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Other Projects => Other Games => Topic started by: Drakale on April 29, 2009, 05:03:52 pm

Title: Prospector, a roguelike in development
Post by: Drakale on April 29, 2009, 05:03:52 pm
I have been playing this roguelike for a little while, its kinda neat.
It's a space exploration type game where you get paid for mining planets and discovering new life forms. Lots of good stuff in there, but it still very beta.
Enjoy!
http://code.google.com/p/rlprospector/ (http://code.google.com/p/rlprospector/)

Edit: New updates here (http://www.prospector.at/forum/dm_eds/dmedsdl.php)
Title: Re: Prospector, a roguelike in developpement
Post by: Sowelu on April 29, 2009, 05:22:14 pm
OH HELL YES.  That looks awesome.
Title: Re: Prospector, a roguelike in developpement
Post by: Tilla on April 29, 2009, 05:49:29 pm
Been playing the hell out of this since Roguetemple posted 0.13 a few weeks back. This is like, my dream game, and something like I'd imagined the end game of Spore to be like as well. I can only hope it gets even better from here
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on April 29, 2009, 05:52:50 pm
Yeah its on to a good start. If it get even more random event and planet types, it will rival with my favorite RLs. The game score are recorded too, which is a big bonus for me.
Title: Re: Prospector, a roguelike in developpement
Post by: Tilla on April 29, 2009, 06:16:30 pm
New version today I just found, this one moves the ship stats into an easily editable CSV file :D
Title: Re: Prospector, a roguelike in developpement
Post by: woose1 on April 29, 2009, 06:31:23 pm
Hm. Cool, I'll try it out. But I hate rouge-likes.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on April 29, 2009, 07:42:19 pm
Game looks interesting, but the learning curve is steep. 
Couple questions:
1) How do you buy stuff at the station?  I went to trading, hit "buy", choose the goods, and it popped up something that looked like a request for a number of goods to buy....but none of my keys (I tried them all) would change the number from 0.  I have a Japanese laptop (Japanese as in keyboard layout, not maker) so I suspect the problem may lie there...
2) What is the point of going to planets?  They seem like a good way to get killed, but I haven`t found anything valuable there yet, despite racking up a large number of deaths from  an impressive array of nasties.  (from Angry Avian to Armed Reptile)
Definitely looks fun tho.
Title: Re: Prospector, a roguelike in developpement
Post by: Hawkfrost on April 29, 2009, 08:33:56 pm
Game looks interesting, but the learning curve is steep. 
Couple questions:
1) How do you buy stuff at the station?  I went to trading, hit "buy", choose the goods, and it popped up something that looked like a request for a number of goods to buy....but none of my keys (I tried them all) would change the number from 0.  I have a Japanese laptop (Japanese as in keyboard layout, not maker) so I suspect the problem may lie there...
2) What is the point of going to planets?  They seem like a good way to get killed, but I haven`t found anything valuable there yet, despite racking up a large number of deaths from  an impressive array of nasties.  (from Angry Avian to Armed Reptile)
Definitely looks fun tho.

1) + and -.

2)You can get items, collect resources, and you get paid to explore planets.
Report back to the Industry or whatever after a mission.
Title: Re: Prospector, a roguelike in developpement
Post by: Sowelu on April 29, 2009, 09:14:51 pm
Sowelu is struck by the spinning XspellingX!
Sowelu's left eye and right eye are pierced!
Sowelu has been struck down.

I'm not sure if I can get past the "ship select" screen.

Chose ship!
Maxmium shield!
Highrade equipment!
Title: Re: Prospector, a roguelike in developpement
Post by: woose1 on April 29, 2009, 09:20:43 pm
Just tried it out, it's awesome, probably one of those games I fantasize at night.... *Herrrm cough* anyways, there are few things that could make it better, but only if it was set in medieval times... and had you controlling dwarves... now that would be a cool game.
Title: Re: Prospector, a roguelike in developpement
Post by: Hawkfrost on April 29, 2009, 09:47:45 pm
Sowelu is struck by the spinning XspellingX!
Sowelu's left eye and right eye are pierced!
Sowelu has been struck down.

I'm not sure if I can get past the "ship select" screen.

Chose ship!
Maxmium shield!
Highrade equipment!

I noticed that, I think English isn't his first language.

Oh, and Space Pirates are assholes.
Title: Re: Prospector, a roguelike in developpement
Post by: Sowelu on April 29, 2009, 09:52:30 pm
Gave it a try anyway, and oh man this gives me my Starflight fix.  AWESOME, if very simple.

I like the little touches, like being able to radio your ship and ask IT to come to YOU...

Oh yeah, and
Quote
An old miner tells you a tall tale about a planet he worked on. Short version: they dug too deep and released invisible monsters that drove them off the planet.
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on April 29, 2009, 10:23:16 pm
Most "Special" planets are based on well known sci-fi movies or books. Its one of the aspect I like the less about the game, I feel like it would be more fun to stumble into something completely original...
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on April 29, 2009, 10:29:51 pm
Gave it a try anyway, and oh man this gives me my Starflight fix.  AWESOME, if very simple.

I like the little touches, like being able to radio your ship and ask IT to come to YOU...

Oh yeah, and
Quote
An old miner tells you a tall tale about a planet he worked on. Short version: they dug too deep and released invisible monsters that drove them off the planet.

Oh man, I just died there!  Losing a two man crew to invisible monsters is no fun!  Especially when you get the message "???? multiplies itself" (or similar).  So it is apparently some sort of ooze or something that splits...
Title: Re: Prospector, a roguelike in developpement
Post by: Eagleon on April 30, 2009, 12:09:01 am
Made in freebasic. Awesome :D I can learn a lot from this.
Title: Re: Prospector, a roguelike in developpement
Post by: Little on April 30, 2009, 01:18:08 am
This is fun!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 01:47:17 am
Game looks interesting, but the learning curve is steep. 
Couple questions:
1) How do you buy stuff at the station?  I went to trading, hit "buy", choose the goods, and it popped up something that looked like a request for a number of goods to buy....but none of my keys (I tried them all) would change the number from 0.  I have a Japanese laptop (Japanese as in keyboard layout, not maker) so I suspect the problem may lie there...
2) What is the point of going to planets?  They seem like a good way to get killed, but I haven`t found anything valuable there yet, despite racking up a large number of deaths from  an impressive array of nasties.  (from Angry Avian to Armed Reptile)
Definitely looks fun tho.

Hi guys.
Let me just say for starters: I am awed by this thread! I am very glad it seems that some people have fun with this little thing!

the number selection thingy: reacts to + / - key up key down, key left key right, and to typing in the numbers directly. But the problem may lie somewhere else: Only light transporters start with cargo space. (The game really could tell you that when you try to buy. It should. It will. soonish)

Why you should land on planets: well... it's your job :) Of course you can become a trader or a pirate too but those occupations can be quite hazardous as well.

Generally it is not the first time i heard the thing about the learning curve. Personally i got the feeling that it all falls into place quickly after some figuring out of what stuff does, but any suggestion on  how i could improve that or hints at where the hurdles are would be most welcome!

Oh and there have been reports of people going blind after looking at the sourcecode. so you have been warned...
Title: Re: Prospector, a roguelike in developpement
Post by: ductape on April 30, 2009, 02:21:49 am
i agrre, this is quite fun.

not sure why...just is.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on April 30, 2009, 03:38:02 am
Thanks for the feedback.  I was playing with a scout, and I didn`t realize that I didn`t have any cargo storage.  Tried it out again with a light cargo ship, worked out alright until I was blown away by space pirates.  heh.
How do you get jobs for exploring planets and whatnot?
And I`m not worried about the learning curve in the least bit.  I doubt you will find anyone who minds steep learning curves in the DF forums.  heh.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 04:18:36 am
Well: when you are in a station and go into the office (and have biodata from killed aliens and/or mapdata from mapped planets and/or resources from ... found resources) they will give you money for it. Also maps from scans pay less than maps made by getting your boots dirty.
There are no "explore that planet over there" missions.

You are propably right that the folks here are quite tolerat to learning curves. :) Doesnt change the fact though that i would like to do anything possible to dampen that curve. Any hints in that respect are helpfull here. (it is all quite obvious to me, since i wrote that stuff. how should i know if it is obvious to others too?)
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on April 30, 2009, 06:46:47 am
Well, you could start by monitoring this thread and turning questions into a FAQ, then including that in the readme.  I`ll volunteer to help by mindlessly returning to this forum and asking for help anytime I get confused, instead of trying to figure it out by myself.  All in the name of good citizenship, of course.  Not laziness. lol.
But seriously, I`ll post when I get confused, since I just started the game today.  might give you some insight as to where people are having problems.  Or it might just give you some insight into what an idiot I am.  Either way, insight shall be gained!
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on April 30, 2009, 07:16:11 am
Another question for you:  how can I tell what equipment i have, like lasers rifles and what not?  Also, I can see my engines and scanners, but not what kind of shields I have.  How can I determine this?
THanks
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 08:22:45 am
Good idea!
you do that!

Ok: Right under the name of the ship right hand side there is HP and SP. HP=Hullpoints SP=Shieldpoints.
You can alos see your shieldgenerator when you press @ wich gives you a ship & equipment summary. Your awayteam always equips the best stuff it can find.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on April 30, 2009, 10:06:05 am
 A question:
 Mining equipment. How do I use it, and where? I assume in caves to get those minerals stuck in walls, but there is not apparent key for mining with a laser.

 But yes, awesome game. Seems the key is to get enough security members down so you can always struggle back to your ship. And only land on worlds that have atmosphere before you get the air tanks. And lots and lots of lights for those dark planets.

 Never really dicked about with space combat or trading. I was in space combat one during my first playthrough, but I didn't understand it went about in 'phases'.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 10:11:56 am
Mining equipment:
Just fire at the walls. It gives you a bonus to your damage vs walls.
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on April 30, 2009, 11:04:29 am
Here's a question: I found a stranded Heavy Scout on a planet and inspected it with 'I', which finished.  Is there a way to take this ship/switch to it or for now are they just "there"?

Also, is there a save function yet, even a roguelike save & quit only thing?

Awesome game though.  So much potential!

*edit*:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on April 30, 2009, 11:27:38 am
Nice to see you here Magellan :p I suspected you where a DF fan when i saw lava flooding telluric planets :p

Here is my wishlist for added features.
-Random alien physiology. Appearance may hint at aggressiveness.
-Dissecting Aliens with the I command. Yield biodata and consume oxygen/time, might anger other life forms.
-More details for crews, including their speciality etc... Give an incentive to train a specific crewmember instead of just hiring a better one.
-Set up a base of operation on a planet, may produce trading goods with time, or mine etc..

Really great game, keep at it  ;D
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 11:29:59 am
Saving is cleverly hidden: Press S. though it only works in open space & on planets, since it triggers scanning otherwise. (and it is save & quit)

*slaps forhead*
It has escaped my notice that this actually isn't mentioned in the readme... needed 3 people to ask me before i double checked ... sry....

After inspecting you have to inspect it one more time for the final repairs. (wich may fail) and then you can jump ship. 

Also: agreed: there could be more corellation between monster description and behaviour. though the number of arms already affects their chance to pick stuff up :)
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on April 30, 2009, 11:49:01 am
Eh, I managed to lose in four turns.
Maybe you should make sure that star systems with pirates on them don't spawn exactly one block north of the starting space station.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 12:55:40 pm
I have been wondering if and to what extend i should rig the early game (thinking about for example having the first x planets never being uniques)
Of course there is also the suspension of disbelief thing, with pirates and spacestation being neighbours. The thing here is that knowing where the pirates are from early and having them near a station has it's advantages. I'think i'll spoiler this just in case.
Spoiler (click to show/hide)

Hmmm... maybe this is one we could put into config, let the player decide if he wants a minimum save distance or not.
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on April 30, 2009, 01:33:41 pm
I found two small bugs in the last version.
-if i rescue some crew from a stranded ship, my security force go back to 10(repeatable, happen every time im max security force and i accept some more).
-On the heavy explorer, cannot repair my Hull to more than 10(Max hull listed as 20). I did not try any other 10+ hull ship, so i dont know if its just this one.

Edit: Gaaah game crashed with a very pimped out ship. Maybe there should be an autosave at interval just in case(while still wiping data on a real death)
Title: Re: Prospector, a roguelike in developpement
Post by: Vucar Fikodastesh on April 30, 2009, 02:10:05 pm
Once I have purchased personal equipment from a space station, I can't buy any from that space station again. Am I missing something?
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on April 30, 2009, 02:22:21 pm
Once I have purchased personal equipment from a space station, I can't buy any from that space television again. Am I missing something?
You need a space phone to call the 800 number to buy from the space television.
Title: Re: Prospector, a roguelike in developpement
Post by: Zaranthan on April 30, 2009, 03:25:05 pm
You also need a case of space beer to drink while sitting on your space sofa to watch the space television.

...IN SPACE!!!
Title: Re: Prospector, a roguelike in developpement
Post by: Vucar Fikodastesh on April 30, 2009, 03:40:48 pm
What the heck. :P

I was thinking station and "television" popped in instead.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 03:56:06 pm
I found two small bugs in the last version.
-if i rescue some crew from a stranded ship, my security force go back to 10(repeatable, happen every time im max security force and i accept some more).
-On the heavy explorer, cannot repair my Hull to more than 10(Max hull listed as 20). I did not try any other 10+ hull ship, so i dont know if its just this one.

Oooops... fortunately these 2 were easily fixed. I also added the option to autosave every time you dock on a station (default off) and to ensure that pirate planets are at a minimum distance from the station (default on)


Quote
Edit: Gaaah game crashed with a very pimped out ship. Maybe there should be an autosave at interval just in case(while still wiping data on a real death)


Any details here? When? Where? How? went black and stopped doing anything when scanning a planet?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 03:57:57 pm
Once I have purchased personal equipment from a space station, I can't buy any from that space station again. Am I missing something?

Erm... what exactly happens when you try to buy stuff again? Drawing a blank atm as to what this might be to be honest....
Title: Re: Prospector, a roguelike in developpement
Post by: Vucar Fikodastesh on April 30, 2009, 05:06:49 pm
I will dock on a station and press "Equipment" and then "Personal Equipment", but I will not have any options on that screen but "Exit".

(http://i173.photobucket.com/albums/w52/Curudan/ProspectorWeirdness.png)

I thought that this only happened after I had bought something from that station, but this also happened on a station I had never visited before.

I can upload the save if you want.

Also, how do I sell personal equipment I don't want anymore?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 05:21:10 pm
 :o

 ???

 :-\

Ok, never seen that before, and off the top of my head no clue whatsoever as to what could cause it. From your shipstats i gather it started doing that somewhere in the middle of the game? And it worked before?
It doesn't save station inventorys, so it can't have anything to do with a corrupted save file or bug in loading/saving. Can you send me the savefile anyway? I can try and check if other things in the gamestate might cause this. matthias.mennel@gmail.com ,or post here whatever you prefer. thx.

as for selling: they don't buy used, but i heard there is a guy somewhere who buys guns.
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on April 30, 2009, 05:29:25 pm
Alright a quick tip since I just went broke stupidly. Make sure you can cover crew costs when returning to a station. Even if you just leave and redock without moving, it counts as a mission.
Title: Re: Prospector, a roguelike in developpement
Post by: Vucar Fikodastesh on April 30, 2009, 05:32:54 pm
Alright, I emailed you the save file. This started doing this in the beginning of the game on every game I have tried so far. :-\

It makes it kind of hard to survive.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 06:06:36 pm
(http://i41.tinypic.com/ilyqoi.jpg)

... and with this you can consider me seriously confused... though this is a screenshot of a 3rd docking. It *did* shop up empty like in yours right after i docked... wich confuses me even more. Don't hold your breath while i try to figure this out... sry   :(
Title: Re: Prospector, a roguelike in developpement
Post by: Vucar Fikodastesh on April 30, 2009, 06:25:02 pm
Another weird thing that happened to me: I bought a battleship which is supposed to have a maximum of 50 HP, but I can only repair up to 10 HP of that.

