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Author Topic: Prospector, a roguelike in development  (Read 284553 times)

chaoticag

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Re: Prospector, a roguelike in developpement
« Reply #180 on: May 03, 2009, 12:14:10 pm »

I just had some alien guy called Apollo who thought he was god, he killed all my security and forced me to workship him for the rest of my life.   ;D
Happened to me about three times.
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ToonyMan

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Re: Prospector, a roguelike in developpement
« Reply #181 on: May 03, 2009, 12:46:47 pm »

I just had some alien guy called Apollo who thought he was god, he killed all my security and forced me to workship him for the rest of my life.   ;D
Happened to me about three times.

You make me feel so happy inside...
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beorn080

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Re: Prospector, a roguelike in developpement
« Reply #182 on: May 03, 2009, 01:05:04 pm »

Just so long as there's no sort of tribbleations I'll be happy.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #183 on: May 03, 2009, 02:23:29 pm »

Quote
Just so long as there's no sort of tribbleations I'll be happy

Hmmm there is something to be said about having your ship infected or even your characters.

One thing you MAY need to work on is what type of creature is allowed what (well not "Allow" but what type of creature tends to have what)

I am fighting a 4 tentacle insect (and oddly a 4 tentacle Lizard... I think I am on Tentacle Planet)

Alright... this is weird... I am being attacked by "Flying Flying Leafs" on a planet... and it is apperantly uninteresting (though given that it is the closest planet to a space station it makes sense)
« Last Edit: May 03, 2009, 02:47:31 pm by Neonivek »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #184 on: May 03, 2009, 03:12:24 pm »

http://en.wikipedia.org/wiki/Tentacle

It isn't exactly common down here and afaik unknown on insects, but it happens... ;)

The flying flying leaf is noted however :)
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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 developpement
« Reply #185 on: May 03, 2009, 03:32:00 pm »

Alright here is something I think you should deal with in some way (I am doing this while playing >.>)

I went to a planet with a 0% chance of life and found an insect and got only 30 Biodata points for some reason. (I also found a second insect... >.> but it was friendly)

I think Insects that defy the current universal view of the sustainability of life would be worth quite a bit.

Then again there was an abandoned spaceship so these insects could be the crew or the crew mutated into insects. (If only that was possible :P)

Alright I am starting to think it is because of my scanners... I found a 0% life planet with trees...

On a side note: How do you drug creatures or feed them? do you need to buy the Food Cargo?

As a sugestion: You should be able to somehow recruit intelligent friendly creatures you find on planets.

Edit Addition: Alright I think my Scientist is simply stupid... this is my 5th Life filled planet incapable of sustaining life so far.
« Last Edit: May 03, 2009, 04:07:14 pm by Neonivek »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #186 on: May 03, 2009, 04:07:27 pm »

just 'o'ffer it to the creature. it might not take it, and even if it takes it it might not eat it, and even if it eats it it might not be affected though :)

The thought hasn't occured to me and its definitely a good idea! The lower the chances for life, the higher the biodata! gonna nib that.

generally speaking: player monster interaction: yep... definitely room for lots of improvement there!
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

pilgrimboy

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Re: Prospector, a roguelike in developpement
« Reply #187 on: May 03, 2009, 04:12:24 pm »

Hi Magellan,

I have been playing and enjoying the game.  Thanks for making it.  Can I support the game financially by donating to Bay 12?   ;)

Anyway, the only suggestion I have at the moment is that I would like for the color of an inspected plant or dead animal to turn a different color.  That way I can know which ones I have inspected and which ones I have not. 

Thanks.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #188 on: May 03, 2009, 05:58:54 pm »

found another glitch

I found a creature that has two tentacles and three tentacles.

Found another bug: No arms with 0 short legs. (Shouldn't it say no legs?)

Lastly I discovered that you always walk in the dirrection you throw a grenade... It killed my whole Crew (Curses those Forcefields are useless!)
« Last Edit: May 03, 2009, 07:24:58 pm by Neonivek »
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BishopX

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Re: Prospector, a roguelike in developpement
« Reply #189 on: May 03, 2009, 10:12:12 pm »

Great Game!

A couple of issues though...

