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Author Topic: Prospector, a roguelike in development  (Read 284937 times)

Orb

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Re: Prospector, a roguelike in development
« Reply #1635 on: March 14, 2011, 06:59:14 pm »

Repair Robots appear as corpses. Which can cause lots of fun....


A lot of tunnels I am unable to see, such as the "green alien with mushrooms in cave" one, and the centipede planet. Also on the planet with the scout ship behind the force field.
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niltrias

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Re: Prospector, a roguelike in development
« Reply #1636 on: March 14, 2011, 09:18:19 pm »

Magellan: I should be able to finish an update by this weekend.  Anytime you feel it's getting outdated, let me know.  I like doing this sort of thing.
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Deon

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Re: Prospector, a roguelike in development
« Reply #1637 on: March 15, 2011, 05:02:38 am »

Yeah, repair bots are corpses... Crazy :P. I think you shifted them 1 tile to the left. Lots of FUN this way.

Maybe you should stop, take a breath and check all existing types of entrance/exit tiles? If you by chance need more types, I can draw them ASAP.
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Robsoie

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Re: Prospector, a roguelike in development
« Reply #1638 on: March 15, 2011, 07:46:38 am »

I just give a quick test to Prospector and i'm very impressed, it's really great as a concept and has a nice atmosphere to it. I think i'm going to explore the universe for a long time.

Congratulations to the author.
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vikingefar

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Re: Prospector, a roguelike in development
« Reply #1639 on: March 15, 2011, 05:57:55 pm »

Just got my first crash after a few hours of exploring. I was refuelling in a gas cloud when i got attack by a living blob of plasma, right after getting that message the console stuck for a few moments, then terminated. just thought youd like to know magellan. really good game though! thx!
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Orb

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Re: Prospector, a roguelike in development
« Reply #1640 on: March 15, 2011, 06:15:03 pm »

A few more things of note I forgot to tack on the last post:

The "smoke" clouds that form when shooting space ships and the like never seem to actually be on the spaceships. More like 3 tiles away.

I've gotten a crash at least twice by scanning an asteroid belt and being attacked by a fission reactor station thingy. Save isn't deleted, though.

Worm Division Creatures(WDC's) seem to be able to go into space, for I had them things climbing into the ship through airlocks while battling the infinite amount of worms coming through a door. Then I blasted a hole in the wall and they all died. Seems a bit contradictory if they can go into space.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1641 on: March 15, 2011, 11:43:30 pm »

Thanks for the bugreports, and of course the comments :)
Did the crashes produce anything in the error.log files?
Also, as a side note, there have been 2 reports of prospector running with winebottler on mac. Doesn't seem to work on my Hackintosh, so can't confirm nor deny.
Allright: looks like I got stuff to do.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

vikingefar

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Re: Prospector, a roguelike in development
« Reply #1642 on: March 16, 2011, 05:26:53 am »

I do not know if this is from the session that crashed, since i had 1 session after that run. but no issues there, so i guess it must be the relevant error?

0.2.1 Error #1 in  651:COM_DISPLAY C:/Prospector/src/Googlecode/spacecom.bas

allso i have a minor feature request: i would really appreciate if i could toggle "key repeat" on and off. am tired of bashing the movement keys for walking and scanning planets. would be really nice if you could implement that!

« Last Edit: March 16, 2011, 05:29:42 am by vikingefar »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1643 on: March 16, 2011, 05:32:51 am »

Yup, that would be it, thanks

As for walking on the planet: if you press w and then the direction you walk into that direction until something happens (works on the space map too)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1644 on: March 16, 2011, 05:34:06 am »

   Does it say the 'w' thing somewhere and I just missed it?
because if it doesn't it really needs to.
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vikingefar

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Re: Prospector, a roguelike in development
« Reply #1645 on: March 16, 2011, 05:36:25 am »

Yup, that would be it, thanks

As for walking on the planet: if you press w and then the direction you walk into that direction until something happens (works on the space map too)
Great thx!

   Does it say the 'w' thing somewhere and I just missed it?
because if it doesn't it really needs to.

Yeah i completely managed to miss that as well. Maybe its in the extended documentation? I just read the quickstart.
« Last Edit: March 16, 2011, 05:38:50 am by vikingefar »
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Orb

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Re: Prospector, a roguelike in development
« Reply #1646 on: March 16, 2011, 06:15:49 am »

Yup, that would be it, thanks

As for walking on the planet: if you press w and then the direction you walk into that direction until something happens (works on the space map too)
Great thx!

   Does it say the 'w' thing somewhere and I just missed it?
because if it doesn't it really needs to.

Yeah i completely managed to miss that as well. Maybe its in the extended documentation? I just read the quickstart.


Read the key configuration menu. It has a lot of vague keys that are useful. Such as dropping shields or opening helmets(Oxygen)..


Which reminds me. Dropping shields and scanning enemy ships are the same key. I turned dropping shields to shift+s, and it doesn't seem to cause any problems.


"Edit" Also, toggle man jets/target landing don't seem to work, at least in the sense I'm using them. I have no idea how toggling off your man jets could be useful(they help prevent crashes, right?).

Questions: Does the ECM system stop rockets? Does cargo shielding stop your cargo from getting blown out?
« Last Edit: March 16, 2011, 06:18:10 am by Orb »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1647 on: March 16, 2011, 08:53:16 am »

Yes, thats the documentation issue, I really need to tackle. (with the help of Nilthrias)

Anyway: No, Manjets add maneuvering points in space combat at the cost of additional heat
ECM adds a modifier to missile hitrolls
Cargo Shielding makes it harder to scan your cargo hold (when you transport funky stuff onto space stations) But now that you mention it, protection against cargo hits could be something it does as well.
I am at this very moment writing a list of keys, and what they do, to add to the ingame help.
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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 #1648 on: March 17, 2011, 01:24:47 pm »

I'm on it.  But you know, I need to experience all this stuff before I can document it :)
Still, I think I can get an updated draft out this weekend. 
Magellen, maybe I could pm/email it to you, you comment on any area you want expanded or things I might have missed, send back, I complete....finalization goal being the weekend after?
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Orb

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Re: Prospector, a roguelike in development
« Reply #1649 on: March 17, 2011, 05:30:00 pm »





Crashed. See in the bottom left corner? Yah, that kept switching between all sorts of random graphics, and stopped on the "enter ship" or whatever graphic, then changed some more, then stopped....then the game closed (hit any key to escape it said).


I was on a planet falling into the sun, and I had just found the "bones" of one of my previous explorations a few planets back.
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