Also, what do cryogenic chambers do?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 06:32:12 pm
Yep, that with the battleship was a bug. It's already fixed, just get 0.1.5c
http://code.google.com/p/rlprospector/downloads/list

You can stuff additonal crewmen into cryo chambers.

And....
Saving every time before you enter a station triggers the "He didnt really leave. don't let yourself get fooled and reroll the station inv." savety :P That was it. I can't say it *should* trigger there and will have to look into it again but thats where your equipment went.
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on April 30, 2009, 06:40:23 pm

Any details here? When? Where? How? went black and stopped doing anything when scanning a planet?

Ya, i was in
Spoiler (click to show/hide)
and tried to see my ship status with '@' after picking up an alien artifact, then it crashed.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on April 30, 2009, 07:01:25 pm
humm... did you manage to figure out what it was or was it an unidentified artifact? And if you figured it out what was it? Did the game freeze or throw a memory exception error?

Also i must say: thanks to everybody for the great feedback! It has been very very helpfull so far!
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on April 30, 2009, 07:53:14 pm
When I buy equipment (such as head lamps) does it get used automatically?  If not, how do I go about equipping people?  Or maybe it is being used and I just can't tell.  I bought 3 (or 4) headlamps and I still had a really small sight radius on a planet... Maybe they don't affect that?
Title: Re: Prospector, a roguelike in developpement
Post by: Vucar Fikodastesh on April 30, 2009, 08:35:13 pm
I think I found another bug. When I found a improved particle cannon, it asked me which weapon I wanted to replace, and I chose my regular particle cannon. But, it replaced my fuel tank instead!

After finding some more improved particle cannons I figured out that it replaces the weapon above the one you pick.

Is there anyway I can get the stations to replenish their stock? I tried docking and undocking several time, but it didn't work. I would really like to buy some equipment. As it is, I just have to use the stuff I find on planets.

It would be nice if you could view the descriptions of equipment you already have. There is a lot of equipment I found on planets, and I would like to know what they do.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on April 30, 2009, 08:41:15 pm
 One the idea of features being close to stations: How about each station has a circle of about five tiles, within that circle planets don't contain particularly interesting features and mines/colonies are more abundant? It would make sense and give the new ships something to do 'till they can handle the planet that makes an earthquake kill all ten of your crew randomly.
Title: Re: Prospector, a roguelike in developpement
Post by: Hawkfrost on April 30, 2009, 09:13:49 pm
the planet that makes an earthquake kill all ten of your crew randomly.

But those are the interesting ones!

I purposely seek out the volcanic planets, because I find they usually have lots of resources.

And I just saw a colony get destroyed by an eruption. Awesome.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on April 30, 2009, 09:17:03 pm
 Also odd how a forest even sprung up on such volcanically active planets. Seems after a good ten minutes of moving about a good portion of the map is covered in magma. Spend and hour and you could theoretically make it a magma planet.
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on April 30, 2009, 10:46:13 pm
humm... did you manage to figure out what it was or was it an unidentified artifact? And if you figured it out what was it? Did the game freeze or throw a memory exception error?

Also i must say: thanks to everybody for the great feedback! It has been very very helpfull so far!


It did crash, no freeze. It was an exception, offered to open it in my debugger but i declined at the time, maybe i should have kept the dump sorry. For the artifact, I'm really not sure if it got identified, just got a message after walking on some metal scraps and hit @.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on April 30, 2009, 10:48:54 pm
Wow, the more I play this game the better it gets.  Space combat is still pretty confusing tho.
Question:
How do you use the laser drill?
Also, it would be nice to be able to pull up a list of the personal equipment you have.
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on April 30, 2009, 11:05:37 pm
A random and probably wrong thought occurs. Toady is working on a secret project end of months. We recently had a thread discussing if it could be a space opera. This space opera roguelike pops up.

The level of detail feels fairly close to DF.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on April 30, 2009, 11:34:03 pm
I suddenly understand one of the previous quotes.  Let me just add:


AHHHGGGGG!!  SANDWORMS!

Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 01, 2009, 12:07:28 am
I suddenly understand one of the previous quotes.  Let me just add:


AHHHGGGGG!!  SANDWORMS!



 THEY WERE WAITING FOR ME! WHYYYY?!

 Also, cheating casinos suck. Dammit, don't poop out a pirate as soon as I decide I don't want to gamble anymore!
Title: Re: Prospector, a roguelike in developpement
Post by: MrWiggles on May 01, 2009, 12:22:02 am
Damn...

Not mac compatible.
Title: Re: Prospector, a roguelike in developpement
Post by: Captain Mayday on May 01, 2009, 12:32:18 am
Just a couple of suggestions for things I'd like to see in this game.
Naming for planets and stars.
Names for crew members, with the ability to view the crew roster. Crew members should get better at what they do. Renaming them would be fun as well. This would also have the upshot of making the game more Lets Play-able, ergo increasing audience.
This should extend into identifying the team members when they're injured and killed.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 01, 2009, 12:40:20 am
 As it stands, they are more glorified hit points.

 As I'm imagining them as Redshirts, that doesn't seem out of place.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 01, 2009, 12:44:58 am
WHOA is prospector early in development

Judging by the suggestions I thought it would have been more finished.
Title: Re: Prospector, a roguelike in developpement
Post by: Gunner-Chan on May 01, 2009, 12:48:53 am
I saw the troop transports and instantly hoped that at some point invading civilized planets was possible. I don't think it is currently.
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on May 01, 2009, 01:23:17 am
Two small suggestions: Make the default action for y/n be a 'n' for any key other than y.  That way when I'm walking and I run into an animal I don't have to say 'n' to attack I can just keep on moving.  Second, it's be great if some commands took place before actions.  For example, when I press 'c' to communicate with a creature it lets the creature move one turn before asking me which direction to talk.  This almost always results in the creature moving away from me...

*edit* And I still haven't figured out how to use the equipment that I find/buy.  How do I use the head lamps or plasma rifles and whatnot?  Can anyone fill me in on this?
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 01, 2009, 01:45:43 am
Been playing for something like 8 hours straight now. Heh.  here`s my two bits:

The hull point bug needs to be fixed...no matter what kind of ship I have, I can`t repair it beyond 10 HP.

Weapons: It would be nice if the ship weapons were more balanced.  As it is, I don`t see any reason not to just buy particle beams.   Maybe some with longer range but lower damage, some with shorter range and higher damage, and some with high range and damage but limited ammo.
Personal weapons:  Maybe its just me, but I want close combat weapons.  When I`m exploring the subterrainian depth of a nameless planet and get cornered by a pack of huge, viscous mammals, its time to put away the gauss rifles and pull out the chain swords and power axes.  FOR THE EMPEROR! wait, wrong game. but still.
Names: Just seeing "reptile" all the time is kinda annoying.  How about letting the player name a new species, and then having that name pop up when they see an example of that species again?
Persistant worlds- How about letting people decide if they want to continue exploring the world where their last character died?  The fact that they would start with some knowledge of what was on the map would be balanced by the fact that a lot of the resources would have been harvested by the former character.  It would be fun to try to defeat the sandworms time after time, with more and more stranded ships piling up on the surface of the planet....
Thats it for now.  Great game!  I, who am about to die, (ie I`m starting a new prospector.) Salute you!
Title: Re: Prospector, a roguelike in developpement
Post by: Captain Mayday on May 01, 2009, 01:58:41 am
Actually, seems like personnel do get experience... so I guess it /is/ tracked for individuals to some degree already.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 01, 2009, 02:10:05 am
 However, unlike the guard personnel, it is difficult to see the levels of your respective crew.

 Also, the crew counter seems to be separate between guards and the specialists. Max 10, with a gunner, pilot and biologist and yet I can take five redshirts? Don't I lack bunks?

 But yes, all this criticism is to make the game better. Already it is awesome.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 01, 2009, 03:07:26 am
Hmmm.  I started my own colony.  Don`t know quite how I feel about that...
Kind of a random end.  Even for a rogue like.
Title: Re: Prospector, a roguelike in developpement
Post by: WorkerDrone on May 01, 2009, 04:29:43 am
Your character was the first to settle an untamed and dangerous sector of space, with the chance of your colony becoming supreme in the sector from your previous life of space adventures funding the process. In decades to come, when you are at your death bed, before your eyes a trading empire with limitless routes and connections, colonies across the sector now teeming with human life, and a Military as your Iron Fist of might, squashing all remaining Pirates from the sector, and sweeping aside all competition.

...

And then you die.

And then anarchy. Space Dystopia, with various rogue trading factions, and a splintered but still powerful military remnant suppressing the masses, and a Alien Civilization returning to reclaim its sector, creating destruction of genocidic intent upon world after world.

In other words, its the Darker and Edgier version of your ending.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 01, 2009, 04:42:35 am
As it stands, they are more glorified hit points.

 As I'm imagining them as Redshirts, that doesn't seem out of place.

And by some strange coincidence: There is a variable in the code that is called "player.deadredhirts" :)

As for the colony starting: Landing with 1 HP (high gravity, dense atmosphere, bad pilot too?), that *is* avoidable.

All equipment (including drills and lamps) gets automatically equipped and it has to to some degree. Would you really like to equip 70 (HTT with 2 additional crew modules) crew members one by one?
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 01, 2009, 05:35:29 am
Aha!  I must have forgotten to repair my ship. I just couldn{t figure out what was going on.  My bad then.
I agree about auto eqipping...the security guys die too quickly for me to care about them.  If there was a captain *player* character, it would be nice to control their inventory.  Otherwise, I{m fine with the way it works now.  Except, asI said earlier, Id like to see what equipment I had available....
Title: Re: Prospector, a roguelike in developpement
Post by: Tormy on May 01, 2009, 08:04:17 am
Looks like an interesting RL, I might try it out today...too bad that I prefer the fantasy themed games, but this isn't a big problem in this case, since this game is a RL.  :D
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 01, 2009, 08:26:08 am
Damn...

Not mac compatible.

It doesn't do anything OS close though. Not owning a Mac (or nix system) i just cant try it :)
Source is included, all you need is freebasic (www.freebasic.net) to compile it. So: feel free to try that, if you want and let me know if you succeed/run into problems.

Also: i just fixed 1 1/2 bugs (the artifact weapon selection thingy and some autosave funkyness and a ship command)
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 01, 2009, 08:55:52 am
One thing that is missing from the documentation is the fact that oxygen refuels at the ship. It took me a while to notice this, so it might be worth adding.
Title: Re: Prospector, a roguelike in developpement
Post by: Floirt on May 01, 2009, 08:58:45 am
Is there more than two commands to use when radioing the ship while away? I've only found Land, and Launch.

Also, CAVES FULL OF ANGRY ALIENS OH MY GOD.
Title: Re: Prospector, a roguelike in developpement
Post by: Nirur Torir on May 01, 2009, 09:14:41 am
Fun game, but I found a few bugs with 1.5C:

1) From the configuration menu on the main menu, the pirate safety area can be toggled on, but not off again.

2) Ships still can't be repaired if they are above 10 hp, but they can be fully repaired when below 10 hp.

3) I had the bug where the starting station wouldn't get an inventory or any crew. Neither saving nor visiting normal planets helped, but it was cured when I completed a mysterious package delivery quest involving people examining my ship. It was most annoying, as my science officer wasn't around anymore. Any chance of forcing the stations to at least carry one L1 employee of each type?

4) Getting too many inventory items to fit on one page creates some scrambled characters at the end of the list.

Is there more than two commands to use when radioing the ship while away? I've only found Land, and Launch.
I found two more useful ones that it'll be more fun to not spoil.
Spoiler: Hint (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 01, 2009, 09:20:32 am
Is there more than two commands to use when radioing the ship while away? I've only found Land, and Launch.

Also, CAVES FULL OF ANGRY ALIENS OH MY GOD.
Wait 'till you get more than two levels deep. Then the 'fun' really begins.

 Also, to Nirur Torir, that is like saying Rogue would be more fun if you didn't know how to use any commands. Come now, just tell us!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 01, 2009, 09:25:44 am
If you include "Hello?"-"Yes?" there are 7. Though one is redundant and another one makes sense in exactly one case.

... and the arguably most fun command wasn't working correctly in 0.1.5 to  0.1.5c. Works now though.

If you can think of anything you would like them to do, tell me.

@ nirur torir: 1 & 2 are fixed as of nowish...3 might take a bit longer thx *shoots his quality control officer*
Title: Re: Prospector, a roguelike in developpement
Post by: Nirur Torir on May 01, 2009, 09:48:49 am
Uhh....the inventory bug needs to be fixed.
I loaded my game where I had lots of loot, docked, sold my resources, and checked my inventory. A few rifles and binoculars, nothing else. I hit a button, and it crashed. I loaded again, and checked my inventory without docking. Binoculars and 13 resources, followed by a crash. I loaded one last time, checked again out of confusion, and it crashed again. The third crash deleted my save file. I was 1500 credits away from a battleship, now I have to take out my frustration against pirates with a small fighter.
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 01, 2009, 09:52:01 am
There seems to be a bit of happy fun stuff around... How many unique planets are there?

Edit:
Glitch:
Getting blasted by your own grenade lists you as "killed by a "
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 01, 2009, 10:20:27 am
There are 16 unique planets.

@ nirur torir
Agreed, it does. and it will as soon as i find out what causes it. Unfortunately it appears that it isnt one of the "ooops, that should have been x instead of y" kind. therefore it might take a bit to track and kill. :( sorry...
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on May 01, 2009, 10:21:30 am
The trading part of the game need some work  :D I'm guessing it has not been tested much yet.

First, there are some pretty big bugs when you try to buy some stuff with the basic merchant ship when you just started the game. It tell you your cargo is full even if it's not, then when you sell your non-existant cargo you get a message saying "you sold *blank* for xx credits.", where xx is 0 or in one case something overflowed as i got a really big negative number. Then it get weird, in my case i got 10 additional cargo space on my basic ship, fully usable.

Second, its not a bug but buying weapons at 7 credits a piece and selling them back at 2500 credits is a little abusable to say the least :p The market variation is kinda crazy, some good can have a 300%+ variation in price between docks.

Anyway, the merchant life is shaping up to be fun even with those bugs, I'm liking the pirate interaction and risk/reward of it.

On a somewhat related note, when browsing the ship equipment screen it would be nice to see what your ship can and cannot equip, as well as what is currently equipped. And also the starting ships maximum sensor/engine/shield limit could be a little higher, right now you gotta upgrade ship as soon as possible if you want to add anything :/
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 01, 2009, 01:31:51 pm
There actually is a maximum already in place. it's 500% of base price though, so 2500 for weapons is as high as it can get. (also when nearing the maximum demand gets lower and production higher) Hmm maybe a little tweaking is in order.

What can i say... looks like this thing got more testing in the last 2 days than in the last 2 months. Thanks for volunteering in such numbers guys :)
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 01, 2009, 01:47:38 pm
 Thank YOU for making it. This is awesome.

