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Author Topic: Prospector, a roguelike in development  (Read 284788 times)

magellan

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Re: Prospector, a roguelike in developpement
« Reply #420 on: June 17, 2009, 11:30:35 am »

Oh.... of course its land/scan->chose planet. the thing is the planet selection thingy only accepts return, and could be a little more allowing. Thanks for pointing that out firefly

also @codezero: Pest? Helping me with the coding *and* providing ideas? Yes, very pestering indeed, wich is why I mentioned you in the readme ;)
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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 #421 on: June 18, 2009, 12:27:01 am »

Heh cool I didn't notice that. Thanks. Maybe I should actually upload the linux version so you can make it available? Not sure about the demand though. A better idea might be for you to compile using the target platform switch and I'll just test it, so you can keep on top of releases. They come pretty often.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #422 on: June 18, 2009, 07:21:50 am »

Quote
good imagination quantity wise

Yes I have no problem comming up with ideas. Just ideas that are overall very good.

I also held back on some of my more weird ideas... Such as a Rainbow and Unicorns planet.

Suggestions
-If you expore planets you been to previously you should find Scientists, Miners, Colonists, or explorers depending on what you discovered while you were there. Perhaps they could have enslaved the previous population.
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a1s

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Re: Prospector, a roguelike in developpement
« Reply #423 on: June 24, 2009, 05:59:12 am »

I wanted to make a suggestion: when in AutoInspect mode, if there's nothing of interest don't print it. It's not very useful, and occasionally it will obscure vital information (like when someone becomes hostile and attacks you).

bug time.
I recently came upon this planet:

note the cultivated land. I had actually found the creature that, possibly, made it cultivated (just the one, BTW, on the whole planet), but it's still odd that anyone, much less a civilized being, would be on a planet with 0% probability of life (In my mind it was a world completely destroyed by nuclear war, or similar catastrophe. But in reality I think it's a bug)
« Last Edit: June 24, 2009, 06:24:16 am by a1s »
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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.

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #424 on: June 24, 2009, 06:27:46 am »

Life being on a planet with a 0% chance of life is a bug. A very common one at that.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #425 on: June 24, 2009, 09:20:30 am »

That isn't a bug, its romantic :)
He's a real nowhere man living on an airless rock with a small herb garden...

... well ok, maybe it is a glitch... :)
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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 #426 on: June 25, 2009, 01:16:18 pm »

another odd fact is this:
you can buy a combat blade for 300 credits (well actually 60 credits apiece, but you know what I mean) which has a damage rating of 0.4 and attack creatures 1 cell away.
but for 500 credits you can buy a rifle which has a damage rating of 0.2 and also can attack creatures 1 cell away.
the rest of the guns are a mixed bag, but rifles are obviously an inferior product.
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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.

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #427 on: June 25, 2009, 04:28:07 pm »

I am personally on your Side A1s... Ranged Weaponry is saddeningly weaker then Melee kinda turning this from Sci-fi into High-Fantasy.
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codezero

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Re: Prospector, a roguelike in developpement
« Reply #428 on: June 26, 2009, 12:47:14 am »

Can't a knife do as much damage as a pistol at close range? And a sword a shotgun? Neither is particularly any harder to wield either, if you count loading and aiming the shotgun.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #429 on: June 26, 2009, 04:11:57 am »

Let me use this opportunity to say: balance is a bitch :)
I see (all of) your points, because they are more like rather big circles than points too.

I am right now hoping to have the next version out this weekend, which should adress some of those points.
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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 #430 on: June 26, 2009, 02:10:36 pm »

Can't a knife do as much damage as a pistol at close range? And a sword a shotgun? Neither is particularly any harder to wield either, if you count loading and aiming the shotgun.

Normally Yes

However when you add that this is Sci-fi Weaponry you would think their ranged technology would be able to cross the gap a bit more.
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a1s

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Re: Prospector, a roguelike in developpement
« Reply #431 on: June 26, 2009, 04:01:07 pm »

Can't a knife do as much damage as a pistol at close range? And a sword a shotgun? Neither is particularly any harder to wield either, if you count loading and aiming the shotgun.
Absolutely. indeed when you are close enough to fight hand-to-hand a knife is one of the best weapons you can have, period. But they have incredibly different ranges. a knife would be effective a foot away, a sword maybe a meter away, a shotgun is sort of odd in this way and is really effective at the same meter or 2 as the sword (the use of swords and knives involves moving around alot, making my statements somewhat untrue in practice), but a typical rifle, if clear view is available, is effective beyond even a 100 meters, making all the difference in a fight (even in XIX century the only people who could get away with having swords as the weapon of choice in open terrain were horsemen).
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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.

Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #432 on: June 26, 2009, 05:16:24 pm »

 I like to think the map as many, many mines for each tile, and enemies seen from more than next to you are a good distance away.
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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

codezero

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Re: Prospector, a roguelike in developpement
« Reply #433 on: June 27, 2009, 12:40:22 am »

Oh I see, rifles in this game only attack 1 cell distance? I never bought them and I've only ever used the fire command against pirates, so excuse the posting ignorance.

To account for the spatial anomolies, maybe close combat weapons could be modified by party speed and ranged by inverse proximity (Or same effectiveness past 1, reduced at 1). Not that I've checked whether the latter is already the case or not. Do jetpacks and hovercraft increase your landspeed?
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Granite26

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Re: Prospector, a roguelike in developpement
« Reply #434 on: June 27, 2009, 11:16:25 am »

My initial take:

1: Awesome game.  Lots of fun

2: Should separate the message log from the current position.  Useful for using X and asking questions, etc.  Consider placing a > at the start of the line, and updating it every move

3: Don't echo invalid responses Y/nxxxxxxx type stuff.

4: When asking 'Are you sure' consider allowing the user to use a move key to go in a different direction?  (I.E. Are you sure you want to go there, and if the user moves in back, kill the question and move them back)

5: When hiring security, there is no price listed.  Consider listing total cost as well as remaining space in the dialogue window.

6: When something pops up, consider a 'you have spotted a @#$@@' message.  Will help train new players.  Similarly, it would be useful to mention 'You are blocked by @$#@#' rather than just say blocked.

7: The 'MORE' is confusing.  It should go away after you've finished and control has return to the player. (see '>')

8: Would be nice if security hires defaulted to the maximum less 4...

Anyway, just a few UI suggestions.  The game is amazing.


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