Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 52 53 [54] 55 56 ... 152

Author Topic: Prospector, a roguelike in development  (Read 285117 times)

Mondark

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #795 on: October 23, 2009, 08:14:32 pm »

Okay, wow. I found a pretty massive bug, and I have no idea what to make of it. Sorry for the lossy compression on the picture.

I touch down on this planet, and the science officer immediately remarks: WTF?

I move around a bit, and the landscape around my continuously and bizarrely shifts through random tiles, the science officer continuously WTFing with every step, until moments later, I am killed while trying to get back to my ship, which has transformed into a completely different tile now, by some kind of flying worm.

....

maybe it's not a bug....

Even if it is, you gotta admit it's pretty awesome.  Reminds me of the way nethack simulates hallucination.
Logged
Fefeshnelmargalip

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #796 on: October 23, 2009, 08:20:34 pm »

It's not a bug, although a spelling of the description is...

Spoiler (click to show/hide)
Logged

niltrias

  • Bay Watcher
    • View Profile
    • http://www.gaijinninjas.com
Re: Prospector, a roguelike in developpement
« Reply #797 on: October 23, 2009, 09:07:43 pm »

how does one use jet packs for mining?

Im talking about accessing mountain-top minerals.  You need a jetpack to do this, and I see more of them than I do of minerals that need to be dug out.


Spoiler (click to show/hide)
« Last Edit: October 23, 2009, 11:27:06 pm by niltrias »
Logged
Gero! Gero! Bwahahahaha!

Ampersand

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #798 on: October 23, 2009, 10:31:39 pm »

It's not a bug, although a spelling of the description is...

Spoiler (click to show/hide)

*smacks forehead*

And here I was thinking I found a world that just caused buffer overflow.
Logged
!!&!!

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #799 on: October 24, 2009, 03:04:39 am »

Guess that one really should get some flavor text upon landing, and maybe even scanning.
Almost everybody who lands there seems to think it's a bug at first...
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Sowelu

  • Bay Watcher
  • I am offishially a penguin.
    • View Profile
Re: Prospector, a roguelike in development
« Reply #800 on: October 24, 2009, 03:15:04 am »

Guess that one really should get some flavor text upon landing, and maybe even scanning.
Almost everybody who lands there seems to think it's a bug at first...

It's the garbage symbols.  Look at how Nethack does it...the messages are weird, not garbage.  Like, you sense that your god feels mellow, or you see hand-puppets or carnivorous christmas trees or whatever.  If your science officer spoke in random Pink Floyd lyrics, it would get the point across.
Logged
Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

Neonivek

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #801 on: October 24, 2009, 10:55:21 am »

I really don't like how other roguelikes handle halucinations.

There needs to be more Rhyme and reason in them... not "Hey this sword is now a potion and this potion is now a statue"

All Nethack and others do is randomise what other objects appear as... and apperantly set it so Barney the Dinosaur has a higher chance if appearing. (Personally I would have went for Harvey the Rabit)

Look at what games like Eternal Darkness does when your character starts halucinating. Yes some of it is very random but for the most part it makes sense. You find rooms full of ammo (Your otherwise starved), statues start watching you, or your eyeballs are being swarmed by flies. Heck one of my favorites is when trying to leave a room you end up right back where you started.
Logged

Megaman

  • Bay Watcher
  • What is love?
    • View Profile
Re: Prospector, a roguelike in development
« Reply #802 on: October 24, 2009, 11:53:34 am »

hey any tips on pirate runs? I try to get the best gunner and pilot possible but even with that I get owned by the merchants THEMSELVES.
Logged
Hello Hunam

Neonivek

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #803 on: October 24, 2009, 12:06:24 pm »

hey any tips on pirate runs? I try to get the best gunner and pilot possible but even with that I get owned by the merchants THEMSELVES.

This makes total sense to me and probably shouldn't change soo much (afterall Merchant Carrivans were almost unbeatable historically)

What should happen though is that other methods of piracy should be possible.
Logged

Volatar

  • Bay Watcher
  • The Mutant Cheese Monster
    • View Profile
    • Anilist
Re: Prospector, a roguelike in development
« Reply #804 on: October 24, 2009, 04:59:38 pm »

What should happen though is that other methods of piracy should be possible.

ie: having the ability to hire some more pirate ships to help you.
Logged
Quote from: Vilien
Yes, you should always apply more magma.

Neonivek

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #805 on: October 24, 2009, 05:26:04 pm »

What should happen though is that other methods of piracy should be possible.

ie: having the ability to hire some more pirate ships to help you.

-Stealing from uncivilised planets
-Robbing stations on foot
-Ambushing explorers
-Blackmail, Extortion
-Stealing Candy from Babies
-Petty Crime (we have a BAR people!) such as stealing from individuals in stations.
-Joining other pirates on their raids
-Doomsday plots
Logged

jellyman

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #806 on: October 25, 2009, 06:15:00 am »

An interesting game after playing for a half a dozen or so hours so far.  I wasn't very sure what to do, but my first guess was to go land on a planet and explore.  I immediately got attacked by pirates and killed, and guessed that planets were generally dangerous and that I should avoid until I was a bit stronger.  I explored a bunch and with scanning each planet once you get enough map data to eke out a few credits.  Then when I decide to have another go at planet exploration I discover that my first bad experience was not representative, and that surviving on many planets was actually quite easy.

Then I died in the Apollo encounter.....
Logged

Megaman

  • Bay Watcher
  • What is love?
    • View Profile
Re: Prospector, a roguelike in development
« Reply #807 on: October 25, 2009, 11:06:05 am »

Then I died in the Apollo encounter.....
Always scan the planet fist, usually if there's a special text there's a chance appolo or another undesireable encouter will await you, stock up on dem weponz then come back.
Also, I asked for TIPS on pirate runs, GIVE ME SOME TIPS *skulks*
« Last Edit: October 25, 2009, 11:08:10 am by Megaman »
Logged
Hello Hunam

Ampersand

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #808 on: October 26, 2009, 10:40:25 am »

If I may make a suggestion, in the next release, severely reduce the rate at which corrosive forces degrade away your armor and weapons. It's getting rediculously expensive to reequip my forces when everything evaporates on the first planet I land on.
Logged
!!&!!

Drakale

  • Bay Watcher
  • I will get my revenge~
    • View Profile
Re: Prospector, a roguelike in development
« Reply #809 on: October 26, 2009, 12:24:38 pm »

If I may make a suggestion, in the next release, severely reduce the rate at which corrosive forces degrade away your armor and weapons. It's getting rediculously expensive to reequip my forces when everything evaporates on the first planet I land on.

Seconded.

I suggest they only get damaged instead of destroyed and can be fixed by the ship engineer or at a station. There is no engineer at the moment, so the science officer might be able to do it, or just repair them automatically at the spaceship after some amount of time.

For pirate run, my only tip is to NOT start as a pirate and become one later once you have some decent equipment. If you start out as a pirate, its pretty much hard mode. Your only chance is to luck out on a nice spaceship and even then you will hardly make any money from bounty and seized cargo... I had a battleship once, and got destroyed by a merchant escort heh.
Logged
Pages: 1 ... 52 53 [54] 55 56 ... 152