 This is a glimpse at what we theorized DF would look like if done as a space game.
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 01, 2009, 02:31:18 pm
I think this was reported before, but it is a high priority glitch:
-Having too much personal equipment (enough to start a second page) causes the game to crash when @ is pressed. (note: I think I also had an artifact armor piece, as well as a disintagration gun)

The game is pretty awsome though, and I'm sure I'm not the only one who thinks that it has some pretty good potential. Just remember to concentrate on debugging so that the game doesn't become unplayable.
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on May 01, 2009, 02:47:34 pm
Potential bug but also semi reasonable feature:

I just started in a starsystem with a station on top of it. Makes sense since space stations should be in orbit, but doesn't seem to be normal behavior at this point.
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on May 01, 2009, 02:51:36 pm
Yeah, stations appearing within a solar system would be great.

Example:

O ooooo@oo

where the @ represent a planet with a station in orbit. Then you have the option Land-Scan-Dock at this spot.
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on May 01, 2009, 03:55:45 pm
I have posted you on reddit (http://www.reddit.com/r/gaming/comments/8gsq5/prospector_a_space_exploration_roguelike/), thus giving you an even larger audience!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 01, 2009, 04:50:07 pm
Ha! Managed to find and squash that inventory game killer bug!
And the sell empty bay bug too.
And the can't buy unless you sell your empty bays first thing is gone as well

Besides that i added a "You refill your oxygen tank" message when appropriate and earthquakes do less damage the farther away from the center you are (again)

As for the station and the system below: Well, since the 2 don't collide (you can scan, land and dock) i never figured it was anything worth paying attention to.
The main problem with putting something in orbit would be finding it on the map though. (Some may have noticed that there are no moons and no gas giants for similiar reason)

Underlying color would be a solution (like the dark blue background confirmed uniques get already)

You could of course do some cool stuff if i found a way to solve that display problem somehow, for example number of craters in system corellating with the number of gas giants present.
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on May 01, 2009, 05:16:39 pm
I found an incredibly annoying bug.

If you have say 5 security on your ship, and you only take 3, if those 3 get killed, you lose. No point in asking if you want to take less then maximum if losing the less then maximum loses.

Edit: For the moons and gas giants, have it take up 3 lines and do it like this.

Code: [Select]
   .
S oo O S
   ..

where the first S is the star, the o are planets, the O is a supergiant, the last S is a station, and the . are moons.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 01, 2009, 05:26:22 pm
Nope, not a bug.
If you take all you can't radio your ship.

It is however a symptom of the "where are the officers?" question mentioned earlier by (i think it was) duke2.0 

And i had an idea for that: We do give those 4 bunks and also put them on the awayteam. they get HPs as follows: Captain: 5, Pilot: piloting skill, gunner: gunnery skill, Science officer: science skill.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 01, 2009, 05:32:29 pm
Quote
Nope, not a bug.
If you take all you can't radio your ship

Hmmm... Then it isn't so much a bug as it is a bug (for lack of a better word)

They should at least warn you or allow ships to have computers. stupid 1940s sci-fi technology!
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 01, 2009, 05:33:19 pm
It might be best to have them as AI or something, for sake of suspension of disbelief.
The AIs could get burnt if working with lower level AI, instead of retiring, and take maintanence instead of wages. It makes a no response more believable.

Or it could be more explicit that the entire crew embarks, for some reason.
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on May 01, 2009, 06:14:20 pm
The bug was that with just 3 out of 5 dead, I couldn't keep going. Once the one away team died, I lost, even with additional men on the ship.

For the planets, I posted this earlier but will repost so you see it.
For the moons and gas giants, have it take up 3 lines and do it like this.


Code: [Select]
  .
S oo O S
  ..

where the first S is the star, the o are planets, the O is a supergiant, the last S is a station, and the . are moons.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 01, 2009, 06:22:04 pm
I`m with magellen on the away team.  If you can die on a planet and continue the game, the difficulty drops to almost nothing.  Space will be dangerous, planets completely safe as long as you leave one guy on the ship.
As I mentioned in a previous post, how about adding a captain?  They would represent the player themself, and go with the away team.  Red shirts provide abalative armor for the captain, thus preventing a surprise end game. If the captain dies, the game ends...your character died.
That said, Magellen, what did you think of the weapons suggestions I made earlier?
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 01, 2009, 06:26:46 pm
High range and damage weapons with ammo are already in the game. They are called grenades, and are deadly as hell. They also have the dwarven side to it, which means you might self destruct.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 01, 2009, 06:31:51 pm
Thats exactly it.
I had it that way in the very beginning (before anybody got to see this thing) and soon realized that leaving 1 guy on the ship effectively makes you immortal. As for the one man left requirement for radio. I guess one could drop that, but there is ...
Spoiler (click to show/hide)
... and its kinda nice there.

As for the ship weapons: There indeed is a lot of room for added variety there. Of course Particle cannons aren't exactly cheap, but maybe not expensive enough either. Yup. needs work. (As so much else in this thing :) )
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on May 01, 2009, 06:32:28 pm
How about for every away team that you lose, the cost per redshirt doubles. So for example, it costs 5 credits a redshirt initially. You lose a full team, and it doubles because no one wants to work with you anymore. You lose another, and now your at 20 credits a redshirt. Makes planets more dangerous while removing the odd occurence of sending out 1 redshirt and everyone dieing because he drops. Obviously it would be in salary and not hire costs, or maybe need to add a hiring bonus to encourage redshirts to follow you in suicidal glory.
Title: Re: Prospector, a roguelike in developpement
Post by: Vucar Fikodastesh on May 01, 2009, 06:39:58 pm
Makes planets more dangerous while removing the odd occurence of sending out 1 redshirt and everyone dieing because he drops.

You don't lose because he dies; you lose because you die.

You go along on every away mission.

If you think it is silly to lose one redshirt and die, send more than one redshirt.

I like it as it is, and I think it would take away too much of the roguelike feel if it was changed. The game is already pretty easy.
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on May 01, 2009, 06:44:51 pm
Ok, makes sense. Still, if I'm going out with the away teams, I should be able to seduce aliens. After all, the captain always gets the green alien girl.
Title: Re: Prospector, a roguelike in developpement
Post by: Vucar Fikodastesh on May 01, 2009, 06:55:25 pm
Ok, makes sense. Still, if I'm going out with the away teams, I should be able to seduce aliens. After all, the captain always gets the green alien girl.

Quote
A Mammal with a cone shaped head, with 2 compound eyes and a small mouth. A thick neck leads to a wide body, with no arms and 4 short legs. Its whole body is covered in an exoskeleton. It weighs appr. 68 Kg. It flies using featherd wings.

Go get her ,Tiger. ;)
Title: Re: Prospector, a roguelike in developpement
Post by: Servant Corps on May 01, 2009, 06:56:51 pm
Makes planets more dangerous while removing the odd occurence of sending out 1 redshirt and everyone dieing because he drops.

You don't lose because he dies; you lose because you die.

You go along on every away mission.

That's completely stupid.
Title: Re: Prospector, a roguelike in developpement
Post by: Little on May 01, 2009, 07:01:52 pm
I died on a disintegrating planet.

What happens if you become a pirate and kill merchant ships? Are there any effects?
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 01, 2009, 07:05:02 pm
Pretty interesting for a game that is only 15% done
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on May 01, 2009, 07:50:38 pm
Makes planets more dangerous while removing the odd occurence of sending out 1 redshirt and everyone dieing because he drops.

You don't lose because he dies; you lose because you die.

You go along on every away mission.

That's completely stupid.

Tell that to the StarTrek screenwriters.

Not that I disagree with you  ;D
Title: Re: Prospector, a roguelike in developpement
Post by: qwertyuiopas on May 01, 2009, 08:31:24 pm
Maybe as a solution, you could have an option specifically to remain behind but as a result, the team is on semi-AI, where you can only give vague orders and they are MUCH worse in combat and other situations, making it required to go with them to get anything important done.
On the other hand, that opens up the possibility of deploying 20 people and many supplies where they will set up a temporary base and proceed to explore the rest of the system(no leaving the system without them though) giving periodic radio updates. If conditions are especially bad, they may fake their own death to get away from you or something and you can run into them, maybe as pirates, maybe still living on that planet, maybe ruins with a diary or two that explain what happened. The result would probably depend on your play style and the team.
Yeah. If such a feature were implemented, they give brief radio updates like "explored a bit" "hostiles have been sighted" "...*static*(they appear to be dead)" and other reports while you can later return and find more detailed reports in diarys and logs.
Title: Re: Prospector, a roguelike in developpement
Post by: Little on May 01, 2009, 08:47:51 pm
You could leave them behind, leaving the system.

They wouldn't be happy, though.

Edit: Who develops this game?
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on May 01, 2009, 10:12:32 pm
Okay, best bug ever (0.1.5e): I lost all five redshirts on a planet.  I guess the game switches to off-planet before processing the game over, because the bottom said

Quote
blah blah blah: 1 wounded
blah blah blah: 2 killed, 1 wounded
blah blah blah: 1 killed
blah blah blah: 2  killed
blah blah blah: !

It then, IIRC, cut to the space view with the "Unidentified radar blip [or whatever the pirate message is], Engage?"

So of course I said yes!  It then initiated a space battle, I killed one pirate but was sadly killed by another.  I truly wonder what would have happened had I won... The summary reports the "5 casualties among the crew" with death in 5 turns (those beasts were brutal!), yet the High Scores has "Got blasted to atoms by spacepirates after 5 turns" note.

Great bug though, as it kind of just does what everyone else is asking for (launch the ship after away team death).  So for all you asking for that feature, it's in as long as pirates attack you the exact turn that your team dies!

This did not happen to the previous or next ship, either.  And in case it matters, this version was the first time I just pasted the new version over the old one (I know, I know, coming from DF I should know better but I was curious if it'd work).
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 01, 2009, 10:34:33 pm
Wow the bug turns you into a ghost ship!
Title: Re: Prospector, a roguelike in developpement
Post by: Little on May 01, 2009, 10:37:34 pm
Who develops this game?
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on May 01, 2009, 10:42:18 pm
He's logged into the B12 forums as magellan.
Title: Re: Prospector, a roguelike in developpement
Post by: ductape on May 01, 2009, 11:09:13 pm
magellan=a certain amphibian?
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on May 01, 2009, 11:41:48 pm
I thought that myself. Just seemed odd that we had that space opera thread, and this gem shows up during the end of the month project he's been working on. Still, it would be odd to discover it like this. It is very DFesque however.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 12:12:29 am
 I told them not to attack dead people! Teaching pirates manners is hard! As to what would have happened if you had won: you would have died with the planet message.

(I've run into this before, fixed it, reworked my fleet system and obviously forgot to put it back in)

As for what happens if you attack merchants: there are some things in the game that affect your standing with spacestation/company/merchants and pirates. attacking merchants is one of them ;)

*checks for webbing between the toes*
Nope, mammal, 2 legs, 2 arms, lens eyes, no wings. ;)
Title: Re: Prospector, a roguelike in developpement
Post by: Muz on May 02, 2009, 12:13:07 am
I like it, but it seems that half of the planets I visit try to kill me. The other half are plain boring. Only one planet has been nice and peaceful to walk on. Would've explored it if it wasn't for oxygen requirements.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 12:14:29 am
We will definately need a reminder of this game once it is much further along assuming it is still in production!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 12:26:42 am
Yap.... last update has been 7 hours ago. I think it's save to assume he gave up ;)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 12:28:21 am
Yap.... last update has been 7 hours ago. I think it's save to assume he gave up ;)

I am a bit used to people giving up their great projects online... almost like it is the standard.
Title: Re: Prospector, a roguelike in developpement
Post by: inaluct on May 02, 2009, 12:33:38 am
Wow, I just got this. I'm going to need to learn to play it by fumbling around and crashing into a star, because it looks awesome.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 02, 2009, 12:54:57 am
Don't know if it's been fixed yet, but in .15 when I was buying equipment it was buying the item above the one I had selected, and I couldn't buy the last item because the only thing below it was "Exit", which worked.

Something I don't like is that you can go back to planets you've explored and still get all the biodata. When mapping is worth maybe 1000 and biodata can be worth >10,000 it makes it pretty easy to make money. Shouldn't mapping be worth a lot more than biodata anyway?
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 01:02:56 am
Quote
Shouldn't mapping be worth a lot more than biodata anyway?

I wouldn't think so. You could map with a camera swooping over a planet... but to get Biodata it requires quite a bit of work and has benefits outside of the constraints of that single planet.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 01:17:32 am
Most shop problems (=All that i am aware of as of now) have been fixed.
Well, except for stuff showing up twice.

As for this thing being to easy: There is an item in the game that is worth 1.000.000 Credits. It is *not* just lying around somewhere.
The idea was to let the player chose how hard he wants the game to be. You can win easily by exploring, easily by trading, a little less easily by pirating, and the least easy by finding the amulet of yendor (Wich  isn't an amulet and of course also goes by a different name)

Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 02, 2009, 01:55:18 am
I  tried to compile 15e for linux. The first 2 errors I got were to do with _autosave and _minsafe, so I declared them in types.bas. Now I get errors about playsfx, I tried adding #inclib "alphawaveout" to prospector.bas but no luck...  I'm just typing "fbc prospector.bas" at the command line. I've tried linking alphawaveout from the command line but I don't really know what i'm doing there.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 02:03:00 am
I  tried to compile 15e for linux. The first 2 errors I got were to do with _autosave and _minsafe, so I declared them in types.bas. Now I get errors about playsfx, I tried adding #inclib "alphawaveout" to prospector.bas but no luck...  I'm just typing "fbc prospector.bas" at the command line. I've tried linking alphawaveout from the command line but I don't really know what i'm doing there.

LIES Linux is perfect! The Internet is never wrong!

Anyhow if you have Linux having a Windows Emulator is always useful to have on hand since Microsoft just LOVES trying to force their products on people by outdating everything! (Ubersoft was right!)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 02:16:09 am
Humm... is it possible that i forgot to update types.bas? Entirely possible!
The other thing tells us that the sound lib isn't working under linux.

Ok, i just removed the sound, if you would like to give it another go :

http://rlprospector.googlecode.com/files/proslin0.1.5e.zip

Thanks for giving it a try!
Title: Re: Prospector, a roguelike in developpement
Post by: Muz on May 02, 2009, 02:22:52 am
Most shop problems (=All that i am aware of as of now) have been fixed.
Well, except for stuff showing up twice.

As for this thing being to easy: There is an item in the game that is worth 1.000.000 Credits. It is *not* just lying around somewhere.
The idea was to let the player chose how hard he wants the game to be. You can win easily by exploring, easily by trading, a little less easily by pirating, and the least easy by finding the amulet of yendor (Wich  isn't an amulet and of course also goes by a different name)

Does it have endings like ADOM? Win the easy way and you become a God, then get slaughtered by some other champion :P
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 02:41:40 am
Nowhere near like in ADOM but some inspiration definitely flew from that direction.
That is one of the parts that could definitely use some polish. (Finding the amulet currently yields one line and only if you make a dump file)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 02:43:59 am
If anyone is making suggestions on their forum can you include spacial anomolies that you can explore and attempt to reap the rewards or drawbacks?

Though a bit too far... it would be interesting if you could enter a negative universe where all the diplomatic situations were reversed.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 02:53:41 am
.... but how do you make a @ with a goatee? ;)
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 02, 2009, 03:04:48 am
It compiles, and seems to work apart from one major thing. (I don't know much about linux, so I don't know if it has to do with the way I ran it (in a terminal) or what.)

