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Author Topic: Prospector, a roguelike in development  (Read 284696 times)

codezero

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Re: Prospector, a roguelike in developpement
« Reply #315 on: June 05, 2009, 03:40:20 am »

oh yeah ok. That works fine on mine. I suppose it's your graphics card.
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wallish

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Re: Prospector, a roguelike in developpement
« Reply #316 on: June 05, 2009, 11:11:53 am »

Has anyone else encountered a
Spoiler (click to show/hide)
?


Yes, yes I did. But I thought it was a feature.  The surface was pretty average, some trees but mostly flat land with mountains.  I killed a few things (including another away team!) then went into the tunnel.  Oxygen was getting low so I left the tunnel (took maybe three steps).  Now it was one of those crater worlds where there's mountains EVERYWHERE. Then magma started to pop up and I had to make a crazy run to my ship (almost got cut off).

Like I said, seemed like a feature.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #317 on: June 05, 2009, 01:38:50 pm »

Dang I am behind in versions if you can travel to Da *Spoiler*... Though Perhaps Ill wait until that 1 becomes a 2
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #318 on: June 07, 2009, 06:45:37 am »

Hehe. Can't say i blame ya. :)

Though i would like to say: 48 hours and counting without a bug report!

Wich has of course 3 possible explanations :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

a1s

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Re: Prospector, a roguelike in developpement
« Reply #319 on: June 07, 2009, 07:38:49 pm »

Though i would like to say: 48 hours and counting without a bug report!
here you go:
in 16d, I came into the space station to basically die there, however I was faced with this optimistic message of denial:

naturally when I exited, I still died from my life support failing (though I was actually expecting to become the station's cook  ::))
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

magellan

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Re: Prospector, a roguelike in developpement
« Reply #320 on: June 08, 2009, 03:39:41 pm »

Ah yes.... thats what i get for doing the same thing (like paying for stuff) in 4 different ways ....
Thanks for pointing it out!
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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 #321 on: June 08, 2009, 03:44:31 pm »

Holy cow your still doing dedicated work on this project?

Well that certainly defies the standard of this forum.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #322 on: June 08, 2009, 05:30:12 pm »

Well, if someone points out a bug i am going to fix it of course!
And there are still a lot of things that could be improved.
The leaps are getting smaller (Last big one was 1.4 to 1.5: Shiptypes) which dampens motivation a bit, but there seem to be some folks out there who enjoy this thing, and that is highly motivating!
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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 #323 on: June 08, 2009, 05:32:39 pm »

I have a suggestion for the distant future: Since you have robot cities and things like that (which oddly cannot be salvaged for parts but that isn't the suggestion)

How about if some planets could host cloaking devices or forcefields for planets you have yet to discover/explore that you can shut off?

I got a lot more suggestions but I need to play 1.6
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #324 on: June 08, 2009, 05:58:55 pm »

My ideas for the "next big step" go a bit in that direction.

...
That and procedural plot.  ;D
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Sowelu

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Re: Prospector, a roguelike in developpement
« Reply #325 on: June 08, 2009, 06:16:04 pm »

That and procedural plot.  ;D

I was about to post suggesting that.  :D

I'd say worry about making a non procedural one first though.  Gearhead's plots weren't much fun, because they were more 'procedural' than they were 'plot'.  Make sure the player can actually get into it!

(also, remember that plots in a highly lethal game can be really annoying)
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #326 on: June 08, 2009, 06:31:50 pm »

Oddly I was just gang attacked... and no I don't mean 3 vs 1

I mean THE POPULATION OF THE ENTIRE PLANET ATTACKED ME!!! (Not a complaint)

Interesting and I agree it is a lot more interested (though the lack of actual interactment with alien species aggrivates it) it just means for a while the start of the game is going to be tougher

One thing I was very happy to see was aliens wearing armor (though oddly I couldn't take it said armor)

One thing I find odd is how powerful Melee weapons are. Why are Combat knifes dealing more damage then Guess Pistols? Is it that they use different math?
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Candlejack

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Re: Prospector, a roguelike in developpement
« Reply #327 on: June 08, 2009, 06:55:10 pm »

My main issue is the chunkiness of the interface. Scanning doesn't seem to take anytime, so it should auto scan all planets when you enter a solar system and allow you to just scroll through them along with some menus to make everything prettier. You should also land from the scan screen.
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a1s

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Re: Prospector, a roguelike in developpement
« Reply #328 on: June 08, 2009, 07:01:58 pm »

first of all, no, scanning takes one turn and (more importantly) one unit of fuel.

Bug time!
I was just attacked by an opponent I couldn't see. which is cool, if not for the fact that I had level 3 sensors, and was attacked by laser, which has range 2!
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

magellan

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Re: Prospector, a roguelike in developpement
« Reply #329 on: June 08, 2009, 07:05:30 pm »

... did you attack a grey/blackish centipede on eden? In that case:  ;D

The reasoning for the closecombat weapons damage is twofold:
1) The critter needs to be next to you (and can bite you)
2) they are ineffective against walls

Also the armor of critters would be an exosceleton or a chitin shell... what would you do with that? Hmmm... you know robots could drop metal resources i guess... honestly the thought hasn't occured to me. thx neonivek!

As for the "procedural plot" i was thinking very rudimentary:
Have a handfull possible scenarios of where those terribly advanced aliens went and have a handfull of planets with clues as to what it is and 1 where there is the solution (with possible consequences for the colonization of the sector) and a reward that pushes you over the winning conditions.

Edit to add: If your pilot screws up scanning can take even more than 1 unit of fuel. Oh... and scanning several times reveals more, but scanned mapdata is pays less than data you got with getting your boots dirty, so there is a decision to make here. Landing from scanning screen, yeah, that wouldn't hurt i guess.

a1s: You mean on a planet or spacecombat? The range of shipweapons shown is optimum range. Max would be optimum x3 ... hey! another thing we can make a little prettier without much hassle!
« Last Edit: June 08, 2009, 07:13:33 pm by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/
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