicted with.

If I kill an insect and my Sci Officer informs me it carries quite an assortment of nasty microbes you could bet I'd be more careful about the rest of the creatures on that planet.  Or The plant life here has some remarkable biochemistry, it is violently toxic and you were lucky to have not disturbed it this time!  Scientists everywhere will be horrified by this discovery!

EDIT: Oh, one other thing, Biodata is only worth so much when you have a Station of the Biotech or Genetics variety.  I love finding one since it makes the first 15k much easier.  You could consider just baselining all the stations and what they pay for the different types of data.
« Last Edit: July 30, 2009, 07:28:28 am by slMagnvox »
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Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #582 on: July 30, 2009, 02:01:34 pm »

I would totally like to see, after going on a particularly dangerous planet expedition, a few turns after wandering in space, a horrible alien bursts out of a security officer's chest, forcing you to hunt it around the cabin.

Also had another idea. Exotic fruit may have some merits as a trade resource.
« Last Edit: July 30, 2009, 02:09:48 pm by Ampersand »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #583 on: July 30, 2009, 05:05:14 pm »

yah... diseases.
They kinda should be there, but i have problem thinking of a way to put them in.

First of all there is the whole "Ok, the environment is hazardous? I close my helmet" thingy.
Ok, gotta find that out first, command for switching to oxygen supply. But then we got a nobrainer: just never open your helmet.
And of course they need to have several effects. Ok, hit chance and damage can be decreased, maybe a disease that makes your science officer rolls harder. Halluzinations of course. Hmm... increased oxygen need?

And of course there needs to be more than one way to deal with it. (Ok, SO, medpack, anti disease medpacks, local flora & fauna)
I really dont want to add yet another "some random damage" element. I think there are more than enough of those.

Oh: and thanks for that observation slMagnvox. thinking about it the amount of biodata has increased quite a bit while this thing grew. Of course one should push the modifier for selling it to omega bioengineering down to counter that. I think I'll do just that :) (*1.8... highest mod of all companies)
« Last Edit: July 30, 2009, 05:11:28 pm by magellan »
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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 #584 on: July 30, 2009, 06:07:05 pm »

Diseases can be very interesting.
Being diseased puts you in quarantine, making you unable to hire new crewmembers or get full access to space stations and similar.
Cures can be researched by your crew using samples from the planet the disease originated from, or samples from the infected crew.  Finding a cure gets you a credit reward, especially if other ships and space stations have been infected already.  Space stations with large medical centers can help you research, and might allow you to take a doctor along to the planet where the disease is from. (Doctor wearing extra-special suit to avoid getting infected as well, not failproof)

Getting infected can happen even when you don't open your helmet, as your equipment can get contaminated as well and infect you as soon as your board your ship.  The tissue samples your scientist takes along could also cause an outbreak, perhaps during your flight back to the station, or on the station itself after you've gone.  This way you'd have to find a cure for the station while not being ill yourself. (yet)
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