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Author Topic: Prospector, a roguelike in development  (Read 284520 times)

Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #2115 on: November 16, 2013, 04:31:59 am »

   Huh, I should probably play some more of this. As for the ending I actually like it. It seems that people are looking at it as having done so much with so much more you can do. To be honest if you buy all of the retirement stuff your character either only grinded money or has lived a very full life. I don't know about you but if I managed to do so many things and have my own personal planet retiring to it seems like the thing to do.
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magellan

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Re: Prospector, a roguelike in development
« Reply #2116 on: November 16, 2013, 04:07:38 pm »

First: a little oopsie happened with 15.11.13 R177. I forgot to switch off a debugging flag. All special planets are discovered and you start at apollos planet. If you got 15.11 please get it again. If you got 16.11 you are good.

Also there are now 3 endings: (4 if you include dying) Retire, do something against the robot menace, defeat the robot menace.
Spoiler (click to show/hide)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

sambojin

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Re: Prospector, a roguelike in development
« Reply #2117 on: November 16, 2013, 04:54:09 pm »

Whilst not actually endings, I wouldn't mind a few other retirement options. Just off the top of my head, buying out a mining, exploration or bio corp would be a nice one. Maybe with once you've done so (but before retirement) you get a 10-20% bonus on cash payed for those particular types of mission (you're the boss, you need your bonuses). Maybe a bit of blurb/flavour text at the ending to reflect your status, with either your corp getting wiped by robots or having a long prosperous future. They'd be pretty damn pricey, perhaps even more expensive than a planet, but it would be nice to show off your major commercial concern in retirement.

Two more options could be to become a navy sector-admiral or a pirate captain. Pay lots of money, a fleet gets added to your location (either patrol fleet or pirate raiders) that's friendly to you regardless, maybe with an optional text that it's them that picks you up when you use your emergency beacon (perhaps a greater chance of friendly pickup?). A nice little retirement blurb about your ships getting totally destroyed by alien and robot fleets or being victorious and helping bring peace to the sector (or harassing the imperial scum for FREEDOM! and lots of money). Sort of mid/upper-tier pricewise, again just so you can characterize your captain a bit better.

Even without the ingame effects (which might be a bit harder to code), it'd be nice to customize your ending a bit more than "I'ze own a big rock".

Ps. It's just occured to me that these sort of already are retirement options (I'm just waking up), but the ingame effects would be nice.
« Last Edit: November 16, 2013, 05:05:00 pm by sambojin »
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generalpie

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Re: Prospector, a roguelike in development
« Reply #2118 on: November 17, 2013, 01:13:33 am »

So, I don't really know if this is a spoiler or not, but it could be, also if this has been addressed before, then my apologies, I tried CTRL+Fing some words that I thought would be in a post if one did answer this and I came up with nothing
Spoiler (click to show/hide)
« Last Edit: November 18, 2013, 09:33:11 am by generalpie »
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Gabeux

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Re: Prospector, a roguelike in development
« Reply #2119 on: November 17, 2013, 02:36:33 am »

That is amazing generalpie, never heard of it and unfortunately I think I lost my savegame to incompatibility. :P
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

sambojin

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Re: Prospector, a roguelike in development
« Reply #2120 on: November 17, 2013, 02:49:21 am »

I've fought the crystals before. They're a tough enemy, but not as bad as robots or lightning jellyfish, if only because there tends to be a lot fewer of them. I kept wiping them out, but didn't really find a story progression/mission with them. Or damaged stations. This was all a while ago, so my memory might be faulty. Can you go into the hive-mind? Perhaps after using explosives/bombardment on it? Is it a part of the robot storyline? An item they have that you need? I totally forget the outcome of that game.
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Mictlantecuhtli

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Re: Prospector, a roguelike in development
« Reply #2121 on: November 17, 2013, 07:51:21 am »

Not sure if it was me being unable to find it or a bug, but when I went into the 'used ships' shop, I couldn't exit it. It had, as option J, 'sell equipmentExit', which makes it seem that the 'sell equipment' and 'exit' options were accidentally bound to the same letter.

It's only for a certain shop type, but it happened to me as well..
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magellan

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Re: Prospector, a roguelike in development
« Reply #2122 on: November 17, 2013, 02:54:10 pm »

So, I don't really know if this is a spoiler or not, but it could be, also if this has been addressed before, then my apologies, I tried CTRL+Fing some words that I thought would be in a post if one did answer this and I came up with nothing
Spoiler (click to show/hide)

Can I have a savegame/error.log for this?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Gabeux

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Re: Prospector, a roguelike in development
« Reply #2123 on: November 17, 2013, 04:01:59 pm »

Well, the past three games have tried to screw me over. HUGE, long gas clouds between the stations. Meaning that the only way to get between them is to hope for a wormhole, and hope said wormhole doesn't eat you.

