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Author Topic: Prospector, a roguelike in development  (Read 285160 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #1410 on: September 28, 2010, 03:08:35 pm »

Ah hell... i thought this thing wasn't quite ready yet, but then again i hadn't found any bugs for quite some time.
Ah well, off to debugging we go.

Oh, i just realized I forgot to answer the starting ships question:
Can't go wrong with a scout, though a troop transport gives you a nice HP advantage on exploring planets. LRF is propably the sucky one, and I am not really sure how to unsuck it.
Generally if you die a lot on your first steps might i recommend this:
http://prospector.wikia.com/wiki/Beginner%27s_Guide_to_Not_Dying
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

a1s

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Re: Prospector, a roguelike in development
« Reply #1411 on: September 28, 2010, 04:16:03 pm »

there's a typo in readme.txt:
Quote
When you hire a new officer its skilllevel will be somewhat in the vicinity of the other 2 officers you have.
The game now has 4 officers, and I'm sure none of them appreciate being called an "it", no matter what you really think of those moochers.

also, in my latest game
Spoiler (click to show/hide)
I'm wondering if that is a bug...
The cow says 'moo', the sheep says 'baa', Smith Heavy Industries security team says ' '...
« Last Edit: September 28, 2010, 04:43:33 pm by a1s »
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

magellan

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Re: Prospector, a roguelike in development
« Reply #1412 on: September 28, 2010, 04:55:42 pm »

Spoiler (click to show/hide)
Another question I forgot to answer: The neural comp doesn't increase XP gained, it adds a bonus to the dice roll, that decides if a crew member levels.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Orb

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Re: Prospector, a roguelike in development
« Reply #1413 on: September 28, 2010, 06:29:18 pm »

If you keep crashing, keep this in mind(unless its changed)

A planets atmosphere density and gravity(+pilot skill and other factors) determines if you land or not safely. High gravity makes it hard. High density makes it hard. Landing on asteroid-like planets, piece of cake. In the beginning, avoid the big planets with dense atmospheres, and you should be fine.
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

a1s

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Re: Prospector, a roguelike in development
« Reply #1414 on: September 28, 2010, 07:51:26 pm »

Spoiler (click to show/hide)
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

BishopX

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Re: Prospector, a roguelike in development
« Reply #1415 on: September 29, 2010, 12:59:18 am »

Spoiler (click to show/hide)

Maybe only the little ones fit through the door?
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magellan

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Re: Prospector, a roguelike in development
« Reply #1416 on: October 01, 2010, 12:00:56 pm »

Thats a good explanation BishopX! I will stick with that! ;)
Anyway: Just in time for the weekend: fixed most if not all of the bugs mentioned in the last 2 pages. Enjoy :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Drakale

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Re: Prospector, a roguelike in development
« Reply #1417 on: October 01, 2010, 12:19:50 pm »

I tried a lot of space combat, and it is much better than the older versions. There are still a lot of bugs though, especially in the move-fire timings.

If you hit 'f' before the game prompt you to fire, the enemy get free shots at you while you do nothing. In general I dislike that prompt dynamic, why not make it like in planet surface mode, hit f to fire at any time and finish your turn. The weapons are limited by their reload/heat mechanics anyway so it should be balanced.

Often I get damaged from invisible plasma trails(maybe not a bug?)

The heat mechanic is cool, but the weapons do not cool down outside of combat. Also, firing any weapon without a gunner will destroy it 100% of the time. This seem a little harsh.

Escaping from encounters is confusing, maybe a more descriptive log entry would help know what just happened.

There are a lot of things that would be cool to add for space battle, like spending a turn scanning a ship, weapons that disable instead of destroy, boarding.

Also there is a bug in surface mode where you can hit 'X' for examine and cancel it over and over, and every time your doctor will work on some wounds while no 'turn' actually happens. This let you pretty much regenerate to full between each turn.

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magellan

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Re: Prospector, a roguelike in development
« Reply #1418 on: October 01, 2010, 12:46:14 pm »

Those bugs have been fixed (Except for the firing passes time and Xemaing heals. Will have to look into those)
(Actually: Firing does advance the clock by 1 Tick. But cancelling fire should not. I've been thinking of adding a talent for your gunner, that makes that 1-tick time to aquire target/fire thing go away)
Scanning is definitely a good Idea! Thanks, I am going to steal that!
There are some things that have to be thought of for boarding though. Outlined here:
http://prospector.freeforums.org/boarding-ships-in-space-combat-t183.html
Feel free to add your insight!
I've been considering another thing: Twin Turrets (Maybe only able to hold weapons) Not sure though if those would make space combat much too easy. OTOH its propably pretty cool to fly around in a complete twin turreted Battleship :)
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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 #1419 on: October 01, 2010, 01:00:57 pm »

The bugs crawl in, the bugs crawl out
The bugs play pinochle on your snout!

Spoiler (click to show/hide)
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magellan

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Re: Prospector, a roguelike in development
« Reply #1420 on: October 01, 2010, 01:09:54 pm »

the max is the max you can buy with your funds. But yes. Makes little sense to tell you you can buy 15 when your ship can't hold it.

Keys for changing weapons that should work:
+/-, 8/2 4/6 whatever you assign for north/south east/west Arrow up/down Arrow Left/Right

Ahem... well ok. gotta look at that again, i guess ...
« Last Edit: October 01, 2010, 01:14:42 pm by magellan »
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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 #1421 on: October 01, 2010, 01:30:30 pm »

It would also by nice if you could rebind it...

Also, having 4 or more weapons (e.g a destroyer) covers up your fuel gauge. This can be a problem.
« Last Edit: October 01, 2010, 06:02:26 pm by BishopX »
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Little

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Re: Prospector, a roguelike in development
« Reply #1422 on: October 03, 2010, 02:54:49 pm »

Played the new version, it's pretty fun :)
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Blizzard is managed by dark sorcerers, and probably have enough money to bail-out the federal government.

darkedone02

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Re: Prospector, a roguelike in development
« Reply #1423 on: October 04, 2010, 04:18:06 am »

played this game, don't like it, delete it, put on my "worst games" list.
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Tarran

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Re: Prospector, a roguelike in development
« Reply #1424 on: October 04, 2010, 01:58:09 pm »

played this game, don't like it, delete it, put on my "worst games" list.
What's wrong with it, sir? I don't see why the hell it would be that bad.

Edit: Bug, I got the giant rain forest semi-special on a rogue planet, there were no plants, too. So I'd guess two bugs.

Edit2: Never mind, there are plant creatures (but still no actual plants). Proceeding to run the hell away now.
« Last Edit: October 04, 2010, 02:08:02 pm by Tarran »
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.
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