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Author Topic: Prospector, a roguelike in development  (Read 284929 times)

neadlak

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Re: Prospector, a roguelike in developpement
« Reply #630 on: August 04, 2009, 11:18:31 am »

Meteors are falling inside the natural tunnel levels on the creepy colony!

Also

Spoiler (click to show/hide)
« Last Edit: August 04, 2009, 11:24:16 am by neadlak »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #631 on: August 04, 2009, 11:47:10 am »

Spoiler (click to show/hide)

Also thanks for pointing that out!
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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 #632 on: August 04, 2009, 02:59:46 pm »

There are two kinds of lockpicks, Mechanical and electronic. Obviously, they are not meant to be interchangeable.

Alright let me rephrase

The Reason the Scientist is the Lockpicker is because Electronic locks were considered first and thus unlocking is considered under the domain of the Scientist at this point of time.
The gunner could be in charge of just shooting out or otherwise breaking mechanical locks if the pilot couldn't pick em~

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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #633 on: August 06, 2009, 06:16:38 am »

Couple of points'
1)I beat the game, and it said that I had only discovered a single unique planet at the end.  Odd, I thought I had found a dozen or more.
2) As has been previously noted, the meteors underground are a bit unsettling. 
3)I dont know about anyone else, but the pirate battleship mission always comes too early for me, and I have never found it.  How about a variety of missions, starting with a cruiser, then a destroyer, then later a battleship?
4)last, and spoily, has anyone solved the creepy colony?
Spoiler (click to show/hide)
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #634 on: August 06, 2009, 08:39:21 am »

Woo time for more Bulk Suggestion in which I like feedback

Unique Planets:
-Psychic: Unique crystal formations cause creatures here to telekenetic making them dangerous foes.
-Artificial Planet: An abandoned artificial planet. If you can reactivate it, it will become a new station for Pirates or whatever the good people are called. (Dang didn't I do this with Atlantis and Mu?)
-Underground World: The top of the planet seems rather ordinary but deep within the caverns is a dangerous Tropical world.
-Ghosts!: Beings made out of pure energy (electrical or Force) float about this planet as well as an abandoned facility. Any team members who die will appear on this planet and won't be friendly.
-GODZILLA!: The Planet has one giant creature on the planet
-Classic: You travel to a planet in the Early Industrial Age, several criminal groups with bullet based projectile weapons rule the streets.

Ugh nevermind I am uninspired...

Quote
Are you trying to say that somebody forgot to make huts shootable/destroyable?

Actually I stumbled upon this purely by mistake by the fact that I have never been able to destroy buildings/Doors. (Killed myself with a Grenade too... DANG they are powerful... even Overpowered.)

As a compliment your game isn't that far from being suggestable to friends! (Dwarf Fortress isn't)
« Last Edit: August 06, 2009, 10:28:44 am by Neonivek »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #635 on: August 06, 2009, 12:54:59 pm »

Woo time for more Bulk Suggestion in which I like feedback

Unique Planets:
-Psychic: Unique crystal formations cause creatures here to telekenetic making them dangerous foes.
Got that one in a way already.
Quote
-Artificial Planet: An abandoned artificial planet. If you can reactivate it, it will become a new station for Pirates or whatever the good people are called. (Dang didn't I do this with Atlantis and Mu?)
Hmmmmmmmmmmmmmm. Would be an interesting reward...
Quote
-Underground World: The top of the planet seems rather ordinary but deep within the caverns is a dangerous Tropical world.
That could absolutely be a nice little suprise for some cave systems! Not exactly hard scifi but who cares :)
Quote
-Ghosts!: Beings made out of pure energy (electrical or Force) float about this planet as well as an abandoned facility. Any team members who die will appear on this planet and won't be friendly.
Got that one in a way already.
Quote
-GODZILLA!: The Planet has one giant creature on the planet
-Classic: You travel to a planet in the Early Industrial Age, several criminal groups with bullet based projectile weapons rule the streets.
Got that one in a way already.
Quote
Ugh nevermind I am uninspired...

Quote
Are you trying to say that somebody forgot to make huts shootable/destroyable?

Actually I stumbled upon this purely by mistake by the fact that I have never been able to destroy buildings/Doors. (Killed myself with a Grenade too... DANG they are powerful... even Overpowered.)

As a compliment your game isn't that far from being suggestable to friends! (Dwarf Fortress isn't)

You stumbled upon it, and i forgot to make them shootable so i guess we are even ;)

@Niltrias.
Ok, thanks, will look into that
Ok, thanks, will look into that (actually i think i cought most of those already.)
Well there *is* a destroyer too. But i guess it would make sense to give you the Anne Bonny (I like that name) only after you got the destroyer mission. As for finding: Did you ask around in the casinos? ... actually those ships could do more stuff than blindly running about, with more reports of their latest activites... Ok, thanks, will look into that.

and
Spoiler (click to show/hide)
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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 #636 on: August 07, 2009, 12:38:24 pm »

Well if you wanted to -harden up- the underground tropical area incandescent fungus could help out the other plants.
If it's not confined to the ceiling the plants would do better shaped like round bushes.