EDIT: Is there a way to call rovers towards you, and, if not, it'd be good to be able to. I dropped some rovers on a planet, and they won't return due to the planet constantly resurfacing.

EDIT2: you... cannot run from space battles?

I always imagined it as fleeing, as opposed to surrendering. This irritates me, because I'm going to lose so many ships to pirates coming out of nowhere.

EDIT3: found a planet with only two lifeforms, both of which are predators.

EDIT4: Another couple of bugs.

Found a ship in a gas cloud. If I try to dock, the game crashes. And when I was in a gas cloud, I got damaged. I received -2 damage, resulting in me leaving with more HP than when I went in.

EDIT5: I dislike the game showing you where a rover's been if you leave one on the planet. I left one on a planet without realising, and went back there a few thousand turns later...

It's still going.

Also, I can't dock with ANY ships, now.

Rovers: I tried used them but they were bugged at the time and they "broke" the planets which I left them, but I think that's fixed now, not sure..

Fleeing from battles: I think when you are in the battle, I read that if you get to the edge of the map and press something, you can flee. But I never tried it, and usually when I asked for surrender (I believe it asks to the enemy if he wants to surrender), pirates usually accept.
Otherwise, you can flee when the pirates contact you to drop your cargo, you have some options there IIRC..like flee, negotiate, attack, etc.

About the gas cloud: maybe you could send magellan you savefile, that seems a bug that could be addressed.
I also noticed that if you try to tow a stranded ship in a gas cloud, you can't leave the gas cloud WITH the towed ship. It "drops" the ship inside the gas cloud, and it stays there forever.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Gabeux

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Re: Prospector, a roguelike in development
« Reply #2124 on: November 17, 2013, 04:14:37 pm »

I think you can turn that off in the configurations menu, there's a option called "Savescumming".
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

sambojin

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Re: Prospector, a roguelike in development
« Reply #2125 on: November 17, 2013, 10:04:08 pm »

From memory, fleeing from battles only works when you're miles away from the enemy ship, preferably next to a ship-combat map edge. But the further from the enemy the better. If you're faster then them you're fine('ish), if you're not then you get caught('ish).

Ingame, this means that if you're fast and agile you can just retreat (possibly with another battle shortly afterwards, but try and retreat better next time), or if you're slower you can fight. You can just pick either top or bottom of the map as a full-speed-ahead-to-the-other-side-of-the-map-captain! option and blow right past them, even if you're slower, just hope you pick correctly and then retreat as you hit the other side of the battle area. I'm not even sure if ship-combat-maps have edges now, but the further you are from your enemy and the faster you are, the better. Yes, all those ship upgrades are worth every credit.

Meh. I'm going to have to do those hours of gameplay I said I would. Too much information from too many versions ago. I could just say "Get two disintergrators/disruptors (whatever) and you'll be fine", but ship combat had an over-haul.

Actually, that's why I like ProspectorRL.  It's complicated, it's a voyage of discovery, but it's not terribly well wiki'd. So I probably know a lot more than some, but heaps less than other players, but I'm not really sure if my experiences are atypical or not. I could look at the source code, but meh. I'll "finish" the game one day. Today maybe :)
« Last Edit: November 17, 2013, 10:07:57 pm by sambojin »
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sambojin

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Re: Prospector, a roguelike in development
« Reply #2126 on: November 17, 2013, 10:25:49 pm »

http://code.google.com/p/rlprospector/

Double post, but since there seems to be plenty of interest in ProspectorRL (one of my favourite roguelikes), I figured that I'd chuck the link up again. Open source, BASIC programming, really cool and divergant starts (but you will end up with a mini-army and a trading/mining empire if you're doing well), and I've never really seen anyone say "I've won the game". Saves just before you won if you have, or it didn't happen.

For an easy start, grab a troop transport and start getting whatever minerals/exploration payments you can. Hire heaps of red-shirts, kill some red-shirts, kill some pirates, kill some xenos. Avoid ship combat. Try it, you'll have fun.
« Last Edit: November 17, 2013, 10:29:33 pm by sambojin »
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Gabeux

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Re: Prospector, a roguelike in development
« Reply #2127 on: November 17, 2013, 10:29:48 pm »

Yep ship combat can be hard if you just try to fire-fest at your enemies. I also noticed that "shields" exists and that they can mitigate the damage you do to the enemy ship, I believe. So you can't just steamroll like you do to the lifeforms once you have an army.
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Hanzoku

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Re: Prospector, a roguelike in development
« Reply #2128 on: November 18, 2013, 02:34:49 am »

At the same time, as soon as you find a ship-mounted disruptor, you're in business. I've found very few enemies that survive more then a shot or two from that.
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Caz

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Re: Prospector, a roguelike in development
« Reply #2129 on: November 18, 2013, 07:39:37 am »

Is it just me or is having a post/thread/username on Bay12 requred for indie devs, particularly roguelike devs?

Bay12 is the mothership.

And new prospector version!  /me downloads
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