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Author Topic: Prospector, a roguelike in development  (Read 284532 times)

Little

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Re: Prospector, a roguelike in developpement
« Reply #135 on: May 02, 2009, 03:41:34 am »

I really would like there to be some kind of way so that you know your coordinates.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #136 on: May 02, 2009, 04:26:37 am »

Unfortunately its a tad more than just the gasclouds. its roads, cultivated lands, lava, oh... dungeon walls.... and propably a few things more somewhere i am forgetting right now.

So maybe i better make a clean linux version before i start throwing it at people.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Karlito

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Re: Prospector, a roguelike in developpement
« Reply #137 on: May 02, 2009, 04:27:16 am »

I am getting the slight idea that Magellen is the guy working on it... but subtext, implied meanings, and inferences are my weakness so I may be reading too far into this.
So is reading the whole thread apparently.  ;)
Yes, Magellan is the guy working on this.
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codezero

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Re: Prospector, a roguelike in developpement
« Reply #138 on: May 02, 2009, 04:35:06 am »

Yeah I just realised it's the whole extended ascii set. But apparently it's just my console that doesn't support it, and it's possible to change some terminal settings so that they are supported, it's a bit of a pain though on my end so it might be better for you to use unicode or whatever you were gonna do. It works well if I replace chr(179) with "▒"
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #139 on: May 02, 2009, 04:37:52 am »

Quote
So is reading the whole thread apparently

I thought I did but I guess I skimmed too much or took his original wording differnetly.
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Captain Mayday

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Re: Prospector, a roguelike in developpement
« Reply #140 on: May 02, 2009, 04:38:54 am »

Fairly minor spelling and grammar problems spotted so far. I don't mean to sound pedantic, and I know it's far from a complete game, but these are easy to fix and the words tend to flow better in some other methods of phrasing things.

ship select screen reads 'Chose ship.' should be 'Choose ship'

Scout text reads: 'can hold some highrade Equipment'. should be 'can hold some high-grade equipment.'

Long range fighter: 'It can't hold a big crew or cargo, but strong weapons...', should be 'It can't hold a big crew or cargo, but can carry strong weapons...'

Light transport: 'Not built to defend itself it is the...' should be 'Not built to defend itself, it is the...'

Troop transport: 'Usually used for invasions. But it can be used for exploring as well, especially on planets with many hostile lifeforms.' should be 'Usually used for invasions, it can also be used for exploration, particularly on planets with many hostile lifeforms.'

Destroyer: '...It can also load enough fuel to get it where it's needed and deliver a considerable amount of ground troops.' should be '...It can load enough fuel to get it where it's needed and can deploy a considerable number of ground troops.'

Merchantman: 'Still an easy target without escorts. Though smaller pirate ships might think twice about attacking it. ' should be 'While it is an easy target without escorts, smaller pirate ships may think twice about attacking it.'

Battleship: 'A spacecombat powerhouse. Designed to obliberate enemy fleets. It's only weak point is its low endurance. Long missions aren't its strong point.' should be 'Designed to obliterate enemy fleets, it is the powerhouse of a fleet. Its low endurance is its weakness, making long missions difficult.'

Heavy troop carrier: '...operate without escorts proteting it.' should be '...operate without escorts protecting it.'


This is just the ones I've found for the ships.

After starting the game:
'... and finding ressources your goal...' should be '... and finding resources. Your goal...'
'but beware...' should be 'But beware...'
'You start your carreer...' -> 'You start your career'

Sensor (ECM I system and ECM II system) - 'Designend to prevent...' -> 'Designed to prevent...'

Rail gun 'Warheads are ommited...' -> 'Warheads are omitted...', and '...allow for smaler easier to...' -> '...allow for smaller, easier to...' and 'Ammuniton' -> 'Ammunition'

Fuel tank: 'Not the savest way...' -> 'Not the safest way...'

« Last Edit: May 02, 2009, 04:48:03 am by Captain Mayday »
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #141 on: May 02, 2009, 04:40:22 am »

Quote
Scout text reads: 'can hold some highrade Equipment'. should be 'can hold some highgrate equipment.'

I am going to call you out on this. I personally think it is 'can hold some highgrade equipment'

Though I am kinda hoping I am wrong if ONLY because "Highgrate" only deepens the mystery.
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Captain Mayday

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Re: Prospector, a roguelike in developpement
« Reply #142 on: May 02, 2009, 04:41:27 am »

Quote
Scout text reads: 'can hold some highrade Equipment'. should be 'can hold some highgrate equipment.'

I am going to call you out on this. I personally think it is 'can hold some highgrade equipment'

Blah, you won't believe that I spotted that and forgot to fix my own typo.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #143 on: May 02, 2009, 04:47:16 am »

Some of your corrections however need thematic corrections as they are too wordy such as: 'While it is an easy target without escorts, smaller pirate ships may think twice about attacking it.'

Rather... it is just the "While" part that just throws you off.

As a throw away suggestion (because indicating a problem without offering a solution is sometimes considered rude)

"An easy target more then a match for small pirate ships"

Hmm that doesn't work much either... then again I didn't have my faith in my own writing.
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Captain Mayday

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Re: Prospector, a roguelike in developpement
« Reply #144 on: May 02, 2009, 04:49:23 am »

Some of your corrections however need thematic corrections as they are too wordy such as: 'While it is an easy target without escorts, smaller pirate ships may think twice about attacking it.'