-Minor typo with the mining drill: "It's to hard" -> "It's too hard"

-creature weight seems off. Vicious mammals weigh ~4-8kg and can kill 2+ armed&armored humans in 1 go? What are they, the rabbit from Monty Python?

-lack of coordinate read out

-do gas bubbles underground screw up the controls?

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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #190 on: May 03, 2009, 10:19:10 pm »

Well all the animals are rather small... The largest one I ever seen was 20 Kilograms so it was still lighter then a person. (though I did fight a Sand Worm from Dune... but it was far too easy to be the same one)

Goodness if you ever got the chance to go to earth you would be KILLED!
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #191 on: May 03, 2009, 10:30:43 pm »

Another marathon session, and I`ve got some balance points I`d like to mention. 

(I)nspect:
   Chasing down slain aliens and performing autopsies on their bodies is fun, and it nets you enough biodata to be worthwhile.  On the other hand, hitting "I" a couple hundred times on a forest planet for 1 point each is considerably less fun.  I think the old way of collecting plant data was better.

Resources:
   Slightly more realistic, and a lot more interesting as far as making special planets -- how about making rare, valuable minerals (Transuranium (sp?), exotic gems, etc,) rarer on the surface of planets?  Wandering around the surface could net you iron, copper, occasionally gold, non-exotic gems, aluminum, etc, but in order to get the really good stuff you would have to go under the surface of the planet.  This means that mining-specialized players would be especially interested in finding caves, while more hunter-specialized players would search for high life planets.
   On a related note, putting more of the minerals in rubble (especially underground) would make the mining devices much more critical.  Mining devices could start at 500, and require say 50 oxygen to use.  An improved mining device could cost 1500 and require 25 oxygen to use.    Advanced mining devices cost about 5000 and require 10 oxygen to use.  (the oxygen here represents time and work on behalf of the crew, not actual fuel for the device.)

Mobility:
   Does anyone use hover platforms? I never have.  Water isn`t enough of a barrier to bother me, and when it is I just land on the planet again.  I suggest making more or all water deep (what good is shallow water in the game?) and ice dangerous to walk on -- a 1% chance of it cracking or you falling into a crevice.  Suddenly hoverplatforms seem more attractive if i need to get around ALL water and ice safely.
   How about adding rock-climbing gear to get around mountains? Maybe steal a page from ADOM and have two types of mountains, normal mountains and high mountains.  If the water ice suggestion were also used, in the early game people would have to specialize in either mountainous terrain or watery terrain.  Up the price on the Jumpjets to 3000/set of 5 and you push them into the midgame, which is where I think they belong.

Semi-special planets --
  A bit more flavor text would be nice.  Instead of just the super special planets (Sandworms, Apollo etc) getting flavor text, why not have more common types of planets also have flavor text?
For example:
--High vegatation worlds:
   "Sensor reading report a thick layer of vegatation on this planet.  What appears to be the surface of the planet is, in fact, a mid-level canopy of a planet-spanning rain forest."
--Large amounts of minerals:
   "Sensor readings show an amazing amount of concentrated mineral deposits on or very near the surface."
--Earthquakes
   "A high level of tectonic activity has been detected on the surface.  It seems that this planet`s mantle is very thin, and magma leaks to the surface are dangerously common."
--Sub levels
   "We are getting some strange readings from this planet.  Apparently, this planet is honeycombed by massive subterranean caverns, reaching far below the surface."
Etc.
What do you think?
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #192 on: May 03, 2009, 10:38:12 pm »

Quote
Does anyone use hover platforms? I never have.

I think they also SEMI-Protect from Acid and Lava... The Semi comes from the fact that they also splash.

Though they are all secondary to Jetpacks which make mountainous planets barable

As a suggestion: The Objects a place sells should shift from time to time. I started a game where all three space stations had no Auxilery Oxygen supply... Meaning unless I found any I couldn't fully explore Toxic planets with a deep underground.
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Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #193 on: May 03, 2009, 10:42:32 pm »

 I can't believe this isn't in:

 A planet with the replacement water type being magma. Aka, molten worlds.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #194 on: May 03, 2009, 10:43:39 pm »

There are SORTA Molten worlds they just usually don't start that way.

They are unfortunately almost impossible to move on because eventually lava is everywhere and your crew will die.
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