The print to the bottom of the screen prints to the line below the bottom of the screen, shifting the previous displayed stuff upwards every turn.

And the keys feel sluggish.

EDIT: Actually that print thing doesn't happen if you maximise the terminal, but the keys still seem sluggish. Often when I try to move in space view the ship will do nothing but a turn passes (though that's probably a gameplay element.) The main problem now is the display for some tiles ie:
Spoiler (click to show/hide)

Those question marks in space change colour every turn.
Title: Re: Prospector, a roguelike in developpement
Post by: Captain Mayday on May 02, 2009, 03:09:46 am
Magellan, there are a number of spelling errors. Do you want us to point them out as we come across them?
Title: Re: Prospector, a roguelike in developpement
Post by: GFXiNXS on May 02, 2009, 03:15:38 am
First of all, I'd like to say cheers for a great game. Even in its early stages it has kept me enthralled in the downtime of my otherwise hectic week.

And now my two cents:
I stumbled across a bug whilst on a planet reading "Picking up radio transmission:'going for  at 0:0'

It initially read "Picking up radio transmission:'going for palladium deposits at 51:13' or something similar but after displaying three or so times it just spammed the aforementioned line.

Cheers again.

Edit: Firing at an away team's vessel reads the message "It is slightly dent now" which should read "It is slightly dented now"  :)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 03:27:13 am
Thanks for trying the compile codezero.
While this can be fixed and i even know how, it is not something that can be done in half an hour. :( Ah well: another thing for the todo list

@ Captain Mayday: Anything i can do to improve the game I do with pleasure. especially if it doesn't require much work ;) So if you run across one, point it out!

@GFXinXS Thanks for both cheers and both cents! (see above) ;)
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 02, 2009, 03:35:38 am
I think there is a pirate glitch: After being told that I succesfully got away, they blasted me for 2 damage and killed me...
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 02, 2009, 03:36:51 am
For what it's worth, the keys behave normally using the keypad and numlock.

Do you want me to mail the compiled source to the address you listed? It seems to work fine other than the gas clouds. Or you might want to wait 'till it's consistent.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 03:37:17 am
I am getting the slight idea that Magellen is the guy working on it... but subtext, implied meanings, and inferences are my weakness so I may be reading too far into this.

Ugh "Fast as a rock, sharp as a bowling ball"... I wish I could get that quote out of my head (they said it because I usually didn't know what was going on... that and I kept refering to a woman as male)

I do have a question for those who played this:
Should I hold out and wait until the game is more playable and thus more impressive or is it satisfying enough right now that a small go wouldn't be so bad?
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 02, 2009, 03:39:54 am
A small go is what I would recomend. As it is, the game has quite a few features.
Title: Re: Prospector, a roguelike in developpement
Post by: Little on May 02, 2009, 03:41:34 am
I really would like there to be some kind of way so that you know your coordinates.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 04:26:37 am
Unfortunately its a tad more than just the gasclouds. its roads, cultivated lands, lava, oh... dungeon walls.... and propably a few things more somewhere i am forgetting right now.

So maybe i better make a clean linux version before i start throwing it at people.
Title: Re: Prospector, a roguelike in developpement
Post by: Karlito on May 02, 2009, 04:27:16 am
I am getting the slight idea that Magellen is the guy working on it... but subtext, implied meanings, and inferences are my weakness so I may be reading too far into this.
So is reading the whole thread apparently.  ;)
Yes, Magellan is the guy working on this.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 02, 2009, 04:35:06 am
Yeah I just realised it's the whole extended ascii set. But apparently it's just my console that doesn't support it, and it's possible to change some terminal settings so that they are supported, it's a bit of a pain though on my end so it might be better for you to use unicode or whatever you were gonna do. It works well if I replace chr(179) with "▒"
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 04:37:52 am
Quote
So is reading the whole thread apparently

I thought I did but I guess I skimmed too much or took his original wording differnetly.
Title: Re: Prospector, a roguelike in developpement
Post by: Captain Mayday on May 02, 2009, 04:38:54 am
Fairly minor spelling and grammar problems spotted so far. I don't mean to sound pedantic, and I know it's far from a complete game, but these are easy to fix and the words tend to flow better in some other methods of phrasing things.

ship select screen reads 'Chose ship.' should be 'Choose ship'

Scout text reads: 'can hold some highrade Equipment'. should be 'can hold some high-grade equipment.'

Long range fighter: 'It can't hold a big crew or cargo, but strong weapons...', should be 'It can't hold a big crew or cargo, but can carry strong weapons...'

Light transport: 'Not built to defend itself it is the...' should be 'Not built to defend itself, it is the...'

Troop transport: 'Usually used for invasions. But it can be used for exploring as well, especially on planets with many hostile lifeforms.' should be 'Usually used for invasions, it can also be used for exploration, particularly on planets with many hostile lifeforms.'

Destroyer: '...It can also load enough fuel to get it where it's needed and deliver a considerable amount of ground troops.' should be '...It can load enough fuel to get it where it's needed and can deploy a considerable number of ground troops.'

Merchantman: 'Still an easy target without escorts. Though smaller pirate ships might think twice about attacking it. ' should be 'While it is an easy target without escorts, smaller pirate ships may think twice about attacking it.'

Battleship: 'A spacecombat powerhouse. Designed to obliberate enemy fleets. It's only weak point is its low endurance. Long missions aren't its strong point.' should be 'Designed to obliterate enemy fleets, it is the powerhouse of a fleet. Its low endurance is its weakness, making long missions difficult.'

Heavy troop carrier: '...operate without escorts proteting it.' should be '...operate without escorts protecting it.'


This is just the ones I've found for the ships.

After starting the game:
'... and finding ressources your goal...' should be '... and finding resources. Your goal...'
'but beware...' should be 'But beware...'
'You start your carreer...' -> 'You start your career'

Sensor (ECM I system and ECM II system) - 'Designend to prevent...' -> 'Designed to prevent...'

Rail gun 'Warheads are ommited...' -> 'Warheads are omitted...', and '...allow for smaler easier to...' -> '...allow for smaller, easier to...' and 'Ammuniton' -> 'Ammunition'

Fuel tank: 'Not the savest way...' -> 'Not the safest way...'

Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 04:40:22 am
Quote
Scout text reads: 'can hold some highrade Equipment'. should be 'can hold some highgrate equipment.'

I am going to call you out on this. I personally think it is 'can hold some highgrade equipment'

Though I am kinda hoping I am wrong if ONLY because "Highgrate" only deepens the mystery.
Title: Re: Prospector, a roguelike in developpement
Post by: Captain Mayday on May 02, 2009, 04:41:27 am
Quote
Scout text reads: 'can hold some highrade Equipment'. should be 'can hold some highgrate equipment.'

I am going to call you out on this. I personally think it is 'can hold some highgrade equipment'

Blah, you won't believe that I spotted that and forgot to fix my own typo.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 04:47:16 am
Some of your corrections however need thematic corrections as they are too wordy such as: 'While it is an easy target without escorts, smaller pirate ships may think twice about attacking it.'

Rather... it is just the "While" part that just throws you off.

As a throw away suggestion (because indicating a problem without offering a solution is sometimes considered rude)

"An easy target more then a match for small pirate ships"

Hmm that doesn't work much either... then again I didn't have my faith in my own writing.
Title: Re: Prospector, a roguelike in developpement
Post by: Captain Mayday on May 02, 2009, 04:49:23 am
Some of your corrections however need thematic corrections as they are too wordy such as: 'While it is an easy target without escorts, smaller pirate ships may think twice about attacking it.'

Rather... it is just the "While" part that just throws you off.

As a throw away suggestion (because indicating a problem without offering a solution is sometimes considered rude)

"An easy target more then a match for small pirate ships"

Hmm that doesn't work much either... then again I didn't have my faith in my own writing.

I am having trouble getting a feel for the appropriate length as it seems to vary. I would gladly offer full sets of replacements based on Magellan's preference for short and sweet, or slightly flavorful.
Title: Re: Prospector, a roguelike in developpement
Post by: WorkerDrone on May 02, 2009, 04:52:42 am
If you want any recommendations, requests, and or suggestions, then Magellan, heres one.

This game needs more flavor text. Since as of now it won't achieve the sheer interactivity that Dwarf Fortress has, having the ability to manage your crew to some extent, customize your ship in more ways than weapons, scanners and shield generators, and a bit more Lore would make your game more interesting (And just let me say this is a nice looking game so far, though I haven't played into it as much as I wish yet) than it already is.

To give this game more playtime for one thing, you should have the ability to command other ships. A good system for this would be recommended aswell. Though I'm not sure how you would choose to go about this, as it could be hard to implement, or go against your goals for this game, it would in my opinion make it fun. Seeing as how you can buy a Battleship, I don't see why you can't also have a small fleet of ships aswell.

Another thing that might or may not get worked on, in the future along with the rest of these things, is the Away Team. Right now they just happen to be a bunch of Redshirts that stand for HP.(though I may just be the only one who thinks of them as the Marines from Aliens. They Marines all die, but they look kick ass doing it).

It would be nice if they we're actually individuals, and along with an actual equip system, had the items from the armoury on them. Instead of manually doing the equipment of 30-70 guys, you could just get a screen that showed which items your team would use. You have 15 Plasma weapons but have 25 Security? Than equip the remaining 10 with Lazer Rifles. All done with the - and + like everything else.

But yeah, all I can suggest at this point is flavor text, more interactivity, and a bit of fine tuning, and this game would be a blast.

And to top off all that, let me add that all of the above is not likely to be added any time soon due to time constraints. So...now you people can't say anything about me asking for a ton of shit. :P
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 02, 2009, 05:17:20 am
A couple of shop bugs:

If you hit enter a couple of times on sensors that don't fit and can't afford, it buys the sensors anyway, and gives you some credits.

If you try to buy a hull you can't afford it says "you don't have enough money", and then clears the menu so you can't navigate out of it most of the time.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 02, 2009, 05:18:27 am
This is my first time trying out the quote system for this forum.  Fingers crossed; this is usually a pain for me.
Destroyer: '...It can also load enough fuel to get it where it's needed and deliver a considerable amount of ground troops.' should be '...It can load enough fuel to get it where it's needed and can deploy a considerable number of ground troops.'


I don`t see a problem with the word deliver here.  You can deliver people as well as deploy them.  Deploy does sound more...militaristic, tho.

Merchantman: 'Still an easy target without escorts. Though smaller pirate ships might think twice about attacking it. ' should be 'While it is an easy target without escorts, smaller pirate ships may think twice about attacking it.'

Hmm.  This is a tough one.  It might be too long, but I`d say something like:
"While it is an easy target when not protected by escorts, smaller pirate ships may think twice about attacking it."
or, more simply
"It is well enough protected to make smaller pirates think twice about attacking it."

Battleship: 'A spacecombat powerhouse. Designed to obliberate enemy fleets. It's only weak point is its low endurance. Long missions aren't its strong point.' should be 'Designed to obliterate enemy fleets, it is the powerhouse of a fleet. Its low endurance is its weakness, making long missions difficult.'
This doesn`t need much change. How about
"A space combat powerhouse, designed to obliterate enemy fleets.  Its only weak point is its low endurance; long missions are not its strong point."

Honestly, though, the spelling errors didn`t really bother me.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 05:23:04 am
First of all thank you all, and the chose choose thing was fixed like 3 updates ago :P

@ codezero. I was just thinking that it might be just a console config thing :) Can you do me one more favour and test if save/load works? because that was where i was excpecting problems to occur.

@workerdrone
Fleets have crossed my mind, immediately followed by an "oh my god..."

As for:
Quote
you could just get a screen that showed which items your team would use. You have 15 Plasma weapons but have 25 Security? Than equip the remaining 10 with Lazer Rifles. All done with the - and + like everything else.

They do that! and if one with a plasma rifle dies one with a laser rifle grabs it. There isn't really a meaningful decision for the player to make here.

Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 02, 2009, 05:43:05 am
Yeah save/load works, tested it a few times. The keys thing is annoying, I'm gonna try converting all the inkey to multikey in the src, unless you want to. It'd be a lot more responsive then too I think.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 05:56:05 am
most of the input goes through the keyin function found in prosIO.bas.
among other things that function checks against a string if the key is allowed and waits for another one if it isn't.
I therefore doubt that multikey is going to help, since you need it in a string anyway for the check. (and modifiying that codepart looks like a nice piece of work to me)

But: If you want to do it, and it works: Great! feel free!

Also: you looked at the code and you *didn't* go blind?
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 02, 2009, 06:09:55 am
Heh, my code is just as bad if not worse, even though I've been using freeBASIC for a while. There's another keyword called ScreenEvent which I'm looking at using instead of multikey.
Title: Re: Prospector, a roguelike in developpement
Post by: Tormy on May 02, 2009, 06:33:10 am
Hm...my game has crashed after ~20 minutes of playing. Anyone had problems like these?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 07:11:09 am
There has been that inventory thing, but that has been fixed. Other than that it has been fairly stable. though there is that one planet map algo that i suspect to go into infinity loops on rare occasion. haven't been able to pinpoint that one yet.
What have you been doing when it crashed? And did it freeze or crash?
Title: Re: Prospector, a roguelike in developpement
Post by: Muz on May 02, 2009, 07:40:17 am
How do you be a pirate or pirate hunter? I could never find enough ships, and the starting ship doesn't support good sensors.
Title: Re: Prospector, a roguelike in developpement
Post by: WorkerDrone on May 02, 2009, 07:52:12 am
I have to admit, I don't even think there's an inventory menu...

Or let me put it this way. If things work like described, and you equip the better equipment out of what you own, than theres absolutely NO FLAVOR AT ALL in the action that it makes it 'almost' pointless to have names for such equipment.

You might as well name the weapons in tiers, like zappy gun 1 through 5, and Super Secret Weapon Version 2.

Maybe its just me, in fact, its almost certainly just me, but there isn't anyway I can play a game with no flavor text at all. I guess I'll just have to stick with ASCII Sector, no matter how hard the game was for me.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 08:32:31 am
You are right workerdrone
They are basically zappy gun 1-5, and they need to be because everything else leads to a micromanagement nightmare. Especially with the turnover rate those redshirts tend to have.

As to piratehunting:
There are quite a few things that influence pirate/merchant/patrolboat populations, so it is pretty impossible to predict how and where they grow/decline. But every (what was it, 6?) few turns a new fleet enters, so the later the game the more likely you are to run into other ships. 
Title: Re: Prospector, a roguelike in developpement
Post by: Muz on May 02, 2009, 09:45:08 am
Well, what's the point of killing merchants? They don't seem to give any money :P
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 10:15:37 am
What? don't tell me they dont give cargo anymore...

oh hell... they don't ... working on it :-[
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 01:14:46 pm
Fixed. also fixed the 2 shopbugs mentioned by codezero earlier, the dead pirate attacking bug, a typo or 2, made middleclass shis cheaper, and you need to inspect plants and corpses now to get biodata.
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on May 02, 2009, 03:31:09 pm
I have a minor balance concern. Late game, the only ship that's worthwhile is the Battleship. It can get near max sensors, engines, and shields, and with 5 weapon slots it can match any of the other high end ships or surpass them, with the exception of the highend scout with sensors. Indeed, I just checked and it can be equal in passengers to the final form of troop carrier, 2 less cargo then the merchantmen, and only 1 sensor less then the scout with 50 more fuel. Plus its hull and other equipment also surpasses all the others. Even the destroyer is fairly close to the end game ships. Not sure how to address that though, short of bumping up the other ships in their specialties.
Title: Re: Prospector, a roguelike in developpement
Post by: Nirur Torir on May 02, 2009, 04:21:43 pm
I agree. I feel that the battleship should be limited to L2 or L3 sensors, and maybe L2-L3 engines. It's a bit strange that a battleship is faster and more maneuverable than a fighter.

