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Author Topic: Prospector, a roguelike in development  (Read 284769 times)

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #405 on: June 15, 2009, 06:41:45 pm »

Personally I am still waiting for better Alien Interaction then Colonisation.

Which one is likely to get in first?

Can we bring creatures food or spike it with Sleeping toxins for them to eat so we can scan/pilfer them while they sleep?
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ductape

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Re: Prospector, a roguelike in developpement
« Reply #406 on: June 15, 2009, 07:04:11 pm »

<---- wants more features. will pay. send food.
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I got nothing

wallish

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Re: Prospector, a roguelike in developpement
« Reply #407 on: June 15, 2009, 10:07:04 pm »

Personally I am still waiting for better Alien Interaction then Colonisation.

Which one is likely to get in first?

Can we bring creatures food or spike it with Sleeping toxins for them to eat so we can scan/pilfer them while they sleep?

Ooh, new ship type: science vessel.  Contains hundreds of stasis pods and an autopsy room for the collection and classification of alien life!  Stun an alien to knock it out.  You can take with you as many aliens as you have security personnel.  Nets you 2 to 5 times as much biodata as normal (or however much to make it worth the time).
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #408 on: June 15, 2009, 10:22:12 pm »

<---- wants more features. will pay. send food.

But while I eat i can't type stuff...i don't see how that would help ;)

As for which comes first i think it might be at the same time. As soon as i have a clear idea what i need for the planetside part of the game  and how to do it  and the guts to just highlight that part of the code and hit DEL, things should fall into place rather quickly. Not quite at that point yet though.

Oh, and i kinda like the idea of stupid automated, breakable expensive Mars (well not mars obviously) rovers. Drop on planet, fly away, return to find it fell into a lava pool or got eaten or something. 
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Chutney

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Re: Prospector, a roguelike in developpement
« Reply #409 on: June 17, 2009, 01:11:04 am »

I just thought I'd pop in to let you know that I'm a fan of this game, magellan, and keep this thread open at all times, to occasionally refresh to check for new posts (maybe posts that contain links to updates :o).

I actually have a suggestion for you, if you care to hear it. Right now, as far as I've seen, every alien will talk to you. Fascinating that every species in the galaxy is intelligent enough to speak, and our language, too!
Here's the suggestion: Each alien species has an intelligence level, say between 1 and 5. at level 1, they're feral animals that run around and eat space explorers. level 2 shows them using tools (bow and arrow aliens), 3 they begin to talk, 4 you begin finding their little houses everywhere, and 5 you find farmlands on the planet.

Of course, this might overly complicate things. I'm assuming you create planets as the user lands on them for the first time. With this, I'd think it would have to make the planet, check the intelligence of all the creatures, and then construct their huts/farms(if any are capable of it), which might take a bit longer to load then just "Here is a planet, dot the surface with aliens".

Anyways, thanks for reading, and good luck with your game!
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #410 on: June 17, 2009, 02:49:48 am »

First of all thanks a lot chutney.

2nd that's pretty much how it is already. sometimes your science officer botches his roll and you get the "can make no sense out the foos sounds and actions" (maybe i should make that roll a tad harder) And the lowest alien intelligence rank has 3 answers to give: "You are food!","You got food?",and"Me not food" wich are three concepts most living things (at least down here) can communicate in one way or other.
Not sure why they build farmlands before they build huts though. They actually aren't supposed to.

Anyhows thanks for the feedback, keep it comming. always interested in ideas. Next version should be here soon, and will contain more rocket launchers.
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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 #411 on: June 17, 2009, 06:59:56 am »

Suggestions? Alright I guess though I'd like feedback on them.

-Grenades are sort of more powerful then is reasonable. I've had a squad of 20 be taken out by one grenade even though they had Forcefields and battle armor despite the fact that they were fighting off GIANT ROBOTS earlier.
-As a Captain it would be interesting if you can gain levels (just like the other three can) which could be used to survive enemy attacks.
-Cargo is nearly worthless... Can their worth be increased somehow? Even the best ships would find it hard to make money of trade. (At least in my experience)
-I have said this before but the ability to recruit alien species
-The Ship is capable of being further damaged and destroyed while on the planet surface.
-Medical Doctor who uses Medkits automatically but whos important purpose is to stop Alien diseases and parasites.

