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Author Topic: Prospector, a roguelike in development  (Read 284926 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #1620 on: March 14, 2011, 10:40:27 am »

Fixed the glitches mentioned by deon.

@Niltrias: Your quickstart guide was, as far as i could tell, very popular and well written too. I meant to update it myself time and time again, but If you want to do it: Go ahead!
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Deon

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Re: Prospector, a roguelike in development
« Reply #1621 on: March 14, 2011, 10:54:53 am »

http://www.youtube.com/watch?v=wQtDDbLpugE&lc=zjgvZuFmzZFCYMTlzGlnQm4l28O9P0XPpA4HqwuW9fo&feature=inbox
Here's my first attempt. It didn't go well, but I will make more and make sure they are without faults likes those :).

Let's spread the word about this cool game!
P.S. Magellan, if you check it, you see that I couldn't assign a picked up alien knife to a specific crewmember :). Please fix the inventory system when you have time :).

And I think I can't read items' descriptions from the 'E' menu.

P.P.S. Around 25 the buildings change tiles for some reason.
« Last Edit: March 14, 2011, 11:04:30 am by Deon »
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Qinetix

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Re: Prospector, a roguelike in development
« Reply #1622 on: March 14, 2011, 11:17:17 am »

I have a question , well more , the first one is : Is anithing worth defeating a Planet Monster?
Secondly: Why the alien scoutship i found got screwed right when i had only 4 hours left to repair? Damn thats bad luck
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magellan

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Re: Prospector, a roguelike in development
« Reply #1623 on: March 14, 2011, 11:32:15 am »

Well, there are 2 free 4th tier ships down there.
But other than that, (And the warm fuzzy feeling to have made the galaxy a saver place), not really...
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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 #1624 on: March 14, 2011, 12:03:48 pm »

You used to be able to get a massive trove a biodata from the planet monster(10,000+ easy), which can be pretty nice if you sell to the right people.
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baruk

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Re: Prospector, a roguelike in development
« Reply #1625 on: March 14, 2011, 01:37:36 pm »

Quote from: Deon
Just started playing this the other day (on 0.17) - so far I've had 2 different crashes when shooting at aliens with my away team. Is this a known issue? Will try out 0.20 and see if it happens again.
With "f" key, or that option which allows you to redirect target to different aliens?
After you press the f key, you get a choice of choose target or divide fire.
Crash no.1 was from using the divide fire option, the combat system seemed to go into an endless loop of the same two messages over and over (luckily I was able to reload from the auto-save). Here's a screenshot:


Crash no.2 was from using the choose target option, which I usually have no problem with. The game just froze as it was displaying the stars representing my line of fire (as above, but without any obvious looping of combat messages). I had to close the game manually, and afterwards discovered that my save game had also been deleted.

magellan

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Re: Prospector, a roguelike in development
« Reply #1626 on: March 14, 2011, 02:01:58 pm »

0.0.17? Yeah, it froze if you would lay down fire and hit a square with shootable terrain.
Fixed in 0.2

Edit to add: Also that should be "too strong", not "to strong". ... why do I only see stuff like that in screenshots, and never while testing? :)
« Last Edit: March 14, 2011, 02:03:30 pm by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Qinetix

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Re: Prospector, a roguelike in development
« Reply #1627 on: March 14, 2011, 02:03:59 pm »

Some other question : Sometime in the future will we able to dig basses and estabilish colonies during gameplay?
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magellan

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Re: Prospector, a roguelike in development
« Reply #1628 on: March 14, 2011, 02:08:51 pm »

Erm.... about a year ago I was toying around with that, shelfed it to get some direly needed Bugfixes out, and it's been on the shelf since.  :-[
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Qinetix

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Re: Prospector, a roguelike in development
« Reply #1629 on: March 14, 2011, 02:33:21 pm »

You will figure how to fix them..
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Orb

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Re: Prospector, a roguelike in development
« Reply #1630 on: March 14, 2011, 02:53:45 pm »

A few bugs I encountered:


1. Graphics for some alien ships go wonky and show a "Space Station". Literally.

2. Key configuration(messing around with it) starts to really mess with the game when you change it. I had this downloaded on a laptop, and I changed the key configuration around, and eventually I reached a point where if I pressed the up arrow a wormhole map would appear(even on the main screen), and if I press "right" I would dock(if I was one tile left of the thing I wanted to dock at). The dock key I assigned didn't work.

3. When I boarded a drifting ship, I swear I saw that alien "crystal" in space. It then plopped itself on my ship and, being only a 5 member crew, died promptly.


Some suggestions:

1. To make space combat more interesting, perhaps the ability to individually target systems? Like shields, for example. Or weapons. It would have a low chance, depending on the damage and the skill of your gunner. It would have a lower chance to "hit", and do general damage also.

2. Going with 1., the possibility to board a ship once its weapons, shields, and engines are knocked out, and all other enemy ships are dead. You would have to fight and kill whatever crew it has.
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Qinetix

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Re: Prospector, a roguelike in development
« Reply #1631 on: March 14, 2011, 03:01:47 pm »

duno if someone reported but i think its a bug , not sure(i was fidling with cheat engine): My credits turned into negative values somehow...
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1632 on: March 14, 2011, 03:08:05 pm »

   If you stopped at a space station then you had to
pay your crew more then you had.
« Last Edit: March 14, 2011, 04:58:58 pm by Akhier the Dragon hearted »
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Deon

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Re: Prospector, a roguelike in development
« Reply #1633 on: March 14, 2011, 04:22:37 pm »

Erm.... about a year ago I was toying around with that, shelfed it to get some direly needed Bugfixes out, and it's been on the shelf since.  :-[
Just today I thought how cool would it be to make "castle"-type structures with an environement close to that of a small space station on random planets; and make you to be able to buy a colony module and build one (and slowly recieve some revenue if it's not too far from trading routes) :).
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Deon

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Re: Prospector, a roguelike in development
« Reply #1634 on: March 14, 2011, 04:24:23 pm »

Meanwhile, a geological status for planets would be nice. I mean it's cool to see random resources laying around, reminds me of Mass Effect :P. But it would be nice to have just a bit more complex geology system, with "natural resources" data for planets (even if purely cosmetic which would just define mining bot output rate) if you use a geological scanner..
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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