I also tried being a merchant, and feel that the starting merchant ship shouldn't come with all 5 security officers already hired. With the trade prices being apparently random, even a few bad could easily bankrupt the player early on. My best pure merchant game so far was one where a pirate attacked me and got a lucky strike in that just blew up all my security officers. 30 credits to dock is much easier to pay than 80.

WARNING: I know nothing of game balance.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 02, 2009, 05:17:00 pm
Limiting it to lesser sensors and engines make little sense. Though it could be a justified gameplay element.

Engines though don't need to be limited it just has to come with natural manuverability issues.

Afterall in essence a Battleship is just a huge ship with thick walls.
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on May 02, 2009, 06:05:08 pm
While I really like the fact that you can now inspect dead creatures and get info, I have a few small requests/suggestions to make:

1) Since you now have to manually inspect every plant, could they maybe be worth more in data? Or maybe make the grass auto-scanned at 1 point and the trees/bushes manual scan at, say, 5-10 points like creatures?

2) This is a big one, and I'm not sure how simple it would be to do (not very, I'd assume).  Basically, it'd be great if we had a sort of database/encyclopedia/catalog of scanned creatures and plants.  When a player lands of a planet for the first time, let them name it (or just assign names to stars and then numbers to planets, e.g. Earth = Sol-3, or randomly QX-3).  Then as we scan creatures put them into that database under the star->planet->category they were found in.  So if I found a mammal on planet QX-3 the database would go QX->QX-3->mammals->[whatever].  This feature really does not seem like an anytime soon feature.  It'd require planet naming, creature naming, features for plants, etc.  It would be neat though :)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 02, 2009, 06:43:18 pm
thanks to this discussion i just discovered a tiny displayglitch...
Shipstatus and the sidebar don't display movement points for spacecombat correctly. (In spacecombat it does however)

the formula is this: MP=3+engine-hullpoints/20
So while a 50 HP, engine 5 battleship is still pretty fast with 6 MP it really doesn't want to get too many engine hits :)

There are actually quite a few ways to balance here, wich is propably why its so easy to screw it up :)

Oh: and prices aren't random. there is a supply /demand thing that is random, and merchants
Spoiler (click to show/hide)
but you will notice that if you haul the same goods from a to b repeatedly the price will deterioate.

Spicing up botany.... definitely wouldn't hurt. thx for the feedback
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 02, 2009, 06:48:54 pm
Looks enjoyable.  I'll do it.




EDIT:  This game rocks!  I approve.
Title: Re: Prospector, a roguelike in developpement
Post by: Captain Mayday on May 02, 2009, 10:02:37 pm
trying 1.5f, there seems to be cpu usage even at any time outside of the shop menus, or station menus. Outside menus of any kind, really.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 02, 2009, 10:49:57 pm
Now that you have to inspect for bio-data (which I don't mind), can you add an auto-inspect toggle within planet view? I'm not saying I prefer the old system, at least now it takes oxygen/turns to gather bio-data (or you know that it does if it already did).

@Captain Mayday: I believe it has to continuosly poll the keyboard, otherwise how will it know when you press a key?

EDIT: For a couple of versions now, explored tiles on the spacemap haven't been showing up. I thought it was just linux but it happens in windows too.
Title: Re: Prospector, a roguelike in developpement
Post by: Captain Mayday on May 02, 2009, 11:16:23 pm
I'm getting approx 30% cpu usage when idling. If it was only the keyboard, it shouldn't be this high.
Title: Re: Prospector, a roguelike in developpement
Post by: ductape on May 02, 2009, 11:19:00 pm
since i die often, I would like it if after death it brings me back to the start screen instead of closing the application.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 03, 2009, 03:40:57 am

EDIT: For a couple of versions now, explored tiles on the spacemap haven't been showing up. I thought it was just linux but it happens in windows too.


That's actually not a bug (hard to believe eh? ;) ). I figured since the map is so small you would have explored it in no time otherwise. But there is an item that records your journey: navigational computer. pretty cheap at 350, but not standard issue. (I just realized that while it would also tell you your coordinates it does so in a positon on the screen that gets overdrawn... that *is* a bug.)

Edit: Found the CPU time hogger, another facepalm moment.

codezero: could this be what makes the game sluggish on linux?

keyin function reads:

Code: [Select]
do
    sleep 1
        do
            key=ucase(inkey)           
        loop until key<>"" or walking<>0 or just_run=1

while it should read
Code: [Select]
do
    do
            sleep 1
            key=ucase(inkey)           
    loop until key<>"" or walking<>0 or just_run=1
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 03, 2009, 04:44:51 am
Nah that doesn't help. When I say sluggish I mean most times it doesn't actually record the keypress for menus. Worth noting though is it only happens with up/down/left/right, the numpad works properly. And also in the spacemap it will always increment the turn but rarely move the ship. I suspected at first that it had to do with using both multikey and inkey, as that can lead to probs in my experience. But it was too much work for me :P.

I just had an idea and tried something, but it only fixed the problem with the turns.
Thinking that it might be racking up a few keypresses with the inkey statement I replaced that line in the keyin function with

key=mid(ucase(inkey),1,1)

Don't understand why but it works.

EDIT: ahh i know it's probably because my console doesn't support extended ascii, so inkey can't pick it up properly.

EDIT2: I got it working well with by replacing the inkey loop with screenevent (and getting rid of the multikey stuff):

Spoiler (click to show/hide)
Screenevent only works in gfx mode, so you have to call screen somewhere in the program. I called it right after 'randomize timer'
screen 9 , , gfx_null

It does cause some funkiness though(with the color scheme).  I feel bad derailing this thread with code, you should get your own forum or should I post stuff in issues?
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 03, 2009, 08:03:41 am
 Question: Does it take a turn to have the fire key pressed, or is that a bug? Example:

 You are standing next to an alien creature. You press the F button. The creature attacks. You are asked which direction to fire, and then fire. The creature attacks again.

 As opposed to:

 You are standing next to a creature, and you bump into him to attack. You hit them. they attack you.

 It appears keypresses that bring up an menu or action get counted as turns, as opposed to the ending of whatever action it was supposed to invoke.
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 03, 2009, 09:30:04 am
Yeah, sometimes I have to press the action key twice before I get any input.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 03, 2009, 09:31:11 am
I'd say bug.
Noted and added to the list

@codezero. issues is fine, of course email works too, and thanks for the help!
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 03, 2009, 09:33:41 am
I'd say bug.
Noted and added to the list

@codezero. issues is fine, of course email works too, and thanks for the help!


Oh, you're the developer?  Neat.  MAKE BIGGER PLANETS.  HUGE!
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 03, 2009, 09:38:33 am
Some planets are already twice the size of earth, and those are not the biggest.
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 03, 2009, 09:40:18 am
You know what I mean.  It would be cool if you could explore a much bigger area with more interesting discoveries.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 03, 2009, 11:06:02 am
You know what I mean.  It would be cool if you could (A) explore a much bigger area with (B) more interesting discoveries.

Definitely yes on the B, there needs to be much more stuff, but the A, while rather easy to do cancels out the B to some extent.
So i rather work on the B.

Also there are planets twice the mass of earth, we don't really now that much about their size ;)
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 03, 2009, 11:30:15 am
I just had some alien guy called Apollo who thought he was god, he killed all my security and forced me to workship him for the rest of my life.   ;D
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 03, 2009, 12:14:10 pm
I just had some alien guy called Apollo who thought he was god, he killed all my security and forced me to workship him for the rest of my life.   ;D
Happened to me about three times.
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 03, 2009, 12:46:47 pm
I just had some alien guy called Apollo who thought he was god, he killed all my security and forced me to workship him for the rest of my life.   ;D
Happened to me about three times.

You make me feel so happy inside...
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on May 03, 2009, 01:05:04 pm
Just so long as there's no sort of tribbleations I'll be happy.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 03, 2009, 02:23:29 pm
Quote
Just so long as there's no sort of tribbleations I'll be happy

Hmmm there is something to be said about having your ship infected or even your characters.

One thing you MAY need to work on is what type of creature is allowed what (well not "Allow" but what type of creature tends to have what)

I am fighting a 4 tentacle insect (and oddly a 4 tentacle Lizard... I think I am on Tentacle Planet)

Alright... this is weird... I am being attacked by "Flying Flying Leafs" on a planet... and it is apperantly uninteresting (though given that it is the closest planet to a space station it makes sense)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 03, 2009, 03:12:24 pm
http://en.wikipedia.org/wiki/Tentacle

It isn't exactly common down here and afaik unknown on insects, but it happens... ;)

The flying flying leaf is noted however :)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 03, 2009, 03:32:00 pm
Alright here is something I think you should deal with in some way (I am doing this while playing >.>)

I went to a planet with a 0% chance of life and found an insect and got only 30 Biodata points for some reason. (I also found a second insect... >.> but it was friendly)

I think Insects that defy the current universal view of the sustainability of life would be worth quite a bit.

Then again there was an abandoned spaceship so these insects could be the crew or the crew mutated into insects. (If only that was possible :P)

Alright I am starting to think it is because of my scanners... I found a 0% life planet with trees...

On a side note: How do you drug creatures or feed them? do you need to buy the Food Cargo?

As a sugestion: You should be able to somehow recruit intelligent friendly creatures you find on planets.

Edit Addition: Alright I think my Scientist is simply stupid... this is my 5th Life filled planet incapable of sustaining life so far.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 03, 2009, 04:07:27 pm
just 'o'ffer it to the creature. it might not take it, and even if it takes it it might not eat it, and even if it eats it it might not be affected though :)

The thought hasn't occured to me and its definitely a good idea! The lower the chances for life, the higher the biodata! gonna nib that.

generally speaking: player monster interaction: yep... definitely room for lots of improvement there!
Title: Re: Prospector, a roguelike in developpement
Post by: pilgrimboy on May 03, 2009, 04:12:24 pm
Hi Magellan,

I have been playing and enjoying the game.  Thanks for making it.  Can I support the game financially by donating to Bay 12?   ;)

Anyway, the only suggestion I have at the moment is that I would like for the color of an inspected plant or dead animal to turn a different color.  That way I can know which ones I have inspected and which ones I have not. 

Thanks.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 03, 2009, 05:58:54 pm
found another glitch

I found a creature that has two tentacles and three tentacles.

Found another bug: No arms with 0 short legs. (Shouldn't it say no legs?)

Lastly I discovered that you always walk in the dirrection you throw a grenade... It killed my whole Crew (Curses those Forcefields are useless!)
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on May 03, 2009, 10:12:12 pm
Great Game!

A couple of issues though...

-Minor typo with the mining drill: "It's to hard" -> "It's too hard"

-creature weight seems off. Vicious mammals weigh ~4-8kg and can kill 2+ armed&armored humans in 1 go? What are they, the rabbit from Monty Python?

-lack of coordinate read out

-do gas bubbles underground screw up the controls?

Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 03, 2009, 10:19:10 pm
Well all the animals are rather small... The largest one I ever seen was 20 Kilograms so it was still lighter then a person. (though I did fight a Sand Worm from Dune... but it was far too easy to be the same one)

Goodness if you ever got the chance to go to earth you would be KILLED!
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 03, 2009, 10:30:43 pm
Another marathon session, and I`ve got some balance points I`d like to mention. 

(I)nspect:
   Chasing down slain aliens and performing autopsies on their bodies is fun, and it nets you enough biodata to be worthwhile.  On the other hand, hitting "I" a couple hundred times on a forest planet for 1 point each is considerably less fun.  I think the old way of collecting plant data was better.

Resources:
   Slightly more realistic, and a lot more interesting as far as making special planets -- how about making rare, valuable minerals (Transuranium (sp?), exotic gems, etc,) rarer on the surface of planets?  Wandering around the surface could net you iron, copper, occasionally gold, non-exotic gems, aluminum, etc, but in order to get the really good stuff you would have to go under the surface of the planet.  This means that mining-specialized players would be especially interested in finding caves, while more hunter-specialized players would search for high life planets.
   On a related note, putting more of the minerals in rubble (especially underground) would make the mining devices much more critical.  Mining devices could start at 500, and require say 50 oxygen to use.  An improved mining device could cost 1500 and require 25 oxygen to use.    Advanced mining devices cost about 5000 and require 10 oxygen to use.  (the oxygen here represents time and work on behalf of the crew, not actual fuel for the device.)

Mobility:
   Does anyone use hover platforms? I never have.  Water isn`t enough of a barrier to bother me, and when it is I just land on the planet again.  I suggest making more or all water deep (what good is shallow water in the game?) and ice dangerous to walk on -- a 1% chance of it cracking or you falling into a crevice.  Suddenly hoverplatforms seem more attractive if i need to get around ALL water and ice safely.
   How about adding rock-climbing gear to get around mountains? Maybe steal a page from ADOM and have two types of mountains, normal mountains and high mountains.  If the water ice suggestion were also used, in the early game people would have to specialize in either mountainous terrain or watery terrain.  Up the price on the Jumpjets to 3000/set of 5 and you push them into the midgame, which is where I think they belong.

Semi-special planets --
  A bit more flavor text would be nice.  Instead of just the super special planets (Sandworms, Apollo etc) getting flavor text, why not have more common types of planets also have flavor text?
For example:
--High vegatation worlds:
   "Sensor reading report a thick layer of vegatation on this planet.  What appears to be the surface of the planet is, in fact, a mid-level canopy of a planet-spanning rain forest."
--Large amounts of minerals:
   "Sensor readings show an amazing amount of concentrated mineral deposits on or very near the surface."
--Earthquakes
   "A high level of tectonic activity has been detected on the surface.  It seems that this planet`s mantle is very thin, and magma leaks to the surface are dangerously common."
--Sub levels
   "We are getting some strange readings from this planet.  Apparently, this planet is honeycombed by massive subterranean caverns, reaching far below the surface."
Etc.
What do you think?
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 03, 2009, 10:38:12 pm
Quote
Does anyone use hover platforms? I never have.

I think they also SEMI-Protect from Acid and Lava... The Semi comes from the fact that they also splash.

Though they are all secondary to Jetpacks which make mountainous planets barable

As a suggestion: The Objects a place sells should shift from time to time. I started a game where all three space stations had no Auxilery Oxygen supply... Meaning unless I found any I couldn't fully explore Toxic planets with a deep underground.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 03, 2009, 10:42:32 pm
 I can't believe this isn't in:

 A planet with the replacement water type being magma. Aka, molten worlds.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 03, 2009, 10:43:39 pm
There are SORTA Molten worlds they just usually don't start that way.

They are unfortunately almost impossible to move on because eventually lava is everywhere and your crew will die.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 03, 2009, 10:54:07 pm
There are SORTA Molten worlds they just usually don't start that way.

They are unfortunately almost impossible to move on because eventually lava is everywhere and your crew will die.
Correction: There are highly volcanic worlds that rapidly degrade into an ocean of magma and rock, making one question how plants or solid land ever grew there. Heck, how are there plants with no atmosphere?
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 03, 2009, 11:22:00 pm
Because they are SPACE plants.  Geez.  ;D
Title: Re: Prospector, a roguelike in developpement
Post by: ductape on May 03, 2009, 11:30:20 pm
does anyone else have the problem, when your game is over it says" pres (esc) to continue, but then just closes. I have to restart the game every time.

small, but still annoying.
Title: Re: Prospector, a roguelike in developpement
Post by: Captain Mayday on May 03, 2009, 11:31:50 pm
does anyone else have the problem, when your game is over it says" pres (esc) to continue, but then just closes. I have to restart the game every time.

small, but still annoying.

