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Author Topic: Prospector, a roguelike in development  (Read 284924 times)

Shoku

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Re: Prospector, a roguelike in developpement
« Reply #615 on: August 03, 2009, 07:06:31 pm »

Quote
Picking locks might not be so much a scientist thing if we thought of the scientist being very moral while the pilot was more of a street-smarts guy

Actually it is a computer thing. That is why the Scientist picks locks.

If there is a Morality issue involved then Lock picking should be more involved with characters you hire from Bars and the black market.
It's not a computer thing when it's a hut on some primitive world- or those huts I can't get into were made by advanced people and are loaded with computers and such.
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Please get involved with my making worlds thread.

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #616 on: August 03, 2009, 07:20:55 pm »

It is a computer thing when you deal with Keypads and stuff then apply it to EVERYTHING similar.

I am a bit annoyed you cannot blast that Hut's Door open with your Laser Drill. Apperantly Doorium is the strongest material in the universe!
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Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #617 on: August 03, 2009, 08:13:01 pm »

There are two kinds of lockpicks, Mechanical and electronic. Obviously, they are not meant to be interchangeable.
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!!&!!

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #618 on: August 03, 2009, 08:15:00 pm »

There are two kinds of lockpicks, Mechanical and electronic. Obviously, they are not meant to be interchangeable.

Alright let me rephrase

The Reason the Scientist is the Lockpicker is because Electronic locks were considered first and thus unlocking is considered under the domain of the Scientist at this point of time.
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neadlak

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Re: Prospector, a roguelike in developpement
« Reply #619 on: August 03, 2009, 10:27:07 pm »

I have a comment and a question: First, I'd just like to say to magellan that I'm amazed at how solid your program is. I have been playing it for 20 or 30 hours now without any crashes, which - considering you're still squashing bugs all over the place - really impresses me. Good job.

The question is: do helmet lamps, floodlights, binoculars and sensorpacks actually help with visibility? I keep buying them but it seems my visibility is not changing even when I revisit planets it. Do I need to have one of those items for every person on my away team? What gives?
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #620 on: August 04, 2009, 03:16:29 am »

Of those you need just one. And i am fairly certain they work too. For lightsources to do anything it has to be dark though of course.

And thanks for the kind words :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #621 on: August 04, 2009, 03:18:34 am »

What about portable sensor sets? What exactly do they do?
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!!&!!

neadlak

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Re: Prospector, a roguelike in developpement
« Reply #622 on: August 04, 2009, 03:37:29 am »

Binocs and portable sensor sets increase your base visibility (before darkness modifiers) from my reading of the source. Light sources decrease darkness effects. I'm not sure I understand how planet darkness is calculated, but I can tell you with a sensor pack and a helmet lamp, on outer stars I still have only 2 points of visibility most of the time. Maybe the balance for darkness needs tweaking, and that's why I'm not noticing any change in visibility?

I'm going to continue investigating this. Call it a pet project. :D
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neadlak

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Re: Prospector, a roguelike in developpement
« Reply #623 on: August 04, 2009, 05:16:37 am »

A typo in items.bas for the portable sensorset is setting its view range incorrectly. :D

Code: [Select]
        i.v1=6
        i.v1=2

The second line should be i.v2, as in the binocs definition, should it not? Because currently the sensorset is giving us a view range of 2.. which is worse than unassisted vision. :D
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #624 on: August 04, 2009, 05:22:22 am »

ooooooooooooooooooopsie
You are of course correct. (In fact those two don't need a v2 at all)

Also i am impressed. I always assumed folks would go blind if they looked at my code.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

neadlak

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Re: Prospector, a roguelike in developpement
« Reply #625 on: August 04, 2009, 05:41:34 am »

Well, it definitely doesn't follow the most rigorous commenting and variable-naming schema, but, it's readable, and I'm only a hobbyist myself. Please please continue to name things intuitively like 'awayteam.sight' and 'planet.darkness' :D

Sadly, even after a recompile, it appears I'll have to start a new game to actually benefit from the increased view range. Drat.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #626 on: August 04, 2009, 05:51:27 am »

Actually if you buy new ones the game should use those (as they have a better v1 value) But your old portable sensor sets still have the bugged value, thats true.

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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

neadlak

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Re: Prospector, a roguelike in developpement
« Reply #627 on: August 04, 2009, 05:56:24 am »

Of course the spirit of the game is to restart, restart, restart! But I'm having more luck testing these weird cases with backup saves, for what should be obvious reasons.

And: I thought so! Now to find a station selling more sensor sets..
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neadlak

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Re: Prospector, a roguelike in developpement
« Reply #628 on: August 04, 2009, 06:25:23 am »

And so: Sensor set gives me 6 visibility on a world with no darkness.

On a world at maximum orbit, with the sensor set and floodlights, I still only get 2 visibility range. I think your darkness is too strong, or your lights are too weak. Gladly investigating. :D
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #629 on: August 04, 2009, 08:35:45 am »

It is a computer thing when you deal with Keypads and stuff then apply it to EVERYTHING similar.

I am a bit annoyed you cannot blast that Hut's Door open with your Laser Drill. Apperantly Doorium is the strongest material in the universe!

Are you trying to say that somebody forgot to make huts shootable/destroyable? ooops somebody really did? Now how could that have happened. Lemme fix it & thanks for pointing it out :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/
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