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Author Topic: Prospector, a roguelike in development  (Read 285169 times)

kcwong

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Re: Prospector, a roguelike in development
« Reply #1155 on: February 10, 2010, 02:02:11 am »

Hrm...

How do you see what your bought equipment is

Press "e". On some screens the list will be placed next to other text, making it very painful to read. Alternatively, you can press "a" for the team screen, then press "s" (but don't actually assign anything).

how do you set down a rover?

Drop it and then leave the planet, return later to pick it back up. It won't start working while you're still there.
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MrWiggles

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Re: Prospector, a roguelike in development
« Reply #1156 on: February 11, 2010, 12:42:10 am »

0.1.10a Error #6 in  1129:GIVEQUEST C:\Prospector\src\quests.bas
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MrWiggles

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Re: Prospector, a roguelike in development
« Reply #1157 on: February 11, 2010, 04:53:57 am »

Why in the world is every step taking five O2 when I have lung improvement for all the crew members, where as for other play through its not like this. Am I missing a game mechanic here?
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kcwong

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Re: Prospector, a roguelike in development
« Reply #1158 on: February 11, 2010, 07:47:46 am »

Why in the world is every step taking five O2 when I have lung improvement for all the crew members, where as for other play through its not like this. Am I missing a game mechanic here?

I think the amount of oxygen used is related to what terrain you're traveling over. It seems rough terrains cost more oxygen.

BTW, is magellan taking a break or is this project abandoned?
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MrWiggles

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Re: Prospector, a roguelike in development
« Reply #1159 on: February 11, 2010, 08:08:30 am »

Why in the world is every step taking five O2 when I have lung improvement for all the crew members, where as for other play through its not like this. Am I missing a game mechanic here?

I think the amount of oxygen used is related to what terrain you're traveling over. It seems rough terrains cost more oxygen.

BTW, is magellan taking a break or is this project abandoned?

I'm not seeing any relation to that affect yet. In previous games, with improve lungs, and on rocky terrain, it was much less then now. I'll have to keep a further tab on it.


The Dever is still actively talking about the game on its own forum.
« Last Edit: February 11, 2010, 08:12:21 am by MrWiggles »
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kcwong

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Re: Prospector, a roguelike in development
« Reply #1160 on: February 11, 2010, 08:30:49 am »

Hmm, I think it also depends on the planet. Some planet has thicker atmosphere, some thinner, some more breathable, some less.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1161 on: February 11, 2010, 09:37:06 am »

Still here, just my provider having some funny ideas last week.

And right now working through some Backlog caused by that :)

Anyway:
Couldnt reproduce the black screen on exiting the load game thing.
Oxygen use gets multiplied by gravity.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

rdwulfe

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Re: Prospector, a roguelike in development
« Reply #1162 on: February 20, 2010, 05:16:32 am »

Okay, so I was searching through rogue-like archives recently, and found Prospector. I have to say, this game is wonderful fun and has awesome potential, as I've seen many here state as well. It definitely reminds me of the Starflight Series and its spiritual predecessors. Please do continue to work on and add to this wonderful little gem, I think she'll go places. There needs to be more well done Sci-Fi roguelikes, IMO. Thank you to the developer of this. (Magellan, I think?)

I'll drop by your own forums and give a shout at some point, this was just happened to come up on a google search, and I was going to post on here if no one else had, anyway.. so glad to see other DFers play Prospector, too.
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Micro102

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Re: Prospector, a roguelike in development
« Reply #1163 on: February 22, 2010, 06:53:14 am »

So, whats the improvement of this game based on when it was first posted like?
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niltrias

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Re: Prospector, a roguelike in development
« Reply #1164 on: February 22, 2010, 07:26:36 am »

Magellan, did you get my PM re: the forum sending spam and saying it was from me?  I sent it a week ago but havent received any reply.
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BishopX

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Re: Prospector, a roguelike in development
« Reply #1165 on: February 22, 2010, 10:26:12 am »

So, whats the improvement of this game based on when it was first posted like?

-More unique planets
-More interactivity with the wild life, you can talk to them, trade with them and capture them alive now
-Intelligent aliens now build houses and carry weapons
-Life as a pirate is a viable choice now
-Stock market
-A new officer position, ships doctor
-At two more types of crew members
-cybernetic implants
-A formalized experience system with skills.
-Quests
-A bunch of UI improvments and bug fixes
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Monkeyvich

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Re: Prospector, a roguelike in developpement
« Reply #1166 on: March 18, 2010, 01:43:40 pm »

Game looks interesting, but the learning curve is steep. 
Couple questions:
1) How do you buy stuff at the station?  I went to trading, hit "buy", choose the goods, and it popped up something that looked like a request for a number of goods to buy....but none of my keys (I tried them all) would change the number from 0.  I have a Japanese laptop (Japanese as in keyboard layout, not maker) so I suspect the problem may lie there...
2) What is the point of going to planets?  They seem like a good way to get killed, but I haven`t found anything valuable there yet, despite racking up a large number of deaths from  an impressive array of nasties.  (from Angry Avian to Armed Reptile)
Definitely looks fun tho.

Hi guys.
Let me just say for starters: I am awed by this thread! I am very glad it seems that some people have fun with this little thing!

the number selection thingy: reacts to + / - key up key down, key left key right, and to typing in the numbers directly. But the problem may lie somewhere else: Only light transporters start with cargo space. (The game really could tell you that when you try to buy. It should. It will. soonish)

Why you should land on planets: well... it's your job :) Of course you can become a trader or a pirate too but those occupations can be quite hazardous as well.

Generally it is not the first time i heard the thing about the learning curve. Personally i got the feeling that it all falls into place quickly after some figuring out of what stuff does, but any suggestion on  how i could improve that or hints at where the hurdles are would be most welcome!

Oh and there have been reports of people going blind after looking at the sourcecode. so you have been warned...

Magellan,

People keep saying that the game "Transcendence" was like Star Control II had a baby with Nethack.....

But really, Prospector is more like their child, Transcendence a distant nephew.  XD

I am enjoying it immensely!

Monkeyboy

BTW....  I cannot keep my crews alive?  Am I too bold in my explorations, or do redshirts have a 1-mission-life-expectancy????

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MrWiggles

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Re: Prospector, a roguelike in development
« Reply #1167 on: March 18, 2010, 04:05:49 pm »

I think the answer to that is Yes.
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Akura

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Re: Prospector, a roguelike in development
« Reply #1168 on: March 18, 2010, 04:13:19 pm »

You could be too bold, not be upgrading their weapons/armor, or not have the credits to pay their wages.

This game is fun. I like clearing a ship of crawling mushrooms by blasting a hole in the side of it. Kills them all almost instantly. Haven't tried it on insectiods, and it doesn't work on humanoid crewmen(or I haven't waited long enough for them to run out of oxygen in their suits).
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Orkel

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Re: Prospector, a roguelike in development
« Reply #1169 on: March 19, 2010, 03:50:45 pm »

Is this game still being worked on? New stuff and features and such? It's too good to not develop further.
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