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Author Topic: Prospector, a roguelike in development  (Read 285051 times)

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #735 on: October 19, 2009, 07:04:51 am »

Quote
Too bad there's no really good game like that

magellan: "I am overwhelmed by the feeling which shall now forevermore be refered to as the emotion of feeling sadness for I have failed in the mission which is my life mission to create a really good game like that"
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Deon

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Re: Prospector, a roguelike in developpement
« Reply #736 on: October 19, 2009, 07:42:14 am »

Huh? Did he really say it?

Also, how do I get rid of a quarantine? :)
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #737 on: October 19, 2009, 08:44:32 am »

That quote has been attributed to me, but it's been taken out of context.
Also, I was drunk, and she said she was 18.
And my dog ate it.

Besides that:
1) Visit the sickbay in a space station
2) Run around through space and hope that your doctor finds a cure (automatic)
3) land on a planet and use a disease kit by pressing (h)eal

And if all of the above fail: tell me and wait for a bugfix :/

The critters simply get mashed up out of different body parts, so not really templates there.
As you have propably noticed: It's work in progress. Everybody who gets it isn't playing it, he's playtesting it :)
You are of course allowed to have fun while playtesting. ;)

Thanks Deon, glad you like it so far :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Deon

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Re: Prospector, a roguelike in developpement
« Reply #738 on: October 19, 2009, 09:25:29 am »

It's a great playtesting. And it's almost as fun as I want except for one thing (probably mentioned): you should be able to name creatures and have some kind of encyclopedia, so you could read it and remember everything you've encountered.

Ideas:
* the talking part - you probably should buy some kind of voice transformer and scan a creature with another device, and only after that you should be able to communicate with a creature (if it's intelligent of course) and get some more info about creatures (it would be great if creatures had a "random" (like random creatures) personality you could find out: like, lives in packs/alone; forms family pairs/triples or lives in a pride; matriarchal/patriarchal/equal society etc.). There's a lot of space for development and improvement.
* random names for your crew. While they are of course an expendable material, it would give some character and desired flavor. Also random generated short biographies (23 y.o., was born on a planet ***, is sociopatic etc.) and random  phrases they shout when you see something (what a beautiful gold nugget; look out, an alien!; I am dying... etc.) would be great :).

I am happy to contribute ideas and I hope you have enough enthusiasm to delve deeper and make this awesome game even cooler.

P.S. I loved the Arrakis reference. I probably shouldn't try to wrestle giant worms again though ::).
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a1s

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Re: Prospector, a roguelike in developpement
« Reply #739 on: October 19, 2009, 02:50:50 pm »

gauss guns (D .5 R 4) and laser guns (D .7 R 5) both cost 400 credits a piece. or not... (do prices on personal equipment vary by station? they didn't in 0.17...)
Medpack II's description is repeated twice.
« Last Edit: October 19, 2009, 03:08:43 pm by a1s »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #740 on: October 19, 2009, 03:26:43 pm »

Ooopsie!
Thanks for pointing that out a1s!
Glad i can blame you guys for rushing me ....  ;D

Any problems so far getting rid of diseases in 0.1.8a?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Shoku

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Re: Prospector, a roguelike in developpement
« Reply #741 on: October 19, 2009, 03:41:51 pm »

Speaking of whores you could actually mirror the Asian human smuggling business of the early 1900s for pirate players to do something like trade. If the captain had some some of diplomacy/persuasion skill he advanced with practice you'd basically be convincing exotic women to come check out the ship and then Shanghai them (which happens to be the origin of that meaning of Shanghai,) and go transport them to a wealthier area with a lot of the equivalent of curious middle class males.

It would take a lot of new code to include that sort of interaction with planet units but if you did a dialogue box that was a mix of the trade and recruitment menus (including some sort of risk like a local battleship demanding to search your ship after your hasty departure,) it would be pretty doable. And if prostitutes are too touchy you could make it gender neutral and just frame it as slave trade.
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #742 on: October 19, 2009, 08:24:59 pm »

A few suggestions -

-> Since you can now dock with ships and walk around, why not do the same with spacestations?   Docking with a space station and walking around would be a lot more immersive than a list of options, as long as it was small and easy to find things.  During a quarentine, you would not be able to acess the station but would instead have a limited dropdown list.