Possible Alternate Endings
-Find an Ascension device and use it to ascend
-All Space Stations and Rogue Stations destroyed. You command the Galaxy
-Marooned forever: The ship is pernamently destroyed and no one comes to save you. Enjoy your new life.

Possible Planet themes
-Planet of the Gods: You discover a planet with a random god on it (Roman, Greek, Egyptian, whatever) and stuff happens.

UHh hmmm maybe not my best ideas... It is like my brain is clogged.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #412 on: June 17, 2009, 07:24:53 am »

Interesting...
The planet with the god  has been in there since ...  well actually since i added the first uniques, wich i honestly can't recall when that was :)

And for cargo i have had the exact opposite said, twice in fact. (Ok, max fluctuation was starting price+500% then with no minimum price and now it's +300% with 50% starting price minimum.)

As for medics: Of course the thought "It's a space game, we need mysterious diseases that make zulu fight with a rapier and O'riley short circuit the engines, because it's a space game and we need mysterious dieseases" crossed my mind.
The question is of course again the how and what. sick ships are banned from station entry until they find the cure (Medic makes his skillroll)? Can't really see that adding much except for yet another inescapable death. 
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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 #413 on: June 17, 2009, 07:45:00 am »

Thanks for your response Magellan.

You have so much content I have a hard time keeping track of it.

as for the Cargo... That is a lot of Flux. I mostly meant more expencive cargo but I had no idea the game was so generous with the amounts.

Quote
Can't really see that adding much except for yet another inescapable death
-Well it could stop short just of killing the captain each time. In the Alien Infestation scenario you and your important Officers (And maybe whatever security crew you can safe) go up and kill the bugs!

Though perhaps the method is to not belittle the space suit. So diseases should be a visable instance from an attack for example. Your medical Officer should be able to cure the disease automatically (without the need for a roll) with a sample of the creature.

Though since this is a crazy space adventure who says you want to be cured? Maybe you are infected with Lycantropy! (Hmmm gives me an idea). Diseases should have any multitude of symptoms.

Alternative Planet Themes
-Restoring Waters: The Planet contains waters that have healing propertise. However it is populated by giant mutant creatures who don't seem to die. On the plus side it has rather substantial exploration rewards.
-Living Planet: Seems like an ordinary planet except inside a cave is a system of what seems to be organs. You can leave it alone and leave the planet peacefully or Harvest the Organs. The planet will die. Another Hazard is the planet can chase the ship and swallow it. If it does so your stuck inside until you can get free somehow.
-Living Planet 2: The planet is alive in the sense that it is a huge ball of flesh. Creatures here resemble cells and microscopic creatures. If you can get to the brain deep underground you get important knowledge of the universe from this seemingly ancient creature.
-Wonderous: The planet has many wonders of great treasure and food with people who are receptive and loving. Some of your crew will even chose to stay against your wishes. Once you leave however the illusion fades and you see the planet for the sludge filled sesspool that it was. (Science officer can see through this)
-Lycantropy: A relatively harmless and ordinary planet except when there is an eclypse, which happens quite often, when all the creatures will shift and transform into powerful creatures with diseased bites.
-Resort: The Planet contains many great fruit trees, warm hot sun, and cute fuzzy animals. You hardly want to leave (perhaps some chose to stay) but when you do you feel better for the stay.
-Underworld: A Planet filled with undead, demons, and lava (I am sure you have this)
-Temporal Flux: Creatures and beings seem to move either fast or slow on this planet. Creatures frozen in time are like trees. Unfortunately sped up creatures are quite deadly. Perhaps that science facility on the planet can tell us something.

Treasures:
-Atlantis / Mu Ship or Island: You have a ship from Atlantis or Mu or perhaps the whole Island as a ship. It can turn into a Space Station if you wish to abandon it for a better ship.
-Origin of Species: You know the originator of human life. Alternative Ending Treasure.

Suggestions:
-Fully Exploring Plasma Clouds should get exploration points and allow safer (though not safe) travel through the same cloud if it doesn't already.

