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Author Topic: Prospector, a roguelike in development  (Read 285223 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #1065 on: January 20, 2010, 04:01:57 pm »

Not sure.
There are imp. ship detection systems already.

Hmm... a "tactical-news-feed" subscription perhaps:
Company ships engaging and defeating pirate fleets report the next time they dock at a station, and if you pay for the subscription (like 5 Cr per docking or thereabouts) you get to know where the battle took place, marking the place on the map. Then again that would provide a whole lot less of info than the ship detection systems already do, so i am not sure if it would be really a worthwile feature (Though it definitely would be kinda fun to watch).
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

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Re: Prospector, a roguelike in development
« Reply #1066 on: January 20, 2010, 04:05:14 pm »

Buying threat assessments would be nice. There have been  X pirate attacks in the last 100 turns, the average fleet has Y ships. The largest ship sighted is a Z at (a,b). Also, can we please hunt pirates for looted cargo?
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hemmingjay

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Re: Prospector, a roguelike in development
« Reply #1067 on: January 20, 2010, 08:26:19 pm »

I love this game and my only request is that someone make a tileset(i.e. Mike Mayday). I know, I have offended you purists, but it's such a fun game and would find a larger audience.

Just my half pence.

flame on
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Only a simple mind can be certain.

BishopX

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Re: Prospector, a roguelike in development
« Reply #1068 on: January 21, 2010, 08:54:37 am »

There is a tile set included in the game. You can turn it on in the option, press the = key to access them.
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hemmingjay

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Re: Prospector, a roguelike in development
« Reply #1069 on: January 21, 2010, 10:20:31 am »

yup, i am a moron. thanks
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Only a simple mind can be certain.

magellan

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Re: Prospector, a roguelike in development
« Reply #1070 on: January 21, 2010, 12:44:59 pm »

Actually while there are tiles they are
a) ugly
b) tiny
c) incomplete

I've decided before i tackle a) and c) (There was a volunteer for that, don't think i forgot, neonivek ;) ) i need to tackle b, which is a tad trickier than you'd think. (Especially with all the hardcoded "Print this here" stuff)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

hemmingjay

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Re: Prospector, a roguelike in development
« Reply #1071 on: January 21, 2010, 09:09:01 pm »

Your game is brilliant and has excellent potential. I write for a gamesite and would love to ask you a few questions if you are interested at this point.
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Only a simple mind can be certain.

x2yzh9

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Re: Prospector, a roguelike in development
« Reply #1072 on: January 21, 2010, 09:28:14 pm »

What gamesite.

hemmingjay

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Re: Prospector, a roguelike in development
« Reply #1073 on: January 21, 2010, 09:57:48 pm »

It would be for GameCritics.com if I get editorial approval. I also get paid to write for 2 others but Prospector doesn't fit in with their agendas.
At work on a review blog of my own, but I want to get more eyes on this story than my lil' blog could deliver.
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Only a simple mind can be certain.

Gabeux

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Re: Prospector, a roguelike in development
« Reply #1074 on: January 22, 2010, 02:14:19 am »

Don't think I forgot about it, magellan, this game is getting better at every update!

Too bad I died like 20 times, so I'm giving myself sometime before I call myself a loser.
Actually, I think I die too much because I risk too much, hmm.

72 pages, what do you think about that?
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Neonivek

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Re: Prospector, a roguelike in development
« Reply #1075 on: January 22, 2010, 02:15:29 am »

Don't think I forgot about it, magellan, this game is getting better at every update!

Too bad I died like 20 times, so I'm giving myself sometime before I call myself a loser.
Actually, I think I die too much because I risk too much, hmm.

72 pages, what do you think about that?

Remember the game is all about how tough the game is right from the getgo

Which oddly enough makes it the reverse of most roguelikes (well... ignoring exploits)
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x2yzh9

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Re: Prospector, a roguelike in development
« Reply #1076 on: January 22, 2010, 05:28:24 pm »

how do you find your coords on the space map?

BishopX

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Re: Prospector, a roguelike in development
« Reply #1077 on: January 22, 2010, 05:41:42 pm »

They should be on the bottom left, although you might need to buy a navigation computer first.
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Maha

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Re: Prospector, a roguelike in development
« Reply #1078 on: January 22, 2010, 08:41:51 pm »

And to know your coords on a planet, you need the portable satellite.
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Logical2u

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Re: Prospector, a roguelike in development
« Reply #1079 on: January 24, 2010, 11:09:28 pm »

Ahoy.

I have a bug report or two for you here, Magellan.

Spoiler (click to show/hide)

This was on one of the "Important" planets, that show up darker on the map. I'm tempted to say they're not randomly generated. There was no scanner-message about the world, but when I landed on it and finally managed to get off again, sure enough it was darkened.
Is this supposed to be some world of drug influences?
The critters worked, but the terrain did not.

I also found
Spoiler (click to show/hide)

There should be a different indicator for
Spoiler (click to show/hide)

The Epsilon Eriandi corp will randomly become hostile to you if you hang out too long at their planets. I was
Spoiler (click to show/hide)
Spoiler (click to show/hide)
I got a
Spoiler (click to show/hide)
Spoiler (click to show/hide)

And finally...
Spoiler (click to show/hide)

Edit: Actually, I remember why the game thought I was a pirate now.
Spoiler (click to show/hide)
« Last Edit: January 25, 2010, 07:14:09 am by Logical2u »
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