Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 39 40 [41] 42 43 ... 152

Author Topic: Prospector, a roguelike in development  (Read 284895 times)

Ampersand

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #600 on: July 31, 2009, 03:24:50 pm »

Fortunately, I found a way around it. Radio back a certain message back to the ship while standing adjacent to it, and you can order it to move off the mountain.
Logged
!!&!!

Granite26

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #601 on: July 31, 2009, 04:29:07 pm »

The pilot by remote control of course!
*strolls off to change some flavortext*
& thanks for the feedback... didn't even think of that, that the new crater could push a mountain under the ship *slaps forhead* (hmm.... crater makes max 16 new mountains, out of 1200 possible ship positions... gotta admit thats some seriously bad luck!)

Not so much... exploring a meteor planet (with all it's mountains) takes a while.. I usually see 3-5 meteors while exploring, especially if I've got to go back for air, or a 5% chance of it with each planet...  Only takes 12 planets before you hit even odds of it happening... 

Little

  • Bay Watcher
  • IN SOVIET RUSSIA, LITTLE IS YOU!
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #602 on: July 31, 2009, 04:38:59 pm »

Can a meteor hit your ship?
Logged
Blizzard is managed by dark sorcerers, and probably have enough money to bail-out the federal government.

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #603 on: July 31, 2009, 05:59:25 pm »

It can hit, but it won't damage it.
Ship kinda floats as a "exit here" point above the surface.
Next version Meteors will aim a little better. ;)
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Mondark

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #604 on: August 01, 2009, 02:22:37 pm »

This really is a cool little game Magellan, thanks for all the hard work!

I think I found a bug with the anesthetics though.  If I try to feed them to an animal, (using 'c' and then typing 'y') it says something like "The animal eats the .", and then the critter disappears.  I'm pretty sure that's not supposed to happen.

Also, a couple places there's "knive" when "knife" would be the correct singular noun.

And one more, but this might just be me not doing it right, the wormholes only seem to push me one tile southwest when I try to enter them.
*facepalm*  'l', not '1', stupid serifs.
« Last Edit: August 01, 2009, 02:49:51 pm by Mondark »
Logged
Fefeshnelmargalip

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #605 on: August 01, 2009, 02:52:41 pm »

Oh. Thanks for pointing those out.

You are using vi-keys i take it? In that case the wormhole thing is a collision between l for landing and l for going SE that somebody *whistles innocently* didn't thnk about. changing the key used for landing in keybindings.txt should fix that.
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Mondark

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #606 on: August 01, 2009, 04:08:51 pm »

no, I am using the numpad/arrow keys.  I was just misreading the 'l' as a '1', due to the serifs on the letters.  I did manage to enter the wormhole correctly, and was promptly torn to shreds.  Fun!

Oh dear, a crash that ate my save.

I was on a special world
Spoiler (click to show/hide)
and when I entered a natural tunnel, it crashed.
« Last Edit: August 01, 2009, 04:16:03 pm by Mondark »
Logged
Fefeshnelmargalip

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #607 on: August 01, 2009, 04:59:39 pm »

Damn...
Wasn't the planet, if that is any comfort for you. If it was it would have crashed while first scanning it/landing on it.
Must have been something else, but unfortunately there are a lot of something elses around :/
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Shoku

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #608 on: August 01, 2009, 05:21:11 pm »

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"
Oh right, I should see all the unique worlds before I go proposing them.

-

All animals do the same thing- move around on limbs and turning stuff that goes in their mouth and stuff into other stuff. Not very exciting.

So because most plants don't change instead of mentioning something equally stationary why not use verbs. "Puffs off spores when touched" or "has attracted a variety of small bugs" seem like a move in the right direction but is a bit wordy. You could have plants with damage from the wildlife causing them to leak various types of sap or perhaps some that were natural fountains (could serve the same purpose as flowers for worlds where the plants had easy access to water but animal life did not.)

The animals have a body type/limbs, sensory organs, and some other notable appendage or feature (such as fur.)
Give plants three categories with about as many diversity and it should work just as well.
-it seems like it's not working because you don't want it to before you've tried is all.

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)
If you're not on your own oxygen there's the option of airborn pathogens getting through whatever filters were in the suit and you could make biodata a bit riskier by having the quality of data gained by examining something through gloves be less than really having full contact with it.

I am personally suprised you have to take all your Officers with you even the ones who have absolutely no use in the field.

