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Author Topic: Prospector, a roguelike in development  (Read 284709 times)

ToonyMan

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Re: Prospector, a roguelike in developpement
« Reply #360 on: June 11, 2009, 05:48:14 pm »

Humans tend to fear powerful, mysteries things.
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BishopX

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Re: Prospector, a roguelike in developpement
« Reply #361 on: June 11, 2009, 07:10:52 pm »

You might want to try nethack, it has decent tile graphics support (blasphemy!) and the most depth I've found yet.
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Candlejack

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Re: Prospector, a roguelike in developpement
« Reply #362 on: June 11, 2009, 07:13:06 pm »

What about Dungeon Crawl Stone Soup? It has the friendliest interface or any roguelike.
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Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #363 on: June 11, 2009, 07:35:07 pm »

What about Dungeon Crawl Stone Soup? It has the friendliest interface or any roguelike.
Only the graphical version.

 Still, the graphical version of it rocks several different levels of awesomeness.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

magellan

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Re: Prospector, a roguelike in developpement
« Reply #364 on: June 12, 2009, 02:40:26 am »

I've tried several times and have come to the conclusion: I will never be able to get into crawl stonesoup.
I go down 3-5 *huge* levels killing kobolds and more kobolds and then some kobolds and then i get killed by a .... kobold because i am just too bored by killing kobolds on huge levels to pay attention enough.
Sometimes there are snakes though.

Anyway: Fuel for jetpacks ... that's an idea. Of course one could die by jumping up a mountain and not have any fuel left to jump back down, wich seems a little harsh but is also somehow the players fault.

Of course this whole blocking business is a problem. You have a spaceship, you stroll around on planets without atmosphere yet a few rocks and water are an insurmountable obstacle?

But then again realism is highly overrated. I mean for example: tiny rectangular planets. Unrealistic, no doubt. Fix? simple! *strolls off to add scrolling and increase planet size to 8000x4000 tiles and enable the "enter opposite" flag for player movement* 5 minutes of work. Result: boring planets.
Nah sorry, i rather have my unrealistic square ones. Let me use this opertunity to go "hmmmm" 
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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 developpement
« Reply #365 on: June 12, 2009, 02:50:22 am »

well after 4+ hours of dedicated gaming (nerding it off), i managed to buy the Heavy Explorer and reach the end game.."Do you wanna retire".. nope? :D

Without spoiling everything but, are those robot "killable"? I mean:

Spoiler (click to show/hide)

Also, I'm getting an error message on console... like "Error placing item = 1024"..Can't remember well '-'

Ah, and I've explored the whole "map"..still I can't find any pirate bases, do they exist?

Cyas
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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.

magellan

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Re: Prospector, a roguelike in developpement
« Reply #366 on: June 12, 2009, 03:42:04 am »

Ah! thx for telling about that message! Means i have to increase the number of maximum possible items.

And yes, pirate bases do exist.
Spoiler (click to show/hide)

As for the bots:
Spoiler (click to show/hide)

Edit to add: Ok... if my ancient comp an handle 65000 items without problems i was seriously saving memory at the wrong point there.... sry.
« Last Edit: June 12, 2009, 04:21:18 am by magellan »
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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 #367 on: June 12, 2009, 12:02:59 pm »

I have to admit that the Robot cities are the toughest aspect of the entire game especially once you enter the dungeon.

Though this is mostly because once you have a crew of 20 equipped with amazing weapons and armor they are pretty much the only thing left that is a challenge.

On a side note: Sandworms are surprisingly easy compared to the Dune version (where even military vehicles couldn't harm them)
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BishopX

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Re: Prospector, a roguelike in developpement
« Reply #368 on: June 12, 2009, 01:07:35 pm »

Yeah, my trick with sandworms is to hunt them with the ships weaponry...

Also, the cave in the imortal world can be very difficult with 20 well armed guys. I'm tempted to see if I can do it with 50 using a drop ship.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #369 on: June 12, 2009, 02:40:26 pm »

Let me take this opportunity to say: The toughest critters are
Spoiler (click to show/hide)
Oh and the immortals cave has a pretty nifty gadget. Ever found it? (who manages to find out what Scifi TV show i ripped *that* one off of gets a cookie)

And while we are at it: I've been playing around a bit with the chances for "stuff": anybody ever found pyramids? (not counting the one on the immortals planet) I am wondering if i should make them more common.   
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

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Re: Prospector, a roguelike in developpement
« Reply #370 on: June 12, 2009, 03:07:04 pm »

yeah, I've come across them. I wish they did something though...

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Gabeux

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Re: Prospector, a roguelike in developpement
« Reply #371 on: June 12, 2009, 03:09:22 pm »

immortals planet = eden?
I've found one there...

Actually..
Spoiler (click to show/hide)


And thanks for the info about the pirates base, guess I'll scan and land on every planet until I reach'em... hehehh

This game only lacks a feature: building (and digging?)  :P  ;D
[Sorry, I'm a 'building addict', don't take this seriously]
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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.

Candlejack

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Re: Prospector, a roguelike in developpement
« Reply #372 on: June 12, 2009, 03:12:19 pm »

How do I use ship weapons on the ground? Do I radio in an attack?
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Gabeux

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Re: Prospector, a roguelike in developpement
« Reply #373 on: June 12, 2009, 03:14:12 pm »

/\

Spoiler (click to show/hide)


And talking about radio commands...can you spoil'em for me? hahaha
I found 5 of the 7 you said that exist...

Actually, if you mix the "suicidal one" with the "building stuff" i said, it could turn into a small "survival game" ahhaha

Oh god...

[edit]:

Forgot to say, i found a bug due to the item limit..
When I drop some item [on a planet], the character automatically and instantly takes it back..
So I'm stuck with the items I got, and my inventory is bugged =/
« Last Edit: June 12, 2009, 03:24:18 pm by Gabeux »
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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.

magellan

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Re: Prospector, a roguelike in developpement
« Reply #374 on: June 12, 2009, 03:32:06 pm »

Dropping stuff works if you turn off autopickup. There aren't exactly many reasons to drop stuff though.
Hmm... actually it doesn't need too. will be fixed with next release wich will come soonish.
I am guessing that the commands you miss are the rather uninteresting ones.

Ah well...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Oh: And digging *is* already in the game :P
« Last Edit: June 12, 2009, 03:36:28 pm by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/
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