Yeah, it'd be better if quitting were optional. I know most roguelikes exit after failure, but really, no reason for them to /need/ to. Besides, Prospector games tend to be short and brutal.
Title: Re: Prospector, a roguelike in developpement
Post by: Kusgnos on May 04, 2009, 01:20:54 am
There's a helpful bug in the planet with the armed reptiles that ask you to get rid of red and blue helmets in exchange for metals. When you get into the pirates' middle room with all the loot, you can take it all, leave, come back, and there'll be newly generated loot the next time. Also, who are the blue-helmets, and where are they located?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 04, 2009, 02:27:02 am
o.O loot too?
that's wierd. well, another thing to look into ... yay i guess :)

Anyway: If you xamine the reptiles you will find that some of them wear blue helmets (and ask you to kill the redhelmets) and others wear red helmets (and ask you to kill the blue helmets)
They don't attack each other (because, honestly, my monsters can't do that, a thing i need to teach them soonish) and there is no reward for assisting one side in genocide :)
Hmm.... i could make them more obviously red and blue and less yellow i guess...

Also: actually stuff does get better the deeper you get. Maybe its a tad to subtle to notice though.
Spoiler (click to show/hide)

Oh: and i don't accept donations under 50.000 Euro. It's just too much hassle ;)
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 04, 2009, 02:59:03 am
Hmm.  I found an interesting "feature."  my destroyer is gaining fuel instead of losing it each time it makes a move.  I can`t say that I`m unhappy about it tho. ;D

And a communications satellite spoiler:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on May 04, 2009, 04:35:06 am
"what else would you tell your ship to do?"

Fire? There are several structures especially at Alien Ruins that I would love to destroy.

The game has possibly the most hillarious scale issues pretty much ever!
Title: Re: Prospector, a roguelike in developpement
Post by: WorkerDrone on May 04, 2009, 04:44:49 am
So in other words, the molten part needs to be developed.

What use is there a world you can't walk on?

...

Well, it would be a nice bauble perhaps, if only it this game had any flavor at all. Yes its still the only complaint I can get out at this point. The games nice, I liked it as a roguelike. Good fun, even though I never played it long enough to find out many features.

The game world got really stale really fast, so I think I won't be playing till its developed more.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 04, 2009, 05:53:41 am
Yeah, once you get the third tier of ship there isn`t much challenge.  I`ve been trying to play a pirate hunter, but I can`t seem to find any pirates to shoot up, and the ones I do find are just fighters.  Where, oh where are you, The BLACK CORSAIR? Ah well.  I`m still having fun trying to clease a pirate-infested star system and figure out how to get into a force-field protected alien base, so that`s well enough.  Its a solid beginning, but I think this game needs more scaling, more quests, and more flavor.
Keep it coming, magellan!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 05, 2009, 01:17:36 am
As for those forcefields: if you want hints:

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 05, 2009, 02:03:23 am
Forcefield spoiler

Spoiler (click to show/hide)
By the way, I bought some air tanks and used them once, and then the dissappeared from my inventory.  I`ve also noticed this happening with weapons, armor, and jetpacks.  Is this a feature or a bug?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 05, 2009, 03:06:02 am
Oh.... that would be 6 then :)

Erm... bug. Looking into it.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 05, 2009, 03:27:38 am
It`s the same game as the one where my ship`s fuel counts up instead of down when it moves.  If you like, I could send you the save file.
Title: Re: Prospector, a roguelike in developpement
Post by: WorkerDrone on May 05, 2009, 03:30:48 am
You've got that problem to?

Yeah when I first played, my fuel counter went UP not down.

Heh. Twas funny.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 05, 2009, 03:38:35 am
Actually i got several reports of stuff dissapearing, so i generally need to look into what is causing it. Don't need the save, thx.

0.1.6 is on it's way, with most if not all stuff mentioned here fixed, but it still needs a little.
Title: Re: Prospector, a roguelike in developpement
Post by: MrWiggles on May 05, 2009, 03:44:48 am
Any possibility of this becoming platform independent?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 05, 2009, 03:53:23 am
Metinks me has worked out most things that caused problems under linux. 0.1.6 will almost definitely propably run there. Mac OS X shouldnt be a problem either then, but i thought so before and was mistaken, so let us not rule out the possibility of me being wrong again :)
Title: Re: Prospector, a roguelike in developpement
Post by: Okenido on May 05, 2009, 04:18:08 am
I found a typo.

Once in a livetime.

Should be:
Once in a lifetime.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 05, 2009, 04:23:25 am
Thanks!
Though i'd like to say that that is propably the most spectacular planet in the game, though landing on it is a bit like playing russian roulette with 5 bullets... :)
Title: Re: Prospector, a roguelike in developpement
Post by: MrWiggles on May 05, 2009, 04:39:46 am
Metinks me has worked out most things that caused problems under linux. 0.1.6 will almost definitely propably run there. Mac OS X shouldnt be a problem either then, but i thought so before and was mistaken, so let us not rule out the possibility of me being wrong again :)

Oh cool. I'm no stranger to running games through the terminal. I had to do so with ADOM, as that port was more stable the stand alone app, for some bizarre reason.
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 05, 2009, 07:04:11 am
Jet packs disapearing was a glitch? I thought it was a feature...
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 05, 2009, 07:23:13 am
*chuckles*

right, it was a feature.
One i decided to no longer include for the next release, but a feature no less.

;)
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 07, 2009, 10:05:48 am
Can we have an eta on 0.16?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 07, 2009, 12:05:26 pm
Might still take a while, sorry. there are some things that make me scratch my head.

Also it won't be all that revolutionary, but more in the polishing department, bughunting.

I strongly advise against holding your breath while waiting for it :)
Title: Re: Prospector, a roguelike in developpement
Post by: ductape on May 07, 2009, 03:59:40 pm
PHEW!

i was getting kinda purple
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 07, 2009, 08:23:09 pm
I thought that equipment might have a percentage chance of breaking/wearing out when it was used, or possibly when the person wearing it was messily killed...which would make sense.  I`d just have liked to have been informed of the equipment loss if that were the case.  ButI suppose that since this "feature" has been removed, it doesn`t matter...
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 08, 2009, 05:51:50 am
Now if i only could remember where exactly i implemented that "feature" ... i obviously forgot to comment those lines.... or even reproduce it   :(

quick question: does it happen in short games with little equipment too or only when you have been around for a while? I take it disappearing jumppacks disappear for real i.e. you can't jump anymore when they do that?

Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 08, 2009, 06:04:52 am
I don't know, I used a jumpack once and only once before it disappeared on me.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 08, 2009, 07:55:17 am
*scratches head*

*starts looking for the "only loose items if player<>developer" flag

Edit to add: while i totally know that this is not what i should be playing around with, since i should be debugging, it was fun to do and i think its pretty: 0.1.6 title screen:
(http://i44.tinypic.com/2mfai2q.jpg)

Now i need to find out if i am going to get sued by nasa if i use that background ... *strolls off to find out*
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 08, 2009, 09:10:48 am
I've lost things before like aux. oxygen, I thought it was a feature too for a while but then sometimes I wouldn;t lose it. FWIW I get multiple aux oxygen tanks.

EDIT:Nah I thought I realised why but I was wrong.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 08, 2009, 10:41:01 am
What did you think it could have been codezero?

Maybe that points me in a direction i haven't considered yet or ... well... i have *no* idea why it would be doing that (after looking into some likely culprits). I appreciate any input.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 08, 2009, 11:21:50 pm
I thought it was in the way you were writing over item(a) with item(lastitem), I had it confused as you trying to swap item(a) with item(lastitem) and then decrementing lastitems, but you're actually just overwriting (a) without swapping. I had a look at some other stuff, one thing I don't get is in the scanning sub
a=getplanet(foo,bar)
and then later
*item(a).scanmod
where a still equals the selected planet I believe. Is that right? Or maybe that's just how you've got your item array set up.

I wouldn't worry about it for now, I couldn't replicate it last night, maybe it was in an older version. And it's a pretty minor annoyance at any rate.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 09, 2009, 02:12:41 am
ooops... that a should have been a b :)
While that doesn't explain items disappearing it explains some scanning oddities!

Thank you!
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 09, 2009, 03:02:33 am
It is actually a possible explanation, 'cause if you reference an array out of bounds it will do wierd things to whatever is declared before or after it, depending which way you go out of bounds.

Spoiler (click to show/hide)

So if a =-1 and you do stuff with item(-1) it could be messing with the lastitem variable. (vars are stored in memory in reverse order or something)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 09, 2009, 03:30:05 am
True.
But since a gets checked for being >0 and a planet right before that and there are more items than planets there can't be an out of bounds there.

It could be an out of bounds somewhere else of course, but where? :)
*continues the search*

Edit:
This could be it. not 100% positive but I think i found the problem
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 09, 2009, 06:11:34 am
oh yeah didn't notice that. How's the next release coming along?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 09, 2009, 07:19:36 am
Let me reply with my todo list:
* Make my monsters do stuff again now that they can have other targets than the player
* Add a few ship weapons
* Find out if my monsters only rarely build huts of never ever build huts (And make them build huts more often)  (Speaking of: anybody here ever saw a hut in the current version?)
* yesterday a spider without arms shot me with a bow... that obviously needs some work on consistency :)
* Test the close combat weapons
* Maybe add another unique planet for wich i have one half of an idea (Will add if i can find the other half)
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 09, 2009, 07:35:36 am
I've only seen huts on unique planets.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 09, 2009, 12:31:26 pm
if you mean the building they buy and sell stuff from I've seen em
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 09, 2009, 12:41:16 pm
No, sufficiently intelligent critters (those who hunt with bow & arrows for example) were supposed to build clay, brick and stonehuts and cultivate land. Guess its time to initiate the "affordable housing for aliens" program :)
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 09, 2009, 01:23:30 pm
 I generally go to low-life planets because ore there is easy to get and not terribly dangerous. Still, only planets with the creatures that are warring with other-colored caps have had huts from what I have seen.

 Also, does ship radar show ships on the planetary map or just ship combat? I want to pirate freighters dammit!
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 09, 2009, 01:25:39 pm
I don't think you can pirate people......yet.  They would add some varity.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 09, 2009, 01:30:17 pm
 You can attack trading vessels, but I have never been successful seeing as I always did it with the scout and not with a dedicated fighter. The fighters in question always die off before they encounter anything to fight. Also, I need to hit pirates for goodies before I can tackle trader escorts.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 09, 2009, 02:57:28 pm
You couldn't pirate people in f, but it works in g. (well, you could but they didn't give stuff) In 0.1.5g they do.

... guess upping fleet production a little wouldn't hurt though...
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 10, 2009, 12:38:15 am
So anyone else gotten filthy rich and retired?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 10, 2009, 04:08:38 am
Yes, yes, yes!
I want to see YAVPs!
Because: i am aware of one, and any other now would technicaly be the first YA, winning a cookie or something... :)
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 10, 2009, 07:13:21 am
what does YAVP stand for?
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 10, 2009, 07:30:10 am
You Are Very Perisitant?
You Are a Veritable Prospector?
You Aquired Venereal Peccadillos?
Heheh.
No idea.  Never bothered getting the money together.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 10, 2009, 07:42:26 am

YAVP= yet another victory post

I must say i am kinda suprised. Thought that was a rather common term.
Anyway the one i know of would be here:
http://www.roguetemple.com/forums/index.php?topic=341.msg2643#msg2643
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 10, 2009, 08:03:00 am
Not a term thrown around by people here, as a victory in Dwarf Fortress is impossible. The closest you can get is having your fortress flooded by magma in your attempt to eradicate the carp menace, or as a result of boredom stemming from being too damn perfect.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 10, 2009, 08:39:07 am
Ah, that makes sense of course.

Hmmm... ok what i thought was causing the item issue wasn't causing all of it...working on it guys.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 10, 2009, 08:49:57 am
It's not like I bothered to get the money together, I got a mill. off a unique planet. I'd only just managed to buy a heavy explorer.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 10, 2009, 09:49:37 am
Ahh! You sold valuable information? Btw: thats supposed to be the very very special, found the amulet of yendor special victory and special.

... did that get through in any way? :)

(also congratulations, that's the first reported incident of amulet of yendor finding)
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 10, 2009, 09:52:52 am
That means you won!
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 10, 2009, 12:40:41 pm
Nah I didn't really think of it as the most special special, I considered it though. It was quite easy really, as I could out run the bad guys perhaps too easily, if you know what I mean.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on May 10, 2009, 12:42:08 pm
Anyway the one i know of would be here:
http://www.roguetemple.com/forums/index.php?topic=341.msg2643#msg2643
um... that's from version 0.1.0, a lot has changed since then.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 10, 2009, 01:28:30 pm
Well... yeah. it still is the first and only YAVP i am aware of :)

If I mean the same thing as you, codezero with "you know what I mean" then that is of course extremely helpfull for the chicken and running away part :P

hmm... that part needs some really unique monstes to stand out doesn't it?
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 10, 2009, 06:32:38 pm
That would definitely add to the flavor.  I know that when I figured out how to kill a certain lightning guy, I was having the time of my life with this game.
Title: Re: Prospector, a roguelike in developpement
Post by: karmatic on May 11, 2009, 05:32:54 pm
A few more years of development and this could be really great
Title: Re: Prospector, a roguelike in developpement
Post by: Grey_313 on May 15, 2009, 04:16:39 am
How do you edit the prices of items and stuff? I've used both notepad and a .bas IDE(both did the same thing) and there was no in-game effect.
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on May 15, 2009, 07:31:08 am
Did you compile the source code?
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 15, 2009, 09:39:09 am
Yeah you'll need to recompile it once you've made your changes. To do so download freebasic,

 http://www.freebasic.net/index.php/download

put fbc.exe into the directory where the prospector source code is (prospector/src), or put fbc.exe in your path if you know how.

now open up a command prompt and from the ..\prospector\src\ directory type in "fbc prospector.bas" (without the quotes)

Should work. Your new prospector.exe will be in the src directory.
Title: Re: Prospector, a roguelike in developpement
Post by: Grey_313 on May 15, 2009, 02:12:59 pm
Aha, thank you very much! I am... very inexperienced with coding.

Edit: It did not work. Variable not declared in ProsIO.bas (something about autosaving), along with implicit variable allocation in it, also about autosaves, and then variable not declared/implicit variable allocation about minimum safe distance to pirate planets in ProsIO.bas. Apparently it's something wrong with lines 143 and 144, I'll post them here so you don't have to find them.

text=text &"/ Autosave on entering station:" & onoff(_autosave)
text=text &"/ Minimum safe distance to pirate planets:" & onoff(_minsafe)
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on May 16, 2009, 01:31:59 am
Open up types.bas and go to line 34, which is the line after:

dim shared as byte _startrandom=0

Now type in

dim shared as byte _autosave = 1
dim shared as byte _minsafe = 1

you could write those lines anywhere in the file i just suggest 34 for neatness. Now save it and recompile. Good chance it'll work this time.

