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Author Topic: Prospector, a roguelike in development  (Read 285134 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #1365 on: August 02, 2010, 05:48:45 pm »

If you press E for equipment on a planet, you can choose the weapon, and if you hit enter it's description will be seen in the message window. (Not the best way ever, i confess)
yeah meteroids are either none at all or all the time. Must take a look if I did anything there, and just can't remember :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

AnalysisFailed

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Re: Prospector, a roguelike in development
« Reply #1366 on: August 04, 2010, 12:04:53 am »

Is there any way to repair your ship once you've gotten rid of all the pirates and the space stations have mysteriously disappeared?

Spoiler (click to show/hide)
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Orb

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Re: Prospector, a roguelike in development
« Reply #1367 on: August 04, 2010, 09:03:07 am »

Is there any way to repair your ship once you've gotten rid of all the pirates and the space stations have mysteriously disappeared?

Spoiler (click to show/hide)

If I understand what your asking....some planets have a shipyard, which can repair your ship(the last version, havent got this version yet). It should, anyway. Makes sense. Its sort of like the pirate shipyard but with less bars, and pirates.
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AnalysisFailed

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Re: Prospector, a roguelike in development
« Reply #1368 on: August 04, 2010, 12:01:15 pm »

Is there any way to repair your ship once you've gotten rid of all the pirates and the space stations have mysteriously disappeared?

Spoiler (click to show/hide)

If I understand what your asking....some planets have a shipyard, which can repair your ship(the last version, havent got this version yet). It should, anyway. Makes sense. Its sort of like the pirate shipyard but with less bars, and pirates.

Yeah, I found one of those, no repair building though, luckily, I found "my" pirate villa, and it's friendly enough to do some repairs.
I edited my message to that effect this morning, but apparently my internet cut out when I posted.
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Jetman123

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Re: Prospector, a roguelike in development
« Reply #1369 on: August 18, 2010, 03:42:25 pm »

Augh. What happened to this game?

It's just frustrating to play now. I don't know what's up with this, but eight times in a row now I've been mobbed and killed by indeginous life that have killed me in one or two combat rounds. Oftentimes I don't have time to do anything but stand there and watch as every single one of my personnell is knocked out in one hit. I can never kill anything without casualties.

Eventually I just resorted to ship bombardment to sterilize the planet of life, but there were so many of them... ugh. I know it was somewhat like that before, but at least the mobs of life didn't kill you in one combat round.

Worse, just standing in proximity to one - even a herbivore - will make it go aggressive and ruthlessly attack you. Always. All the time. No exceptions, unless it's sentient. Then there's a slight delay.

I want to get one of those bloody alien bombs and blow the everlasting crap out of these life-filled worlds. A lot less aggravation for me.

Fix that. _Please_. Your game was hard enough.

Edit: To clarify, I don't have a problem with dying, I have a problem with dying to creatures that kill me in one round. I need to have a chance at victory - some way to turn the tide. At least let me hit a button a few times to make myself feel better.
« Last Edit: August 18, 2010, 03:45:11 pm by Jetman123 »
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Re: Prospector, a roguelike in development
« Reply #1370 on: August 19, 2010, 01:14:16 am »

Stuff
I always tend to go towards the 0-30% chance of life planets so I don't get destroyed by a mammal with tentacles, but I enjoy the challenge later, when my 85 men armed to the teeth can still lose a man to some little mammal.

Which when you think about it, makes some kind of sense, there'd have to be herds of the animals there, your screen is the entire world you've visited, your little five man raiding party in the beginning just doesn't have much of a chance against an entire enraged ecosystem.

If they weren't overpowered there wouldn't really be much of a challenge, 85 people armed with disintegrator pistols and adaptive armor seem to take out everything but a really angry mammal with tentacles.

But, now that my e-mail has reminded me of the game, let me fight the alien ships in space... They keep killing my space stations.

edited for lack of adjectives being where they needed to be.
« Last Edit: August 19, 2010, 01:51:54 am by AnalysisFailed »
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #1371 on: August 19, 2010, 01:25:52 am »

It is the game's scale that is sort of insane.

