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Author Topic: Prospector, a roguelike in development  (Read 284837 times)

Little

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Re: Prospector, a roguelike in development
« Reply #1725 on: August 15, 2011, 12:32:21 am »

Bug: The credit cost of retirement assets doesn't show up. Also, in the highscores, it records as 'Captain got filthy rich...' when you didn't make the million credits. IMO, it should be changed to 'Captain peacefully retired...'
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Blizzard is managed by dark sorcerers, and probably have enough money to bail-out the federal government.

Jacob/Lee

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Re: Prospector, a roguelike in development
« Reply #1726 on: August 15, 2011, 12:33:40 am »

Oh dear... How to get rich without getting stomped into the dirt?
I really need some good tips for survival/money making. Also, how do I get better crewmembers?

Majestic7

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Re: Prospector, a roguelike in development
« Reply #1727 on: August 15, 2011, 02:11:26 am »

You can get money for better ship and equipment by exploring. Just run from all monsters, concentrate on exploring lifeless planets and claiming minerals. If you found drifting space ships, you can score a new ship for free. Just shoot a hole in the outer hull, that kills most monsters due to vacuum exposure.

You recruit better officers from bars, with random chance. Old ones might gain experience as well. Some special planets likewise have officers that can join you. Crew members get experience too, but I wouldn't care too much about that. They die a lot. If you get superb officers, remember to install loyalty chip in black market cyber clinic so they won't leave you.
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Hanzoku

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Re: Prospector, a roguelike in development
« Reply #1728 on: August 15, 2011, 02:28:20 am »

That really isn't needed. Up the base wages 50% and no one will ever leave either. (And it saves an implant slot/makes it less likely you kill your officer trying to stick 4+ implants in.)
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a1s

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Re: Prospector, a roguelike in development
« Reply #1729 on: August 15, 2011, 04:46:37 am »

I really need some good tips for survival/money making.
Trade. Also stocks (buy below 100 sell above). You'll be rich with no risk (compared to landing on omnicidal* worlds). It's rather boring however.


(*)That is to say "everything is [trying to] kill you"
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kcwong

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Re: Prospector, a roguelike in development
« Reply #1730 on: August 15, 2011, 06:56:12 am »

You can get money for better ship and equipment by exploring. Just run from all monsters, concentrate on exploring lifeless planets and claiming minerals. If you found drifting space ships, you can score a new ship for free. Just shoot a hole in the outer hull, that kills most monsters due to vacuum exposure.

Spoiler (click to show/hide)

« Last Edit: August 15, 2011, 10:20:31 am by kcwong »
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hemmingjay

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Re: Prospector, a roguelike in development
« Reply #1731 on: August 15, 2011, 07:03:34 am »

can you tag that last one in a spoiler tag please? Thanks!
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #1732 on: August 15, 2011, 07:06:42 am »

can you tag that last one in a spoiler tag please? Thanks!

I have to agree
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kcwong

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Re: Prospector, a roguelike in development
« Reply #1733 on: August 15, 2011, 10:20:37 am »

Done.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1734 on: August 18, 2011, 04:01:10 am »

2 more survival tipps:
In the first station look for the guy in the white coat.
He can tell you the position of 5 systems, where the critters are less dangerous.

Also: ever tried (r)adioing your ship while on a planet? there are 2 commands that can be pretty usefull
Spoiler (click to show/hide)
If you come across a drifting ship in space you can radio them too first. (Nasty space monsters rarely pick up the phone)

That beeing said I am right now working on improving the crew system (so that you can take a spare pilot with you, and have 4 science officers) and might have a new release for the weekend.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Neonivek

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Re: Prospector, a roguelike in development
« Reply #1735 on: August 19, 2011, 07:58:16 pm »

Well it has been a while since I played a roguelike with this but I had a No-Win scenario where I had no source of income.

Odd...

Suggestions!

-Can we not shut the game down when our guy dies?
-Why don't ordinary trade offices take priceless resources? They take other junk. I can understand them not offering much mind you.
-Door Checks? Given this is a game widely ruled by ranged combat. Walking right through a door can be suicidal (In fact I died that way against a foe I was far supperior to)
-Make Danger space more visable: It almost makes the navagational computer a negative as it makes the stars of DEATH less visable
-Really REALLY needs to be a better pay structure. I just love how I died essentially becuase I had to pay my crew twice because of a quarenteen.
-Investments don't show a price
-Non-bought items: Some items you can't buy need descriptions. Such as any art.

NON-Fixes
-Scanner Advantage: Another thing I'd like for the scanner to be able to do, possibly, is for it to allow "Autoscan" without loss of movement. Bio-data has already been nerfed heavily so it isn't like the scan is all that vital.
-Things to do with captured aliens: I don't like that they just disapear... I would have loved to do things with them like sell them into slavery, convinced them to join my team, something along those lines.

I'll see if I can drum up more suggestions

I mean, I still have gameplay suggestions but tweeking for now isn't so bad.

Having a tough time making money but that is fine. gone are the days I could easily just scan every plant on a planet, kill its entire population, and take all their resources and come back rich enough for a new ship.

Does anyone know what items I need to survive in a Currosive atmosphere? I am leaning on personal forcefields. Or how to filter out chemicals in the atmosphere?

I've made a conclusion. Exploration is no longer sustainable on its own. You actually have to trade until you get the bankroll required to have a team that can survive a unlucky planet (as any planet can suddenly have a very violent 1000 point bruiser who eats your entire team) as well as fully explore it.

NOOOOOOOOOO!!!

My ultimate save

Destroyed by a glitch!

My games crash a LOT and always when going into my inventory. I actually have to Savescum now.

As another suggestion

Put a copy of this thread in the Creative projects page. It would stay on the first page a lot longer then in here.
« Last Edit: August 22, 2011, 01:31:07 am by Neonivek »
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Chattox

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Re: Prospector, a roguelike in development
« Reply #1736 on: August 22, 2011, 04:47:42 am »

Is there any way to play this without the tileset? Like, just curses?
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The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."

Ivefan

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Re: Prospector, a roguelike in development
« Reply #1737 on: August 22, 2011, 05:32:37 am »

If you come across a drifting ship in space you can radio them too first. (Nasty space monsters rarely pick up the phone)
Yeah, about that.
So I came a cross a derelict ship. description told me it was a primitive one and it seemed to have been drifting for long enough for any crew to turn into mummies.
Well, It wasn't empty. The supposedly dead crew was quite lively and they had that tenacious alien on board too.
Wasn't primitive either as it had better ship parts than i had in my starter ship.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1738 on: August 22, 2011, 08:26:00 am »

To play without tiles just turn them off in configuration
As for the radioing thing: Well, not sure what ship you were on, but as I said: If they don't pick up the phone, it can be deserted or ... home to something nasty.
@neonivek: Any info on the crashes, like error.log entries?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Chattox

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Re: Prospector, a roguelike in development
« Reply #1739 on: August 22, 2011, 12:07:43 pm »

Is each universe randomly generated?
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"10 z levels down, 10 tiles north is some blood, i shall go clean it before it drives me to insanity with it's crimson color"
The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."
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