->Jumppacks are a bit buggy.  I have bought 4 fuel packs for them, but my fuel total is not increasing past 50. Also, every time I land on a planet, it beeps at me three times and lags me to tell me that my pack fuel is low, despite having my max...50.

->adding factions would be neat.  As in, each of the mega-corps being its own faction, and the more missions you complete for a faction, the more they like you.  If you raise a corps respect level enough, you might get "black ops" in which you are sent out to sabatoge other corps ships, research stations, etc.

-> No problems getting rid of disease for me thus far.

Edit a couple more things -- If there is a discovered landing pad on a planet, it would be kinda cool to have the option to land there.
                                   -- For some reason, pirates do not seem to be hostile to me even though I am not a pirate.  Bug or feature?
                                   -- It would be nice to control how many security join the away team.
« Last Edit: October 19, 2009, 08:43:08 pm by niltrias »
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Rakonas

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Re: Prospector, a roguelike in developpement
« Reply #743 on: October 19, 2009, 09:47:49 pm »

A suggestion -

-> Since you can now dock with ships and walk around, why not do the same with spacestations?   Docking with a space station and walking around would be a lot more immersive than a list of options, as long as it was small and easy to find things.  During a quarentine, you would not be able to acess the station but would instead have a limited dropdown list.

I disagree, honestly. While it would be a bit more immersive, it would be pretty massively tedious after the first time. The pirate bases are already like this, and imo it's mainly just time consuming trying to find each shop, in such a way that it detracts from the game. Additionally, if the space station was built in such a way that you could easily find each shop, then would it really be that immersive anyway?
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Sowelu

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Re: Prospector, a roguelike in developpement
« Reply #744 on: October 19, 2009, 09:58:40 pm »

Wow,  Haven't checked this topic in a while--Looks like it's really starting to catch up to the levels of awesome that were in Starflight.  Keep up the good work, you're doing a heck of a job!  Only coder's block can stop you now!
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Oh, a biomass/24 hour solar facility. How green!

BishopX

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Re: Prospector, a roguelike in developpement
« Reply #745 on: October 19, 2009, 11:18:25 pm »

New bug... You can get meteor strikes underground.

Also, perhaps certain unique planets should have certain environmental variables hard coded. Old places probably shouldn't have lots and lots of lava, planets with interesting plant life probably should have some rotation...
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #746 on: October 20, 2009, 01:40:21 am »

Just out of curiousity, Magellan, can you tell us some of your longer-term goals with this game?  What kind of things would YOU like to see added, even if they are "maybe never" affairs?
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #747 on: October 20, 2009, 02:37:54 am »

I've been thinking the exact same thing.
Sure, walking around on space stations would allow you to do more stuff (Like starting a massacre at the bar)
But it might get tedious fast for the standard things.
One option would of course be to add a "Explore station" entry to the menu, that lets you stroll around if you want to.

Long term goals:
erm...having less bugs?
All in all this thing has outgrown it's initial "I am bored. Lets see if i can make a roguelike"-conception quite a bit.
a chatbot with (sensible) dialogs for aliens would be very cool
I'd very much like it to be a game where you can choose your on pace in a sandboxy kinda way, if that makes sense.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

niltrias

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Re: Prospector, a roguelike in developpement
« Reply #748 on: October 20, 2009, 03:45:52 am »

Be bored more often!
err...Lose a hobby!
 ;)
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Deon

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Re: Prospector, a roguelike in developpement
« Reply #749 on: October 20, 2009, 07:09:24 am »

Quote
One option would of course be to add a "Explore station" entry to the menu, that lets you stroll around if you want to.
A good idea, I thought about the same.

More suggestions on a long run:
1) Flash grenades. Thrown/propelled from a grenade launcher like usual grenades, no damage, but they light the unknown/known area for a turn once they explode. It would make those deadly mines with deadly robots and planets with changing terrain to be more manageable.
2) Varied sizes for planets. Currently each planet have a "map" (and some areas accessible via shafts/entrances). Make bigger planets to have random number of "biomes", every biome as a planet map. So you'd be able to choose on which biome to land (i.e. an all-water planet with icy north pole and rocky south pole = 3 biomes). It would add alot to an exploration factor.

I forgot to tell how I love meteors. We need more things like this. I.e. volcano eruptions, caveins and randomly appearing caves during an earthquake.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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