Captain: "Alright so for by team Ill pick the Pilot, The Gunner, The Engineer, and no one else"
Science Officer: "Captain I must warn you against such actions, they have no use exploring an empty planet."
Captain: "No, I must bring ALL my officers no matter how much I would benefit from them staying on the ship"
Science Officer: "Your making an error, I am an Officer as well"
Captain: "You are? I thought you were a peice of equipment"
Science Officer: "What gives you that idea?"
Captain: "Well..."
TO BE CONTINUED... by someone else

You really got to give these Officers other skills to make taking some of them with you. Though they usually didn't need a reason in Retro-Sci-Fi.

I mean, the Gunner could aim the Ship weapons at Targets you indicate and the Pilot can move the ship to pick you up.

Though the only issue I have with the current roster is that the Science Officer seems... almost too important. He/she/it/android does almost everything and everyone else does nothing. Translates speach, Scans life/death, Opens Locks, and likely other things as well.

Well we could transition over to each crew member being unique but gaining particular skills in the things they do (perhaps not being able to get more than one skill past level 2. With this there would be reason to keep several members on board and take specific ones off.
A system for making that not-tedious would probably be pretty tricky though.

You think correct slmagnvox.
Hmm... It's pretty much a nobrainer actually... you guys think it should be an option to leave the pilot at the ship? Or just hardcode him out of the awayteam?
Can't really delegate stuff from the science offizer to him, since that would make very little sense.
Picking locks might not be so much a scientist thing if we thought of the scientist being very moral while the pilot was more of a street-smarts guy.



Logged
Please get involved with my making worlds thread.

niltrias

  • Bay Watcher
    • View Profile
    • http://www.gaijinninjas.com
Re: Prospector, a roguelike in developpement
« Reply #609 on: August 01, 2009, 07:17:33 pm »

drop it on a planet, leave and come back later to collect the map data.
They also know 3 radio commands: rover stop, rover start, rover target to make catching them a little easier.
Sorry, I must be seriously dense to be missing this, but how do i drop the rover on a planet?  As in, which keys do I need to hit?  I`ve checked the manual a couple times as well, and not found anything.  I`m sure I am just missing something blindingly obvious, but...
Logged
Gero! Gero! Bwahahahaha!

Mondark

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #610 on: August 01, 2009, 07:23:01 pm »

drop it on a planet, leave and come back later to collect the map data.
They also know 3 radio commands: rover stop, rover start, rover target to make catching them a little easier.
Sorry, I must be seriously dense to be missing this, but how do i drop the rover on a planet?  As in, which keys do I need to hit?  I`ve checked the manual a couple times as well, and not found anything.  I`m sure I am just missing something blindingly obvious, but...

'd' then select the rover.  I think auto'P'ickup has to be turned off though, otherwise you just pick it up right away again.

Simple ones don't seem to work that well though, or if they do, it's pretty inefficient (they get stuck a lot).  I haven't tried the fancier ones yet.
Logged
Fefeshnelmargalip

Granite26

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #611 on: August 01, 2009, 07:29:51 pm »

I like the idea of picking your crew loadout, but how would you give your player enough information to make an educated guess about what he needs to bring without spoilers?

wallish

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #612 on: August 01, 2009, 09:19:44 pm »

I like the idea of picking your crew loadout, but how would you give your player enough information to make an educated guess about what he needs to bring without spoilers?

Science Officer: I am detecting several mobile fauna as well as various flora.

Gunner: They might be hostile

(etc etc)
Logged

Ampersand

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #613 on: August 02, 2009, 01:59:04 am »

I like the idea of the officers having some real use on the surface. I think inspiration could be drawn from the classics in this regard. The Captain, you, should naturally be slightly more likely to survive than the red shirts. Look to Captain Kirk for inspiration.

I see the gunner as being sort of the First security officer, that isn't as easy to kill as the rest. Skilled with guns, not necessarily with close combat arms. The Science officer already fills his role nicely. The pilot? I've got to go with what was already mentioned sort of underhandedly, draw inspiration from Han Solo.
Logged
!!&!!

Neonivek

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #614 on: August 02, 2009, 02:24:16 am »

Quote
Picking locks might not be so much a scientist thing if we thought of the scientist being very moral while the pilot was more of a street-smarts guy

Actually it is a computer thing. That is why the Scientist picks locks.

If there is a Morality issue involved then Lock picking should be more involved with characters you hire from Bars and the black market.
Logged
Pages: 1 ... 39 40 [41] 42 43 ... 152