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Author Topic: Prospector, a roguelike in development  (Read 285110 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #825 on: October 26, 2009, 05:35:42 pm »

This would be the list as of now. Those with * are those i already implemented.

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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 development
« Reply #826 on: October 26, 2009, 10:34:19 pm »

could we also have some sort of xenobiologist specialty for sciene officers or captains, higher chance of talking/trading?

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Duke 2.0

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Re: Prospector, a roguelike in development
« Reply #827 on: October 26, 2009, 10:49:42 pm »

 I'm wondering if skills that don't have explicit values still contribute enough to make the skill worth it? Like, for example, a theoretical alien aggressiveness modifier skill. Would such a skill only reduce things by small increments as to make it slightly useful or in major amounts so that the skills are useful but still posses some failure rate?
« Last Edit: October 26, 2009, 11:15:28 pm by Duke 2.0 »
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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

Micro102

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Re: Prospector, a roguelike in development
« Reply #828 on: October 26, 2009, 11:02:38 pm »

I found gold, but cannot figure out how to sell it.
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Micro102

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Re: Prospector, a roguelike in development
« Reply #829 on: October 26, 2009, 11:25:24 pm »

nvm, figured out that i can sell it to companies.

Anyway, for a bug fix, try making it so aliens cant attack you if you launch. i pressed l for launch, and died because an alien delivered the final blow. If i'm inside the ship why s it able to attack me?
« Last Edit: October 27, 2009, 12:12:49 am by Micro102 »
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BishopX

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Re: Prospector, a roguelike in development
« Reply #830 on: October 27, 2009, 01:25:42 pm »

I just went into a pyramid (I love these btw) and got a stranded heavy troopship message. I'm hoping this is intentional?
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magellan

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Re: Prospector, a roguelike in development
« Reply #831 on: October 27, 2009, 02:08:29 pm »

Of course it's intended, i just didn't know i intended it ....
Erm, how do you mean that exactly? you found a stranded transport in the pyramid? or you went into the pyramid and got into a stranded transport instead (there is an idea...) You got the message that you just entered a troopship, though it still looked like a pyramid? none of the above, all of the above, or answer e?  ???
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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 development
« Reply #832 on: October 27, 2009, 02:09:45 pm »

So i am the only one who thinks a pilot named George Takei is funny?
Ah well... :)

And yes it shows diseases
And yes, those are armor, guns, melee weapons
And I just implemented 14 of the 25 Talents they can get. :)
Oh I bet he's a fabulous pilot.

This would be the list as of now. Those with * are those i already implemented.

Spoiler (click to show/hide)
If you haven't done this you'll want to make sure that the merchant one does not grant the sell bonus at the same station you purchased things at, otherwise I could win in 0 turns~

nvm, figured out that i can sell it to companies.

Anyway, for a bug fix, try making it so aliens cant attack you if you launch. i pressed l for launch, and died because an alien delivered the final blow. If i'm inside the ship why s it able to attack me?
If it's that close then you could say they're chasing you through the door as you weren't able to close it fast enough.
This sort of requires the stretch that you're taking off as soon as you can close the door and you just stand at the door until then but :/
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Please get involved with my making worlds thread.

magellan

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Re: Prospector, a roguelike in development
« Reply #833 on: October 27, 2009, 02:59:17 pm »

Guess its propably funnier if you are aware that the chances of George Takei sitting in your pilots chair are 1 in 34200...
Thanks for pointing out the merchant skill thing! I totally didn't think of that! (oops)
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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 development
« Reply #834 on: October 27, 2009, 03:16:13 pm »

It may also be a good idea to give the captain some kind of speed skill, such that when everyone else inevitably dies, he has a slightly better chance of escaping.
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!!&!!

Micro102

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Re: Prospector, a roguelike in development
« Reply #835 on: October 27, 2009, 03:50:23 pm »

Quote
If it's that close then you could say they're chasing you through the door as you weren't able to close it fast enough.
This sort of requires the stretch that you're taking off as soon as you can close the door and you just stand at the door until then but :/

Thats what i tried to imagine at first, but they also automatically refill their oxygen, whcih still means they are on the sip but whatever i didn't excatly do well considering my captian was one hit away from death.

Also, how do you enter pyramids and huts?

Also, what do those knives do? Do they automatically fight, only fight when they ar enext to the thing, count towards the damage you do with the gun? Do you have to use the "f" button to shoot, can you or will you automatically melee?
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magellan

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Re: Prospector, a roguelike in development
« Reply #836 on: October 27, 2009, 04:09:24 pm »

I will look into that, though i was fairly certain monster attacks are handled before you start, so that the situation you described should not have happend.

There are 2 kinds of pyramids: those that ask "do you want to enter (y/n)" and those that don't. Huts you can't enter.

Weapons: They autoequip. Guns go top down, melee weapons bottom up, so that your captain will have the best gun, and the weakest close combat weapon, and the last redshirt will have the weakest gun and the best melee weapon.
If you use (f) they fire the guns, no melee weapons added.
If you bump into a monster they will fire the guns if they are better than the melee weapons they have and vice versa (for each member)
if you (f)ire while standing next to a monster the same thing will happen as when you bump into it.

hope that clears things up.

A speed talent ... yes, we do need that!
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Micro102

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Re: Prospector, a roguelike in development
« Reply #837 on: October 27, 2009, 04:39:49 pm »

ok forcefields and armor, are they passive and cumulative? Does the strongest go onto the captian? can you have both armor and force fields at the same time on one person?
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magellan

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Re: Prospector, a roguelike in development
« Reply #838 on: October 27, 2009, 04:43:46 pm »

Armor goes top down (strongest to captain), and all armor is the same (Ballistic suits, force fields, what have ya) so, no they don't stack. One for each... maybe some reworking of the flavor text is in order here "A spacesuit with X" in each case ...
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Micro102

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Re: Prospector, a roguelike in development
« Reply #839 on: October 27, 2009, 05:43:11 pm »

Got some stuff in rock, one says the wall is too hard, and one doesnt say anything when i shoot it. And i have a mining and laser drill....Am i missing something?
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