Your guns essentially shoot hundreds of miles, buildings are dimensional portals, and even science can't protect you from pathetic wildlife.

Kinda interesting that while creatures so large they could take on your spaceship are tough, creatures who cannot are still tough without super powers (though I guess the ability to bypass forcefields with ease and survive weapons that could take down tanks is a super power in it of itself)

Though this is a Retro-sci-fi game. So this is to be expected. (afterall the Stormtroopers did lose to rocks)
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Astral

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Re: Prospector, a roguelike in development
« Reply #1372 on: August 19, 2010, 12:33:57 pm »

Looks awesome, but I have a hard time with ASCII games. Will probably wait for a tileset, if it comes with support for it, or make one myself for shits and giggles.
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #1373 on: August 19, 2010, 12:35:00 pm »

Looks awesome, but I have a hard time with ASCII games. Will probably wait for a tileset, if it comes with support for it, or make one myself for shits and giggles.

The problem is, if I remember correctly, that the person who is making the game, whos name I cannot spell off hand, isn't good at art so he would need someone to help him do it.
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ductape

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Re: Prospector, a roguelike in development
« Reply #1374 on: August 19, 2010, 01:06:45 pm »

this game has a tileset you can enable from the start screen. though the tileset isn't so great either.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1375 on: August 20, 2010, 09:41:10 am »

As for the game got harder:
No it didnt :)
It is just that autoinspect now uses time, and fighting with autoinspect on is a bad idea.
Also: the default config somehow switched to "start-easy off" (Greatly reduces HPs of critters for the first 500 turns)

Current status as for tiles is this:
After adding the more customizable resoulutions, i re-implemented tiles again, this time making sure that later aditions in the game would not cause colissions (Like walls being made of insects etc). Right now I am waiting for someone to pretty up these here:
http://prospector.freeforums.org/tiles-any-volunteers-t162.html

Also: Mammals cant have tentacles? Meet the Starnosed Mole!

« Last Edit: August 20, 2010, 02:22:43 pm by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

AnalysisFailed

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Re: Prospector, a roguelike in development
« Reply #1376 on: August 20, 2010, 07:24:48 pm »

Also: Mammals cant have tentacles? Meet the Starnosed Mole!

I'm perfectly fine with the tentacled mammals it's just that they always seem to be what kills me. Because I'm worrying about the sandworm coming at me from the other direction.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1377 on: August 21, 2010, 04:34:04 pm »

Oh, sorry, my bad then :)
Hey, any excuse to show a picture of Mole-Cthulhu!!!

Btw: i just looked at the code for background battles (as in: Guys attacking a station while you are away) and have to say ... oops... they weren't simulated very well. Any hit is a kill, and while that was good enough for "2 fleets meet, lets just get a quick result" it obviously doesn't work with attacks on a station.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Jetman123

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Re: Prospector, a roguelike in development
« Reply #1378 on: August 21, 2010, 10:47:45 pm »

Agh. Okay, new bug, not sure if it's been mentioned beforehand... but merchant ship escorts keep attacking me randomly (or I somehow manage to attack them), killing me instantly.

I have no idea what's happening, but it keeps saying I was blasted into atoms while trying to be a pirate. I had no such intention and didn't WANT to attach that merchant convoy, I just happened across it while I was heading back to the station and got dropped into a battle. I didn't even see any messages regarding it, and I certainly didn't press F to intercept.

Maybe moving counts as a Y on the intercept query.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1379 on: September 27, 2010, 08:30:15 am »

... and again from the bottom of the board rises a new prospector version!
Got tiles now, got a new space combat system, and besides that: getting killed is so much more rewarding now!
Post mortems are a whole lot prettier, and the game saves bones files now,  so you can find the dog tag of your old Captain (and maybe even his disintegrator and battleship)!

So, here it is, for your consideration. And if you got feedback or bug reports, let me know!
http://code.google.com/p/rlprospector/downloads/list
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/
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