What do you think?
« Last Edit: June 17, 2009, 08:00:54 am by Neonivek »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #414 on: June 17, 2009, 08:01:51 am »

Quote
You have so much content I have a hard time keeping track of it.

I do?  ;D Thanks!

Base prices... yes, could be that those are a little on the low side.

You are right ... with have an eden that is eden, we also need one that isn't! How was it possible for me to overlook that!
Healing planets: we got that one, in a sorta kinda way.
Living planets: another classic i somehow didn't think of! Might will steal that idea in one way or other.
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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 #415 on: June 17, 2009, 08:03:47 am »

Please steal away. If I was worried about you using my ideas I wouldn't post them here.

Or rather I put my ideas here specifically so you will use them

I also added more to the post... sorry.
« Last Edit: June 17, 2009, 08:08:58 am by Neonivek »
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codezero

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Re: Prospector, a roguelike in developpement
« Reply #416 on: June 17, 2009, 09:35:57 am »


-The Ship is capable of being further damaged and destroyed while on the planet surface.
...
-Marooned forever: The ship is pernamently destroyed and no one comes to save you. Enjoy your new life.


These already happen.

Quote
-Living Planet: Seems like an ordinary planet except inside a cave is a system of what seems to be organs. You can leave it alone and leave the planet peacefully or Harvest the Organs. The planet will die. Another Hazard is the planet can chase the ship and swallow it. If it does so your stuck inside until you can get free somehow.

"We've been swallowed, head for the sphincter!"
Btw I like your planet themes, good imagination quantity wise.

I've been trying to keep quiet on suggestions so as not to be a pest but how about making ships a collection of modules you build on to the bridge instead of standard ship types. And the ability to walk around on it.
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firefly28

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Re: Prospector, a roguelike in developpement
« Reply #417 on: June 17, 2009, 10:15:53 am »

I have read as much of this thread as possible and well I want to like this game but I cant find any guides that explain it, for example whats the best thing to do when starting the game?

I know very little of the keys and also which ship I should get first?

Another aspect is that I keep dying in gas clouds or something. I believe the S means station? The problem is some game starts that is right at the other side of deadly clouds. Also I see a message saying S = scan , L = land, next when I click scan I see like a number of what look like differant sized zeroes or Os e.g 0oo etc, what does this mean? I switch between them but it isnt making much sense at the momment.

Occasionally I shall manage to get docked at a planet and then always get killed? Whats the first things I should be doing? How do I fly? How do I land? On a planet its r for radio, what use does this have, I type hello and get a fixed response but it seems to have no purpose. How do I take missions, I like playing a goal orientated game so whats best to start with?

I think I will like this game but badly need some start game guidance? The thread is huge so worried it will even get seen, that being said I dont want to start other threads but this is where these massive threads fall over in my view.

Any help appreciated
Thanks all!
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #418 on: June 17, 2009, 10:45:01 am »

that * o o o o o  o thingy is a map of the system you are in. The bigger white one is your cursor position wich you can move with the arrow keys. The * is the star. Scanning and landing affects the planet currently highlighted. (So it's not scan/land -> chose planet, its chose planet -> scan/land) (does that make sense?)

Gasclouds: Don't go there unless you have a good pilot, and some ships armor to spare.

Starting ship: take one of the first four, pirate fighter is a tad harder. :)

Goal: Make money: find * (resources) on planets and sell them to the companies occupying the first Menu entry in the spacestations (wich you have successfully identified as the white 'S'es)

Radio knows 6 more commands. All not very usefull (except for 2 maybe) (and i won't tell you)
What commands did you try? Maybe you found something i should add!
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

firefly28

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Re: Prospector, a roguelike in developpement
« Reply #419 on: June 17, 2009, 10:58:31 am »

Cheers Magellan, I am away to have a proper session on this game now :)

I am actually trying to develop my own roguelike and through doing so I can see why it was stupid of me to spend ages learning directx, this time I am following all the veteran advice :) but anyway to make a game like prospector must have been tricky but it shows alot of promis so I won't be giving up with it.

The answer regarding the "Ooos" helps alot so away to give it another shot
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