If you're wondering why you open up types.bas when the problem seems to be in ProsIO it's that there's nothing wrong with those lines in ProsIO, but the developer forgot to declare the variables(get them ready to be used) beforehand.
Title: Re: Prospector, a roguelike in developpement
Post by: Grey_313 on May 16, 2009, 01:59:02 am
Awesome, it worked perfectly, tyvm.
Title: Re: Prospector, a roguelike in developpement
Post by: Nirur Torir on May 29, 2009, 05:31:57 am
I nearly beat it, but then I started exploring a dungeon at least 3 levels deep, and lost my last redshirt three squares from the final exit. Oops.

Anyway, I found a crash bug in 0.1.5f. I was scanning a planet from orbit, and it locked up and started monopolizing my processor before the point where it should have shown the scan results screen. Unfortunately that's all the info I have on it; the save file is gone and I wasn't save scumming.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 29, 2009, 06:36:22 pm
Any ETA on an update?  I`m looking forward to trying this one again.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 29, 2009, 06:38:30 pm
Thanks for the report nirur torir. I have found that one, and it will be fixed in the next release.
I am hoping to get it out the door this weekend.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 31, 2009, 07:15:35 am
By george, i think i've got it.

Lookie here
http://code.google.com/p/rlprospector/downloads/list
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 31, 2009, 07:16:33 am
Trying it out now
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 31, 2009, 07:18:54 am
Im already loving the new ship weapons selections! sweet!
Edit
And you added close combat weapons!  I dont think I will be studying for a while..
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 31, 2009, 07:29:21 am
Meh, its almost summer anyway ;)

Gotta say though: your suggestions concerning the weapons were very sound! thanks for those!
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 31, 2009, 07:36:06 am
Glad I could be of some help!
I can already tell (one death into the game) that you have added a LOT of depth.  Rogue planets, the new away team, that thing that just literally ATE my ship....
I dont want to give away too much, but I take my hat off to you, sir.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 31, 2009, 07:45:50 am
;) It told me it was "crunchy with a spicy reactor"
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on May 31, 2009, 12:49:34 pm
Great update. I really like the new creatures and dialogues. Is there a way to sell scientific knowledge to the ones who ask? Maybe buy a cargo of science textbooks?

Is there a way to leave crew members on the ship?

a couple of bugs:
-Game crashes when you open the config menu in space
-Vibra knives and vibraswords have the same stats despite different costs
-if you have too many saved games the prompt doesn't let you select which one to overwrite
-There were a couple of times when the screen didn't clear or refresh properly:
     -When opening the config menu inside a buy menu on the station
     -When scrolling down through inventory on planet (I think it was the offer caommand) the entire screen scrolls too.
-Several of the new option in space don't have a Y/n prompt. I've noticed this so far with merchants and asteriod mining.
-You get funking behavior is you [L]and on an asteroid belt.

Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 31, 2009, 12:56:34 pm
Yah!  I'll try this when I get home.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on May 31, 2009, 01:18:07 pm
oh... yes, thats freaky. I obviously didn't test that, at least nothing crashes.

As for vibro swords and vibro knifes: swords 0.8, knifes 0.6 here and i didnt touch it since i uploaded it so: huh?
and the config thing: tested it with tiles & ascii right now and also have to answer thus:

http://xkcd.com/583/

any details on how it crashes? config.txt is in the same folder as prospector.exe i take it? did you try deleting config.txt (if you do he should make a new one once you open the config.) ... erm... anybody else having that problem?

edit to add: the sell me your secrets thing is just a random sentence, i confess. Besides: that would be against the prime directive, and what would you do with local currency anyway? Buy a nice stonehut? :)

Edit again: ohhhh it crashes in the start screen! eeek. yes it does that. looking into it. (that's wierd)
Title: Re: Prospector, a roguelike in developpement
Post by: The Dude on May 31, 2009, 04:14:22 pm
Just wanted to say that this little gem is bliss for people like me, who grew up with and loved Starflight. I'll even blaspheme a bit and say that this might be even better than Starflight, since that old beauty actually feels a little plain(and I'm obiously not talking graphics since I'm praising a roguelike) - in lack of a better word - when trying to replay it today.

Even though Prospector isn't very "roguey" it's definetely my fav new roguelike of the year. I'll post back if I find any bugs in the new version.
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on May 31, 2009, 07:27:23 pm
Love the new update!  Still wish you'd put back auto-inspection on plants, but you did put in the automatic 'no' configuration!
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on May 31, 2009, 07:30:18 pm
Auto Inspection is back, turn it on with "I".

EDIT: Stupid BBcode
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 31, 2009, 07:47:31 pm
Auto Inspection is back, turn it on with .

Excellent. *rubs hands together like Mr. Burns.*
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on May 31, 2009, 08:28:14 pm
oh... yes, thats freaky. I obviously didn't test that, at least nothing crashes.

As for vibro swords and vibro knifes: swords 0.8, knifes 0.6 here and i didnt touch it since i uploaded it so: huh?
and the config thing: tested it with tiles & ascii right now and also have to answer thus:

http://xkcd.com/583/

any details on how it crashes? config.txt is in the same folder as prospector.exe i take it? did you try deleting config.txt (if you do he should make a new one once you open the config.) ... erm... anybody else having that problem?

edit to add: the sell me your secrets thing is just a random sentence, i confess. Besides: that would be against the prime directive, and what would you do with local currency anyway? Buy a nice stonehut? :)

Edit again: ohhhh it crashes in the start screen! eeek. yes it does that. looking into it. (that's wierd)

Mine shows both vibro swords and knives at .6
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on May 31, 2009, 09:24:06 pm
Auto Inspection is back, turn it on with .

It doesn't seem to be working for me.  I hit '.' several times and it never scans anything.

*edit* It appears in keybindings as 'I'.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on May 31, 2009, 09:24:49 pm
 From what I would tell, i is inspect and I is autoinspect.
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on May 31, 2009, 10:03:29 pm
Ti's true.



EDIT:  By-the-way this is great!  Love the new title screen.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 01, 2009, 12:20:22 am
Yup, was starting to run out of keys, and had to make the commands case sensitive.

Also: keybindings.txt can be edited (and affects keybindings) if you don't like them.

And oooops... the swords have .6 in the desription, and .8 in the stats ... so they are as sharp as they are supposed to be, they just don't look like it ...

Oh: and: nope, no way to leave officers on board. (Gunner and science you wouldn't want to anyway) But they get skill+1 HPs so they are on the sturdier side. (a reason to buy medpacks perhaps?)

Erm: anybody had it crash on opening config in space? that remains the one i can't reproduce (title screen doesn't crash either, it just does nothing)

Oh, and thanks for giving me a severe case of blushing the dude :)
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on June 01, 2009, 04:10:12 am
After being eaten alive, bashing my spaceship to death against an asteroid, (The pilot warned me to stop, but i was in full ahab mode) and dying of a mysterious radiation sickness, I have to say

Two thumbs up!  This will keep me busy for a while!
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 01, 2009, 05:35:30 am
Nice, I thought you'd given this up. I got it to compile on linux with and without sound, but I have to run it up to 10 times before it gets to the splash screen. Every other time it seems to fail at different points beforehand. Otherwise works good.

If anyone wants the linux version I compiled just ask and I'll upload it somewhere, I don't recommend it though, for reasons just mentioned.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 01, 2009, 06:03:52 am
While there actually was a slight motivational dump i think i am pretty much through it. I will give up a little later. ;)
Now if i only could reproduce BishopXs bugs (besides the display funkyness ones...)

Config works everywhere i tried, and while the overwriting thing made an unecessary pause between telling you and actually showing you the files, it works just fine over here.  ???

Hummm... stuff that is new before the splash screen:
tiles.bmp gets bload-ed
fbsound

.... did you try compiling with the -mt option (fbsound is multithreading)?
Title: Re: Prospector, a roguelike in developpement
Post by: Sowelu on June 01, 2009, 12:41:26 pm
Man, don't stop.  This is giving me serious Starflight issues too, which is awesome, I haven't seen a game that felt like Starflight in a very long time.  You could take this a LONG way.
Title: Re: Prospector, a roguelike in developpement
Post by: Hawkfrost on June 01, 2009, 03:34:12 pm
I got blown apart on a dying planet because of my greed.
Damn, you can make a fortune on those planets, if you don't die quickly like me.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 01, 2009, 05:23:28 pm
The game crash seems to be occurs only when I run in Graphics mode.

I'm running Vista if it matters.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 01, 2009, 05:28:57 pm
Yeah I got a warning when I first compiled it with sound on, it took me a while to compile it as you didn't include fbsoundlin.a, but anyway I just tried with -mt and it still doesn't work as intended. I just tried it then and it quit the first 2 times with a segfault, the next time it said aborted and the time after it ran.
Here's a backtrace,  which probably doesn't mean much to you or I but you could ask on the fb forums what they might mean.

Spoiler (click to show/hide)

here's another:

Spoiler (click to show/hide)

I'll have a bit of a look at the source as well, but it could just be some way (my?) linux handles memory differently to windows, I've just updated my ubuntu to 'jaunty'.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 01, 2009, 05:55:32 pm
@BishopX :( I am inclined to start to blame vista. It works fine on my XP, and i haven't got the faintest idea at the moment what i could do. sry

@codezero
thx for trying.... segfault .... that word always makes my hairs stand up :( Asking on the freebasic forums sounds like a good plan as to what one might do. I guess I'll do that.

thanks again both.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 01, 2009, 06:29:10 pm
I put some breaks in and found where the problem is. Works 100% of the time if I comment out the imagecreate/bload stuff. the line

'        get (x,y)-(x+7,y+15),gtiles(a)
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on June 01, 2009, 07:25:58 pm
Noticed a bug
The information on explored space is lost when you save and come back.  So after I save, the entire map turns black again, with no light blue dots to show where i have been.  all explored planets and whatnot show up just fine.
Edit - immediately after posting this, i went to a space station and docked.  When I left, the map was displayed corrrectly.  Ill see i can replicate this.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 01, 2009, 08:09:12 pm
I fixed it,
    gtiles(a)=imagecreate(7,15)

should actually be
    gtiles(a)=imagecreate(8,16)

Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 02, 2009, 05:57:09 am
oh goody!
thx codezero!

@niltras
found that one (and some others), bugfix is almost but not quite on it's way.

And here it is.
as usual under http://code.google.com/p/rlprospector/downloads/list
Title: Re: Prospector, a roguelike in developpement
Post by: varnish on June 02, 2009, 04:02:13 pm
This is fun.

Also this:


Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 02, 2009, 08:44:38 pm
Can you guys (using windows) switch to fullscreen and back?
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on June 02, 2009, 09:03:10 pm
Can you guys (using windows) switch to fullscreen and back?

I can.  Windows XP.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 03, 2009, 06:58:58 am
What seems to be the problem codezero?

Incidently: i had planned to make it start fullscreen if in tiles mode, but that somehow didn't work and i decided for now to put my energy into more important things than that little (if nice) feature.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 03, 2009, 08:51:55 am
I had no trouble maximizing the game, but I couldn't find a way to minimize it again.

Speaking of features, would it be possible to get more text associated with dangerous radiation levels and space combat, both are very confusing the first time you run into it.

EDIT:
Found a few new bugs:
- my satellite disappears when I enter a tunnel, and then doesn't reappear when I leave it.
-If you tell your ship to 'land' via radio and then enter a tunnel, your decides it should go were ever that cute little comm sat goes and leaves you to choke on your own exhalations.
-it seems to snow a lot in this version (was this intentional?)

Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 03, 2009, 04:23:03 pm
Thanks bishop. I will have to look into that. (Landing is facepalm, sat is wierd)

It definitely snows more often than in the last version because it didn't snow in the last version :)
You think it's too much? It is the least deadly of all the random weather hazards.

Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 03, 2009, 04:44:28 pm
For a while it seemed to be snowing more than 50% of the time.

That may just be confirmation bias though.
Title: Re: Prospector, a roguelike in developpement
Post by: Karlito on June 03, 2009, 04:54:39 pm
This is way more fun than the last version I played (was a few months ago).  Being a pirate is way hard.  Is it too much to ask that the pirates kill the swarms of aliens that seem to frequent their bases?
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 03, 2009, 06:58:54 pm
If I maximise I just get a black screen, and I can't seem to minimise it. I'm new to linux tho. Works fine if I start it maximised. I wouldn't know where to look for the answer.

I was going to ask you about that screen statement, whether you intended to have 2 pages or that 2 was something else. Here's how to start maximised if tiles is 1.

Spoiler (click to show/hide)

It's the third parameter that's the flag parameter, not the second. I made that mistake too in a previous post, which you might have based yours on. 1 stands for fullscreen, you can also use GFX_FULLSCREEN when 'using FB'.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 04, 2009, 03:38:56 am
Funny... that is exactly what is happening when i tell to it start in fullscreen. maximizing later works fine.   ???
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 04, 2009, 04:08:28 pm
Another bug, space combat prompts seem to take non-Y/n key presses to mean Y, which can be a bad thing!
Title: Re: Prospector, a roguelike in developpement
Post by: Candlejack on June 04, 2009, 04:55:13 pm
Has anyone else encountered a
Spoiler (click to show/hide)
?

Also, can you make the scores save to their own folder?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 04, 2009, 05:42:42 pm
Candlejack:
Was it the latest version? (0.1.6c)? and if no, did you save the game? (there was a bug in saving/loading that might cause this)
that isn't supposed to happen as you might have guessed...

Well, more stuff to look into i guess :)
Title: Re: Prospector, a roguelike in developpement
Post by: Candlejack on June 04, 2009, 05:53:00 pm
No, it was one or two versions ago. It appears that things don't drop bodies anymore and your score gets recorded as negative if you die on a planet.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 04, 2009, 06:23:08 pm
Ooooops .... sorry, fixed that one (the missing bodies) (still 0.1.6c)

Dead redshirts & officers cost you points though, so yes: if you die early and that outweighs the points you made a negative score is possible.

The others will need some looking into... :/
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 04, 2009, 06:35:54 pm
Are you saying you get a black screen when you use that code? And you can't minimise or alt-tab out of it?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 05, 2009, 12:10:18 am
yes.
I guess thats me and not the code, huh?
Title: Re: Prospector, a roguelike in developpement
Post by: Little on June 05, 2009, 12:45:12 am
How do I succeed as a pirate? I get shot down when I try to enter a station...
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 05, 2009, 01:54:35 am
There is honor among thiefs: The stations shoot at you, but the pirates on pirate bases are friendly (You start in a system with a pirate base) ...
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 05, 2009, 02:40:00 am
Yeah I think it's something to do with your code, don't know what though. My first suspicion is scrptr, though I doubt changing it will fix it. I would change scrptr to a different name anyway though, as I don't think your using it properly there. It's a keyword but you seem to be using it as a var.  Haven't stuffed around with the code myself.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 05, 2009, 03:13:55 am
Oh, no thats not what i meant.
Something is wrong with me
this
Spoiler (click to show/hide)

results in a black screen on my system and i guess it shouldn't.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 05, 2009, 03:40:20 am
oh yeah ok. That works fine on mine. I suppose it's your graphics card.
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on June 05, 2009, 11:11:53 am
Has anyone else encountered a
Spoiler (click to show/hide)
?


Yes, yes I did. But I thought it was a feature.  The surface was pretty average, some trees but mostly flat land with mountains.  I killed a few things (including another away team!) then went into the tunnel.  Oxygen was getting low so I left the tunnel (took maybe three steps).  Now it was one of those crater worlds where there's mountains EVERYWHERE. Then magma started to pop up and I had to make a crazy run to my ship (almost got cut off).