While the obvious issue of thermodynamics comes into play because there's no constant input of energy from a star there are a few ways you could handle that- perhaps the fungi have extended their tendrils so some crashed ship's engine or alien artifact and have just been siphoning energy to light up the place from it (and maybe it's running low on fuel so you could choose to fill it up?)
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a1s

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Re: Prospector, a roguelike in developpement
« Reply #637 on: August 07, 2009, 01:36:23 pm »

on topic of disease, I have 2 Ideas:

one is that going around without a spacesuit could give some bonuses. movement speed is obvious, but also maybe combat?

the other is a bit more far reaching then just disease, morale!
your crew will have a level of morale, that would be lowered by people getting hurt, or killed, perhaps running away from piartes, but also be affected by how long the crew has spent in contained conditions (same air, same recycled food, same people, it gets to you), landing of a world with a breathable atmosphere would allow the crew to breathe fresh air, and perhaps hunt for new tasty food (this could be toggleable- with hunting being better relaxation but also higher infection chance, and you'd probably lose a part of the bio data- people won't like sci officer messing with their food much).
Morale would in turn be raised by having a shoreleave (and getting paid!), which would also reset (or lower) the containment penalty. There wmight also be a ship part that raises morale (some sort of holodeck)
High morale would give bonuses to some rolls. Low morale would give penalties, but also cause a portion of your crew to leave on docking.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #638 on: August 07, 2009, 01:48:48 pm »

I feel slightly embarassed that only two of my suggestions weren't in the game.

Then the other side of me reminds myself that Megellan REALLY crams a lot into this game so it is more a game of suggesting something he hasn't already put into it (And that isn't silly or stupid)
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #639 on: August 07, 2009, 03:12:14 pm »

Well... those that are already in are mostly "sorta kinda" way :) So no reason to be embarassed here. And those two i commented on are actually pretty cool. Add shokus (really cool) idea to the cave and i guess we got something...

Morale... yes, been at the back of my head too. The redshirt union has a very high turnover rate, yet those guys never strike or quit...
« Last Edit: August 07, 2009, 03:18:18 pm by magellan »
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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 #640 on: August 07, 2009, 09:39:01 pm »

That got me thinking of another way to make the plants more interesting: make it so you're scanning animals.

No, I don't mean make the trees wander around the map and kill the crew (at least not on most planets.) We've got land squids n ten arm bears n such all over these planets but you don't see any squirrels or normal size ants. Basically these planets don't have the whole section of the ecosystem you could kill with your bare hands (provided it didn't run away.)

So for large animals or maybe just ones mobile enough that it makes sense to have them moving at a speed similar to humans you could just keep the ones that are around but when you're scanning the trees/shrubs/tall-moss you could have a chance of, say, finding a nest with eggs in it. Lotta biodata from scanning the embryonic forms of critters and I'm sure you could make a decent library of terms to describe the eggs with as well as every other sort of small scale animal scan you can think of to go with this.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #641 on: August 07, 2009, 09:40:35 pm »

For a second I thought you were suggestion swarms of small creatures as a new kind of enemy.

Heh or Oozes!
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #642 on: August 08, 2009, 01:52:04 am »

Couple of ideas/bugs here.  None of these spoilers are actually spoilers, just wanted to avoid a wall of text. (A few special planets are referred to, but I kept the references pretty vague, so if you dont know about it, you wont get any info except that such a planet type exists.)

First, a question: How do you equip your ship with found disintigrator cannons?  I had a couple, but I couldnt figure out how to get them onto my ship.
Second, quick bug.  Drills dont seem to be working.   Or, they work, but I generally just mine with my gauss gun or laser rifle.  They do plenty of damage, making drills unnecessary.

Suggestion: Intelligent Aliens and their planets
Spoiler (click to show/hide)

Suggestions: Planet terrain
Spoiler (click to show/hide)

Suggestions -- Normal critters
Spoiler (click to show/hide)

Suggestion -- LRF
Spoiler (click to show/hide)

By the way, I love the gas giant thing.  It really makes being out there for a long time more possible.  Maybe a new weapon slot module, tho, a Gas-scoop? then you would have to trade firepower against mission length?

What do you guys think about these? I know its a bit long, but I like to save up ideas before posting.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #643 on: August 08, 2009, 03:16:21 am »

Heh, after reading some of those suggestions it is too bad you can't use the many mining drills you can get in this game to drill into mountains. (one of the many indestructable substances in the game)
« Last Edit: August 08, 2009, 03:22:46 am by Neonivek »
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #644 on: August 08, 2009, 03:25:59 am »

I dunno if i like making mountains destructible.  If the idea about two types of mountains was used, maybe changing it from unpassable to passable?  Not destroying a mountain, but drilling a pass through the impassable bits?
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