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Author Topic: Prospector, a roguelike in development  (Read 285149 times)

Akura

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Re: Prospector, a roguelike in development
« Reply #1185 on: March 27, 2010, 06:52:15 pm »

I dunno about anything else, but you can modify ships in the data/ships.csv file, if you make sense of it.
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Saint

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Re: Prospector, a roguelike in development
« Reply #1186 on: March 27, 2010, 07:08:45 pm »

Yea I already edited a few ships.
Made destroyers seem more destroyer-y.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1187 on: March 28, 2010, 05:14:38 am »

Monsters are in pirates.bas, items are in items.bas
There isn't a lot of stuff that prospector loads from data files (yes, i know, bad practice, but why should I write my own parser if i can use the compilers?)

...
Whats wrong with the destroyer stats anyway? :P
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Saint

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Re: Prospector, a roguelike in development
« Reply #1188 on: March 28, 2010, 08:48:00 am »

Type;Price;Hull;Shield;Engine;Sensors;Cargo;Crew;Weaponslots;Maxfuel;Short;Desc

Destroyer;20000;35;4;4;3;1;15;4;90;
my editations.
Destroyer;40000;35;4;4;4;0;10;6;120;

It just seems it should be more deadly to me.
6 weapon slots because then everything gets dead reak good, it allows toy to have weapons and some extra fuel maybe or sacrifice it for crew members.

Oh and you should let us either have remote rovers that can be controled and the team stay in the ship or let the captain stay in the ship that way I can just send my science officer, maybe doctor and security team out and if all elss fails, I can have them radio to get out. Anyway, great game I found a bug though with dieing on that planet that you get stuck to, I died and the ship took off but the captain recoverd somehow and I was able to leave and continue my marry way through the game, then I went to a station and when I went to buy stuff, I bought some medkits and hired some crew but then my personal gear stash was empty and the medkits were gone.  :-\ Great game still, I love it, an advanced tutorial would be nice, or at least a key guide so I don't accidently shoot those friendly aliens to death.
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Hazordhu 2: Dwarven recruits wanted!
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Saint

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Re: Prospector, a roguelike in development
« Reply #1189 on: March 28, 2010, 09:15:38 am »

I know, the bsa files, I downloaded them from the SVN but I cannot figure out for the life of me how to use them, as far as I know I have to compile them or something but hell if I know how.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

magellan

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Re: Prospector, a roguelike in development
« Reply #1190 on: March 28, 2010, 10:05:56 am »

Your
Destroyer;40000;35;4;4;4;0;10;6;120;
Looks awfully similiar to my
Battleship   35000   40   5   5   4   2   20   5   100
 ;)

6 weapon slots of course will mess up the sidebar.

Anyway: It's been written in freebasic (www.freebasic.net)
There you would find the compiler you need. Of course if you add items and monsters, you also need to make the game generate those. (Monsters are set in planet.bas, items in items.bas)

actually you an command the rovers. Radio your ship and say "Rover:start" "rover:stop" or "rover:target" can't do it from orbit though, and you need to get the stuff they might find yourself (hmm... a rover that picks up stuff... could be a nice luxury item)
Earliest versions had it like that: If you died on a planet and had some guys left on the ship they would start and you could go on. I soon realized that that made you effectively immortal. (just always leave 1 guy behind) Therefore i don't think i will be expanding remote exploration again anytime soon.

Edit to add:
Just put out 0.1.11, halffinished and untested as it may be. See sig for link
« Last Edit: March 28, 2010, 10:32:11 am by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Tarran

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Re: Prospector, a roguelike in development
« Reply #1191 on: March 28, 2010, 01:02:28 pm »

Heh, crashing is our specialty, wait, I mean the other type of crashing, the one with the Urist and stuff. :P

more aliens to shoot! (and die to!)
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Saint

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Re: Prospector, a roguelike in development
« Reply #1192 on: March 28, 2010, 02:21:32 pm »

Your
Destroyer;40000;35;4;4;4;0;10;6;120;
Looks awfully similiar to my
Battleship   35000   40   5   5   4   2   20   5   100
 ;)

6 weapon slots of course will mess up the sidebar.

Anyway: It's been written in freebasic (www.freebasic.net)
There you would find the compiler you need. Of course if you add items and monsters, you also need to make the game generate those. (Monsters are set in planet.bas, items in items.bas)

actually you an command the rovers. Radio your ship and say "Rover:start" "rover:stop" or "rover:target" can't do it from orbit though, and you need to get the stuff they might find yourself (hmm... a rover that picks up stuff... could be a nice luxury item)
Earliest versions had it like that: If you died on a planet and had some guys left on the ship they would start and you could go on. I soon realized that that made you effectively immortal. (just always leave 1 guy behind) Therefore i don't think i will be expanding remote exploration again anytime soon.

Edit to add:
Just put out 0.1.11, halffinished and untested as it may be. See sig for link
Thanks for the link.
Oh hey I did see the battle ship in there, I just never noticed it until now. lol
I think radio commands should only work if you have a person in the ship, like the pilot. I usualy leave the pilot and gunner in the ship, and send the science guy, doctor,captain,and security off to explore. Maybe after you fight pirates you should dock with their ship, kill the survivors and be able to loot the ship, other wise pirate hunting is a very hard job because they don't pay you near enough for all the supplys you would need depending on where you go and such. This would also be nice for when you get killed in the space fight because then you still have a chance to fight off the pirates and maybe use their ship to get to a station.
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You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

magellan

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Re: Prospector, a roguelike in development
« Reply #1193 on: March 29, 2010, 05:27:27 am »

Funny enough the one guy on ship thing is also how it used to be. Some messages might still reflect that. (The "Emergency launch" message sure does) and somebody should get around to reword some things. *Gives mirror a stern look*
I thought about boarding, and figured it would make space combat rather tedious soon.
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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 development
« Reply #1194 on: March 29, 2010, 10:22:53 am »

there are a lot of ways to make it non-tedious, and indeed, a lot of fun.   just extend the range of short ranged weapons  a bit and modify the AI so that boarding is 99% a player initiated event. 
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Ampersand

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Re: Prospector, a roguelike in development
« Reply #1195 on: March 29, 2010, 11:09:20 am »

Just downloaded 1.11.

But unless you didn't properly rename it at compilation or something, the zip file still contains 1.10a.

Also, contacting your ship by radio, and ordering the pilot to move it by remote control seems to be broken. The ship never lands again.
« Last Edit: March 29, 2010, 11:28:57 am by Ampersand »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1196 on: March 29, 2010, 11:42:55 am »

Indeed.
Both things have been fixed and uploaded about 5 minutes ago. (and some display glitches as well)
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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 #1197 on: March 29, 2010, 12:13:37 pm »

I dropped an improved mining robot. rather than appearing on the ground, it just vanished from my inventory.

Edit. It re-appeared after I left the planet and returned, though
« Last Edit: March 29, 2010, 12:16:35 pm by Ampersand »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1198 on: March 29, 2010, 01:14:46 pm »

Oooops....
found, fixed & uploaded.
Thanks ampersand!
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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 #1199 on: March 29, 2010, 01:23:37 pm »

The last glitch I've noticed does not seem to be as obvious. While on a planet, or in a cave, sometimes the map seems to jump around a little. All the tiles just shift up or down a tile. It may have something to do with the text output display, which itself seems a bit buggy.
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