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Author Topic: Prospector, a roguelike in development  (Read 284814 times)

Man of Paper

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Re: Prospector, a roguelike in development
« Reply #1755 on: August 30, 2011, 07:00:39 pm »

Space dust. Blame it on space dust.
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1756 on: August 30, 2011, 07:16:07 pm »

I figured it was that your scans detected it but on the surface it was actually hidden so when you actually get within sight of it you can't see it because, well, its hidden and when your out of sight range you where just using your map.
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BigD145

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Re: Prospector, a roguelike in development
« Reply #1757 on: August 30, 2011, 08:21:40 pm »

Space dust madness. Blame it on space dust madness.
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Tilla

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Re: Prospector, a roguelike in development
« Reply #1758 on: September 18, 2011, 12:41:44 am »

Looks like Magellan has inspired somebody else. http://sat79.com/stellar-edge/
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magellan

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Re: Prospector, a roguelike in development
« Reply #1759 on: September 18, 2011, 01:32:45 pm »

Yep, very proud of that :)
And we both have a release for the ARRP!
This is what happened with prospector:
0.2.3
+ 4 new artifacts
+ Autopilot routefinding is now less reckless
+ Autoexplore for more convenient planet mapping
+ You know can fully customize your crew: No fixed slots anymore for officers and redshirts
+ Additional officers can contribute in certain positions:
Pilot - This is a one person job, addtitional pilots don't help
Gunner - Addtional gunners help as long as there are weapons for them to arm
Science Officer - Addtional SOs help up to the max sensor rating of the ship
Doctors - No limit
The final rating is determined as follows:
Each additonal officer adds his skill divided by his position.
If you have 3 SOs its SO1/1+SO2/2+SO3/3 Fractions of a skill point get dropped
+ You can now fire crew members or train them (Forcing another leveling roll for half standard wage)
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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 #1760 on: September 18, 2011, 01:34:22 pm »

Woo!
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BishopX

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Re: Prospector, a roguelike in development
« Reply #1761 on: September 18, 2011, 01:57:38 pm »

Yep, very proud of that :)
And we both have a release for the ARRP!
This is what happened with prospector:
0.2.3
+ 4 new artifacts
+ Autopilot routefinding is now less reckless
+ Autoexplore for more convenient planet mapping
+ You know can fully customize your crew: No fixed slots anymore for officers and redshirts
+ Additional officers can contribute in certain positions:
Pilot - This is a one person job, addtitional pilots don't help
Gunner - Addtional gunners help as long as there are weapons for them to arm
Science Officer - Addtional SOs help up to the max sensor rating of the ship
Doctors - No limit
The final rating is determined as follows:
Each additonal officer adds his skill divided by his position.
If you have 3 SOs its SO1/1+SO2/2+SO3/3 Fractions of a skill point get dropped
+ You can now fire crew members or train them (Forcing another leveling roll for half standard wage)

How are Officers ordered? Can you re-order them? Do are gunners actually associated with the individual guns or that just a max?
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enigma74

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Re: Prospector, a roguelike in development
« Reply #1762 on: September 18, 2011, 11:06:59 pm »

Yes sweet!
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magellan

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Re: Prospector, a roguelike in development
« Reply #1763 on: September 19, 2011, 03:57:09 am »

How are Officers ordered? Can you re-order them? Do are gunners actually associated with the individual guns or that just a max?

It is assumed that the one with the highest skill does the main work, and officers with lower skill assist him. And that of course has dimnishing returns, because stuff needs to get organized in larger teams. So they get ordered highest to lowest, with no option to reorder them.

Edit: also I just uploaded the precompiled linux version
« Last Edit: September 19, 2011, 10:26:57 am by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

enigma74

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Re: Prospector, a roguelike in development
« Reply #1764 on: September 19, 2011, 03:43:55 pm »

Magellan,

Found a bug related to the extra officers feature.  Probably because officers are no longer hardcoded to slots 2-5, but their experience gain still goes there.  Details in your forum.

On the other hand, I've not encountered the phantom resource bug that's been in prospector for like forever.  Congratulations for fixing it, that was my number one pet peeve.
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Mephansteras

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Re: Prospector, a roguelike in development
« Reply #1765 on: September 20, 2011, 12:55:27 pm »

Finally got around to playing this. It's been on my computer for a while but I'd just sort of forgotten about it. So you can thank One F Jef for reminding me of it. :)

In any case, I had a blast last night. Had one game where I started myself off with a troop carrier. Did a little exploring and then found a derelict Cruiser infested with mushroom people. I decided that I was going to take that cruiser, no matter what. So I spent quite a while going around and exploring planets to get money, equipping my guys, and then killing as many mushrooms as I could before the losses got so high we had to retreat. Many a redshirt lost his life to those mushrooms, but I eventually cleared it out. And then promptly got slaughtered by some glowing green spider thing on the next planet I visited. Because that's how roguelikes go!

Anyway, great game!


Oh, did have a question, though. How long should one leave a mining robot before going back for it? And do they only really work if you leave them adjacent to minerals buried nearby? Or does that matter?
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puke

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Re: Prospector, a roguelike in development
« Reply #1766 on: September 20, 2011, 06:09:53 pm »

Have not tried the new version, but you used to be able to wipe out shroom infestations by holeing the hull and venting the oxygen.
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Tarran

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Re: Prospector, a roguelike in development
« Reply #1767 on: September 20, 2011, 06:29:19 pm »

Magellan, minor bug: On non-tileset Classic, in the Keybindings screen, on the lowest text size, the text goes off screen. Not vital, but it could be annoying to some.
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Flare

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Re: Prospector, a roguelike in development
« Reply #1768 on: September 22, 2011, 02:04:29 pm »

I tell myself it's because the mineral is buried.

And you can only see it by looking at it sideways?

Many minerals are associated with the layers of rock and the immediately surrounding rocks and minerals around it, and while it may not apply to so many minerals as present in the game, it is quite possible to deduce the location of a mineral just by the surrounding geological features.
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Deon

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Re: Prospector, a roguelike in development
« Reply #1769 on: September 22, 2011, 03:14:01 pm »

I've played a bit of Stellar Edge, and dude! Prospector DEFINITELY needs more RP elements for its crew.

The exploration and alien elements are awesome, but I miss SEdge's leveling system. It's really nice :D.
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