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Author Topic: Prospector, a roguelike in development  (Read 284474 times)

Gunner-Chan

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Re: Prospector, a roguelike in developpement
« Reply #60 on: May 01, 2009, 12:48:53 am »

I saw the troop transports and instantly hoped that at some point invading civilized planets was possible. I don't think it is currently.
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wallish

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Re: Prospector, a roguelike in developpement
« Reply #61 on: May 01, 2009, 01:23:17 am »

Two small suggestions: Make the default action for y/n be a 'n' for any key other than y.  That way when I'm walking and I run into an animal I don't have to say 'n' to attack I can just keep on moving.  Second, it's be great if some commands took place before actions.  For example, when I press 'c' to communicate with a creature it lets the creature move one turn before asking me which direction to talk.  This almost always results in the creature moving away from me...

*edit* And I still haven't figured out how to use the equipment that I find/buy.  How do I use the head lamps or plasma rifles and whatnot?  Can anyone fill me in on this?
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #62 on: May 01, 2009, 01:45:43 am »

Been playing for something like 8 hours straight now. Heh.  here`s my two bits:

The hull point bug needs to be fixed...no matter what kind of ship I have, I can`t repair it beyond 10 HP.

Weapons: It would be nice if the ship weapons were more balanced.  As it is, I don`t see any reason not to just buy particle beams.   Maybe some with longer range but lower damage, some with shorter range and higher damage, and some with high range and damage but limited ammo.
Personal weapons:  Maybe its just me, but I want close combat weapons.  When I`m exploring the subterrainian depth of a nameless planet and get cornered by a pack of huge, viscous mammals, its time to put away the gauss rifles and pull out the chain swords and power axes.  FOR THE EMPEROR! wait, wrong game. but still.
Names: Just seeing "reptile" all the time is kinda annoying.  How about letting the player name a new species, and then having that name pop up when they see an example of that species again?
Persistant worlds- How about letting people decide if they want to continue exploring the world where their last character died?  The fact that they would start with some knowledge of what was on the map would be balanced by the fact that a lot of the resources would have been harvested by the former character.  It would be fun to try to defeat the sandworms time after time, with more and more stranded ships piling up on the surface of the planet....
Thats it for now.  Great game!  I, who am about to die, (ie I`m starting a new prospector.) Salute you!
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Captain Mayday

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Re: Prospector, a roguelike in developpement
« Reply #63 on: May 01, 2009, 01:58:41 am »

Actually, seems like personnel do get experience... so I guess it /is/ tracked for individuals to some degree already.
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Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #64 on: May 01, 2009, 02:10:05 am »

 However, unlike the guard personnel, it is difficult to see the levels of your respective crew.

 Also, the crew counter seems to be separate between guards and the specialists. Max 10, with a gunner, pilot and biologist and yet I can take five redshirts? Don't I lack bunks?

 But yes, all this criticism is to make the game better. Already it is awesome.
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #65 on: May 01, 2009, 03:07:26 am »

Hmmm.  I started my own colony.  Don`t know quite how I feel about that...
Kind of a random end.  Even for a rogue like.
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WorkerDrone

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Re: Prospector, a roguelike in developpement
« Reply #66 on: May 01, 2009, 04:29:43 am »

Your character was the first to settle an untamed and dangerous sector of space, with the chance of your colony becoming supreme in the sector from your previous life of space adventures funding the process. In decades to come, when you are at your death bed, before your eyes a trading empire with limitless routes and connections, colonies across the sector now teeming with human life, and a Military as your Iron Fist of might, squashing all remaining Pirates from the sector, and sweeping aside all competition.

...

And then you die.

And then anarchy. Space Dystopia, with various rogue trading factions, and a splintered but still powerful military remnant suppressing the masses, and a Alien Civilization returning to reclaim its sector, creating destruction of genocidic intent upon world after world.

In other words, its the Darker and Edgier version of your ending.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #67 on: May 01, 2009, 04:42:35 am »

As it stands, they are more glorified hit points.

 As I'm imagining them as Redshirts, that doesn't seem out of place.

And by some strange coincidence: There is a variable in the code that is called "player.deadredhirts" :)

As for the colony starting: Landing with 1 HP (high gravity, dense atmosphere, bad pilot too?), that *is* avoidable.

All equipment (including drills and lamps) gets automatically equipped and it has to to some degree. Would you really like to equip 70 (HTT with 2 additional crew modules) crew members one by one?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

niltrias

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Re: Prospector, a roguelike in developpement
« Reply #68 on: May 01, 2009, 05:35:29 am »

Aha!  I must have forgotten to repair my ship. I just couldn{t figure out what was going on.  My bad then.
I agree about auto eqipping...the security guys die too quickly for me to care about them.  If there was a captain *player* character, it would be nice to control their inventory.  Otherwise, I{m fine with the way it works now.  Except, asI said earlier, Id like to see what equipment I had available....
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Tormy

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Re: Prospector, a roguelike in developpement
« Reply #69 on: May 01, 2009, 08:04:17 am »

Looks like an interesting RL, I might try it out today...too bad that I prefer the fantasy themed games, but this isn't a big problem in this case, since this game is a RL.  :D
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #70 on: May 01, 2009, 08:26:08 am »

Damn...

Not mac compatible.

It doesn't do anything OS close though. Not owning a Mac (or nix system) i just cant try it :)
Source is included, all you need is freebasic (www.freebasic.net) to compile it. So: feel free to try that, if you want and let me know if you succeed/run into problems.

Also: i just fixed 1 1/2 bugs (the artifact weapon selection thingy and some autosave funkyness and a ship command)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

chaoticag

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Re: Prospector, a roguelike in developpement
« Reply #71 on: May 01, 2009, 08:55:52 am »

One thing that is missing from the documentation is the fact that oxygen refuels at the ship. It took me a while to notice this, so it might be worth adding.
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Floirt

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Re: Prospector, a roguelike in developpement
« Reply #72 on: May 01, 2009, 08:58:45 am »

Is there more than two commands to use when radioing the ship while away? I've only found Land, and Launch.

Also, CAVES FULL OF ANGRY ALIENS OH MY GOD.
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Nirur Torir

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Re: Prospector, a roguelike in developpement
« Reply #73 on: May 01, 2009, 09:14:41 am »

Fun game, but I found a few bugs with 1.5C:

1) From the configuration menu on the main menu, the pirate safety area can be toggled on, but not off again.

2) Ships still can't be repaired if they are above 10 hp, but they can be fully repaired when below 10 hp.

3) I had the bug where the starting station wouldn't get an inventory or any crew. Neither saving nor visiting normal planets helped, but it was cured when I completed a mysterious package delivery quest involving people examining my ship. It was most annoying, as my science officer wasn't around anymore. Any chance of forcing the stations to at least carry one L1 employee of each type?

4) Getting too many inventory items to fit on one page creates some scrambled characters at the end of the list.

Is there more than two commands to use when radioing the ship while away? I've only found Land, and Launch.
I found two more useful ones that it'll be more fun to not spoil.
Spoiler: Hint (click to show/hide)
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Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #74 on: May 01, 2009, 09:20:32 am »

Is there more than two commands to use when radioing the ship while away? I've only found Land, and Launch.

Also, CAVES FULL OF ANGRY ALIENS OH MY GOD.
Wait 'till you get more than two levels deep. Then the 'fun' really begins.

 Also, to Nirur Torir, that is like saying Rogue would be more fun if you didn't know how to use any commands. Come now, just tell us!
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO
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