Rather... it is just the "While" part that just throws you off.

As a throw away suggestion (because indicating a problem without offering a solution is sometimes considered rude)

"An easy target more then a match for small pirate ships"

Hmm that doesn't work much either... then again I didn't have my faith in my own writing.

I am having trouble getting a feel for the appropriate length as it seems to vary. I would gladly offer full sets of replacements based on Magellan's preference for short and sweet, or slightly flavorful.
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WorkerDrone

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Re: Prospector, a roguelike in developpement
« Reply #145 on: May 02, 2009, 04:52:42 am »

If you want any recommendations, requests, and or suggestions, then Magellan, heres one.

This game needs more flavor text. Since as of now it won't achieve the sheer interactivity that Dwarf Fortress has, having the ability to manage your crew to some extent, customize your ship in more ways than weapons, scanners and shield generators, and a bit more Lore would make your game more interesting (And just let me say this is a nice looking game so far, though I haven't played into it as much as I wish yet) than it already is.

To give this game more playtime for one thing, you should have the ability to command other ships. A good system for this would be recommended aswell. Though I'm not sure how you would choose to go about this, as it could be hard to implement, or go against your goals for this game, it would in my opinion make it fun. Seeing as how you can buy a Battleship, I don't see why you can't also have a small fleet of ships aswell.

Another thing that might or may not get worked on, in the future along with the rest of these things, is the Away Team. Right now they just happen to be a bunch of Redshirts that stand for HP.(though I may just be the only one who thinks of them as the Marines from Aliens. They Marines all die, but they look kick ass doing it).

It would be nice if they we're actually individuals, and along with an actual equip system, had the items from the armoury on them. Instead of manually doing the equipment of 30-70 guys, you could just get a screen that showed which items your team would use. You have 15 Plasma weapons but have 25 Security? Than equip the remaining 10 with Lazer Rifles. All done with the - and + like everything else.

But yeah, all I can suggest at this point is flavor text, more interactivity, and a bit of fine tuning, and this game would be a blast.

And to top off all that, let me add that all of the above is not likely to be added any time soon due to time constraints. So...now you people can't say anything about me asking for a ton of shit. :P
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codezero

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Re: Prospector, a roguelike in developpement
« Reply #146 on: May 02, 2009, 05:17:20 am »

A couple of shop bugs:

If you hit enter a couple of times on sensors that don't fit and can't afford, it buys the sensors anyway, and gives you some credits.

If you try to buy a hull you can't afford it says "you don't have enough money", and then clears the menu so you can't navigate out of it most of the time.
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #147 on: May 02, 2009, 05:18:27 am »

This is my first time trying out the quote system for this forum.  Fingers crossed; this is usually a pain for me.
Destroyer: '...It can also load enough fuel to get it where it's needed and deliver a considerable amount of ground troops.' should be '...It can load enough fuel to get it where it's needed and can deploy a considerable number of ground troops.'


I don`t see a problem with the word deliver here.  You can deliver people as well as deploy them.  Deploy does sound more...militaristic, tho.

Merchantman: 'Still an easy target without escorts. Though smaller pirate ships might think twice about attacking it. ' should be 'While it is an easy target without escorts, smaller pirate ships may think twice about attacking it.'

Hmm.  This is a tough one.  It might be too long, but I`d say something like:
"While it is an easy target when not protected by escorts, smaller pirate ships may think twice about attacking it."
or, more simply
"It is well enough protected to make smaller pirates think twice about attacking it."

Battleship: 'A spacecombat powerhouse. Designed to obliberate enemy fleets. It's only weak point is its low endurance. Long missions aren't its strong point.' should be 'Designed to obliterate enemy fleets, it is the powerhouse of a fleet. Its low endurance is its weakness, making long missions difficult.'
This doesn`t need much change. How about
"A space combat powerhouse, designed to obliterate enemy fleets.  Its only weak point is its low endurance; long missions are not its strong point."

Honestly, though, the spelling errors didn`t really bother me.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #148 on: May 02, 2009, 05:23:04 am »

First of all thank you all, and the chose choose thing was fixed like 3 updates ago :P

@ codezero. I was just thinking that it might be just a console config thing :) Can you do me one more favour and test if save/load works? because that was where i was excpecting problems to occur.

@workerdrone
Fleets have crossed my mind, immediately followed by an "oh my god..."

As for:
Quote
you could just get a screen that showed which items your team would use. You have 15 Plasma weapons but have 25 Security? Than equip the remaining 10 with Lazer Rifles. All done with the - and + like everything else.

They do that! and if one with a plasma rifle dies one with a laser rifle grabs it. There isn't really a meaningful decision for the player to make here.

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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

codezero

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Re: Prospector, a roguelike in developpement
« Reply #149 on: May 02, 2009, 05:43:05 am »

Yeah save/load works, tested it a few times. The keys thing is annoying, I'm gonna try converting all the inkey to multikey in the src, unless you want to. It'd be a lot more responsive then too I think.
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