Like I said, seemed like a feature.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 05, 2009, 01:38:50 pm
Dang I am behind in versions if you can travel to Da *Spoiler*... Though Perhaps Ill wait until that 1 becomes a 2
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 07, 2009, 06:45:37 am
Hehe. Can't say i blame ya. :)

Though i would like to say: 48 hours and counting without a bug report!

Wich has of course 3 possible explanations :)
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 07, 2009, 07:38:49 pm
Though i would like to say: 48 hours and counting without a bug report!
here you go:
in 16d, I came into the space station to basically die there, however I was faced with this optimistic message of denial:
(http://i17.photobucket.com/albums/b84/a1s/Clipboard01-1.png)
naturally when I exited, I still died from my life support failing (though I was actually expecting to become the station's cook  ::))
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 08, 2009, 03:39:41 pm
Ah yes.... thats what i get for doing the same thing (like paying for stuff) in 4 different ways ....
Thanks for pointing it out!
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 08, 2009, 03:44:31 pm
Holy cow your still doing dedicated work on this project?

Well that certainly defies the standard of this forum.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 08, 2009, 05:30:12 pm
Well, if someone points out a bug i am going to fix it of course!
And there are still a lot of things that could be improved.
The leaps are getting smaller (Last big one was 1.4 to 1.5: Shiptypes) which dampens motivation a bit, but there seem to be some folks out there who enjoy this thing, and that is highly motivating!
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 08, 2009, 05:32:39 pm
I have a suggestion for the distant future: Since you have robot cities and things like that (which oddly cannot be salvaged for parts but that isn't the suggestion)

How about if some planets could host cloaking devices or forcefields for planets you have yet to discover/explore that you can shut off?

I got a lot more suggestions but I need to play 1.6
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 08, 2009, 05:58:55 pm
My ideas for the "next big step" go a bit in that direction.

...
That and procedural plot.  ;D
Title: Re: Prospector, a roguelike in developpement
Post by: Sowelu on June 08, 2009, 06:16:04 pm
That and procedural plot.  ;D

I was about to post suggesting that.  :D

I'd say worry about making a non procedural one first though.  Gearhead's plots weren't much fun, because they were more 'procedural' than they were 'plot'.  Make sure the player can actually get into it!

(also, remember that plots in a highly lethal game can be really annoying)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 08, 2009, 06:31:50 pm
Oddly I was just gang attacked... and no I don't mean 3 vs 1

I mean THE POPULATION OF THE ENTIRE PLANET ATTACKED ME!!! (Not a complaint)

Interesting and I agree it is a lot more interested (though the lack of actual interactment with alien species aggrivates it) it just means for a while the start of the game is going to be tougher

One thing I was very happy to see was aliens wearing armor (though oddly I couldn't take it said armor)

One thing I find odd is how powerful Melee weapons are. Why are Combat knifes dealing more damage then Guess Pistols? Is it that they use different math?
Title: Re: Prospector, a roguelike in developpement
Post by: Candlejack on June 08, 2009, 06:55:10 pm
My main issue is the chunkiness of the interface. Scanning doesn't seem to take anytime, so it should auto scan all planets when you enter a solar system and allow you to just scroll through them along with some menus to make everything prettier. You should also land from the scan screen.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 08, 2009, 07:01:58 pm
first of all, no, scanning takes one turn and (more importantly) one unit of fuel.

Bug time!
I was just attacked by an opponent I couldn't see. which is cool, if not for the fact that I had level 3 sensors, and was attacked by laser, which has range 2!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 08, 2009, 07:05:30 pm
... did you attack a grey/blackish centipede on eden? In that case:  ;D

The reasoning for the closecombat weapons damage is twofold:
1) The critter needs to be next to you (and can bite you)
2) they are ineffective against walls

Also the armor of critters would be an exosceleton or a chitin shell... what would you do with that? Hmmm... you know robots could drop metal resources i guess... honestly the thought hasn't occured to me. thx neonivek!

As for the "procedural plot" i was thinking very rudimentary:
Have a handfull possible scenarios of where those terribly advanced aliens went and have a handfull of planets with clues as to what it is and 1 where there is the solution (with possible consequences for the colonization of the sector) and a reward that pushes you over the winning conditions.

Edit to add: If your pilot screws up scanning can take even more than 1 unit of fuel. Oh... and scanning several times reveals more, but scanned mapdata is pays less than data you got with getting your boots dirty, so there is a decision to make here. Landing from scanning screen, yeah, that wouldn't hurt i guess.

a1s: You mean on a planet or spacecombat? The range of shipweapons shown is optimum range. Max would be optimum x3 ... hey! another thing we can make a little prettier without much hassle!
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 08, 2009, 07:34:05 pm
I meant space combat. wow, that's good to know.

also, is alien holokeycard a valid mineral? I was hunting pirates in asteroid belts and my science officer found an "asteroid containing high amount of alien holokeycard"

my final question is this: are there specialists of rank above 4?
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 08, 2009, 07:48:53 pm
Quote
1) The critter needs to be next to you (and can bite you)

Yeah but you can only really get 1 or 2 shots off before they close the gap anyhow. (Ignoring the fact that it is technically miles away)

It just doesn't make sense for a combat knife to defeat space age weaponry in raw damage.

One possible balancer is that Ranged weaponry may not have consistant fire but melee weaponry will always strike.

Or possibly that super strong individuals and aliens can use melee weapons to such a degree that they can match weapons that can melt through a square kilometer of solid rock in a single blast.

Really your method of balancing ranged to melee is odd to me. Is this how your going to do it or is this just to balance it currently until you can add more?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 08, 2009, 08:05:37 pm
oh... that's a wierd asteroid. That *is* a bug...

Officers can be up to level 5 and there might be some level 6s running around.

ranged vs nonranged...
I see your point of course.
Of course there is no reason not to shoot just because it stands next to you either. (in fact in close combat they chose the better of the two weapons) And also of course i don't imagine them as butterknifes either.
I guess one could adjust the prices a little to be closer to ranged weapons and add some description about superheated, single molecule width blades or somesuch. (and add some more so that we have 8 ranged and 8 close combat weaps)

*goes hmmm*
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 08, 2009, 09:02:36 pm
you can also find adaptive body armor on asteroids.


Perhaps melee weapons shouldn't be able to hit fliers (or at least have a penalty)?

Another balance issue is the science officer. I feel that right now high level (skill 4 or 5) science officers are probably the single most important thing you can buy. The reason being that they drastically increase the amount of money you can gain from exploring a planet. Pilots and gunners have essentially binary tasks (at least from the players perspective), landing on planets, taking on asteroids, navigating gas clouds and hitting enemy starships all have you or no outcomes. Science officers on the other hand seem to have a multplicative effect on the amount of biodata you collect. A science officer 5 will take in 5 times as much biodata as a science officer 1. This leads to a tremendous increase in income.


In terms of future direction, I would love to see radio contact in space combat (the ability to surrender?)

Title: Re: Prospector, a roguelike in developpement
Post by: Candlejack on June 08, 2009, 09:14:02 pm
How do you get more fuel, get better equipment, and make money as a pirate?
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on June 09, 2009, 02:38:58 am
Don't think it's been mentioned, but there have been several times on many-cratered mountainous planets where there are creatures stuck in the four corners, stuck on the mountain tile in the corner.  Flying creatures, gas-blobs, whatever they are they're stuck there (I can kill them though, just not walk onto their bodies)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 09, 2009, 04:57:32 am
@ candlejack: You start in a system with a pirate base if you start as a pirate. They offer all a station does (besides company offices) and are friendly.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 09, 2009, 12:25:42 pm
actually even though you supposedly start in a system with a pirate base, I for one could never find it. maybe that planet should start out fully mapped? it's not like we were going to explore it anyway...
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 09, 2009, 01:04:50 pm
I've been able to find it, but could only find the ship repair shop.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 09, 2009, 03:56:09 pm
Yap. I thought so too a1s. Going to do that soonish.
Did you check all the buildings at the landing pad bishopX? Last time i checked (i confess that was a while ago) they were 5 different ones. And just checked again: Still are, fuel, bar, armor, ships and modules.

But yeah, pirate life is pretty harsh, maybe too harsh. I am considering adding a guy who pays for raw materials (read: resources)
(and of course i need to add a pirate boss who gives out quests and who you can kill to become the pirate boss)

A sidenote: I just did something i haven't done in ages: I played it! And, Hey! this is fun!
 There was this huge gas cloud between station 1 and 2 and to fly around it you pretty much had to use a whole scout tank, but at one place it was only 2 squares wide. I tried to cross it there with a L2 pilot .... bad idea... :)
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 09, 2009, 06:04:05 pm
I want to see YAVPs!
(http://img40.imageshack.us/img40/3333/winl.png)
(http://img40.imageshack.us/img40/5324/errorridden.png)
now for the bugs, I did not actually lose 10k trading, indeed that's how I earned the money for my explorer, and a good chunk of the money for my Destroyer.
also, the line "made all his money with honest hard work" is odd, as I played the casino a few times, did a lot of trading, and earned the rest hunting pirates for bounties, the one thing I did not in fact do was prospecting work.
finally, while bounty hunting I killed over a dozen space aliens, which are not on the list.

and, you probably already handled this one, but some asteroids have "high amounts of ." as well as "adaptive armor" and "disintegratior".
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 09, 2009, 06:53:29 pm
Nice! Congratulations.
Very nice to see that playing a pirate hunter/trader is obviously entirely possible.
You are of course right. those space beasties should count towards kills. No idea where it could have messed up the trade accounting. I will have to look into that.
The "honest work" line refers to the fact that you didn't resort to piracy. I Guess the wording there could be a little less ambigous.

Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 09, 2009, 10:09:47 pm
this is YAVP!

Spoiler (click to show/hide)

On balance I think that jetpacks are overpowered. It just stops being fun when you can go everywhere. perhaps they could have a limited number of jumps without going back to the ship?

Also, I bought about 10 satellite with this captain, none made it through :(.

I'm not sure asteroid mining is working right, or if it is it's underpowered. Namely I could go out and mine asteroid for about 50 fuel and get relatively little in the way of resource. I've also mined significantly more adaptive body armours than my inventory displayed (I found two on planet). By my estimation there is either a bug in the code which transfers your sucess at mining into resources, or your just giving 1 thing of resource per asteroid which is seems to be too low given the risks inherent in scanning asteroid belts (which are very cool btw).
Title: Re: Prospector, a roguelike in developpement
Post by: Calvin on June 09, 2009, 10:38:26 pm
That was gay.


I started in a gascloud, and died before I got out.
Best starting game ever.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 10, 2009, 03:34:02 am
@calvin: plz tell me you started as a pirate when that happened? (because yes, he doesn't check if those are in a gas cloud. I wonder if checking them too would make it too easy to find them?)
@BishopX: I will look into the asteroid mining thing. ... what do you mean with non of your satelites made it ... please dont tell me they did disappear? (I was so certain that i had solved the mystery of the disappearing items :(
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 10, 2009, 06:51:19 am
Quote
"On balance I think that jetpacks are overpowered"

No... no they are not.

The Alternative to Jetpacks is to continuously damage your ship on mountain based planets so you can fully explore the thing or to collect soo many airtanks that you can explore that Maze of annoyingness. Extra Airtanks which oddly enough may not be available on any of the three space stations.

In fact Jetpacks are underpowered in another sense. I am not the most fit person in the world and even I can climb a mountain. These are elite space explorers with space age equipment with combat knives more powerful then machine guns and they are too weak to climb a single mountain even in low gravity so weak they could crawl on the floor with just their fingers.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 10, 2009, 07:08:44 am
I confess that "realism" wasn't exactly on the top of the list of priorities when i started this.
I mean... when the game starts you don't know where the *SUNS* are? Last time i checked suns where pretty darn big, and sorta glowing and you could see them pretty much from the other side of the universe even without sophisticated equipment... :)
...
And now that i write this an idea: add a "sun size" modifier to the detection? have blue and white giants be visible from farther away? *goes hmmm*
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 10, 2009, 07:16:07 am
Quote
you could see them pretty much from the other side of the universe even without sophisticated equipment

Your kinda mixing up Galaxy with Universe.

There are stars even within our own Galaxy who have yet to become visable due to its distance from us.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 10, 2009, 08:01:46 am
due to distance? really? not due to stuff being in the way?

Anyway i think we can say that stars are often big enough to be visible even on intergalactic distances.
Proof:
http://images.google.at/images?q=other+galaxies&oe=utf-8&rls=org.mozilla:de:official&client=firefox-a&um=1&ie=UTF-8&ei=Ma4vSuz_LpGa_AbRnLTNCg&sa=X&oi=image_result_group&resnum=1&ct=title
:)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 10, 2009, 08:17:24 am
Quote
when the game starts you don't know where the *SUNS* are?

I assumed they were on the left of the scan and that every * represented a Sun

Are you saying that the game actually takes place in a very dense Solar System(s)?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 10, 2009, 08:28:51 am
oh no, the stars are stars and the planets are planets orbiting them ...

Metinks there might be a misunderstanding here?
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on June 10, 2009, 08:59:05 am
 I just imagine every landing like an episode of Star Trek. Note I have seen the entirety of five episodes and I hold no particuler love for the show, but thinking that makes the situation make a whole lot more sense.

 Once we can collect 'Bio Data' from living aliens at a reduced rate as compared to dead ones, the simulation will be complete.

 Unless time-travel, polarity reversing and planets being exact replications of 1960's Earth.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 10, 2009, 11:04:08 am
reversing the polarity of the neutron beam requires blue boxes though :)
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 10, 2009, 11:39:57 am
Yeah...I lost 10 satellites....no I don't know how...
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on June 10, 2009, 07:09:58 pm
As I have posted before, I dont like the currect jetpack setup.   Id like to see...

Jetpacks become more expensive
another cheaper alternative that allows passage over ONLY mountains
More water-heavy worlds, so that the hover platforms become worth buying
Dangerous Ice (cracks and breaks, especially if under stress) to again make hover platforms worthwhile
So you would have two cheap options, hover platforms and .... Ill say climbing gear, for now, and a VERY expensive option that could do the work of both (jetpacks)
How do you check inventory again?  I forgot, and I cant find it in the keybindings
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 10, 2009, 08:57:25 pm
Inventory is @

I think my issue with jet packs is that they have unlimited uses. If a jet pack allowed you to cross say 10 to 20  squares under power before returning to the ship... That would make it useful without destroying the fun of exploring inhospitable planets. Perhaps emergency jump could consume the jet pack?

As for price...3000 seems about right, is costs as much as the best firearms on the market or a second tier set of armor. The fact that you can't mix and match it with other equipment (like mixing plasma rifles with laser guns) increases the upfront cost of outfitting your team. For my Cortez win, I spent 15000 credits over two docking on jetpacks. That's more than anything but a top tier hull. Sure buying 25 sets of persoal forcefields would be more expensive, but you don't need to give everyone one for them to work.

I second niltrias's motion for more dangerous ice (perhaps a unique ice world?)  and ocean planets, because hover platforms are really useless right now. Another way to balance with would be to bring speed into play. I would imagine hover platforms are faster than walking, and jet packs are faster that hover platforms.  This might compensate for the decreased seed of large parties (could we also see our speed please?).
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 11, 2009, 10:47:29 am
actually ... and please don't tell this everybody ... there is no speed.... Jetpacks and hoverplatforms don't make you faster, they make the monsters slower ... that part *so* needs to be rewritten by someone who knows what he is doing....
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 11, 2009, 12:16:36 pm
Well the theory of relativity does support the way you do it.
Title: Re: Prospector, a roguelike in developpement
Post by: Candlejack on June 11, 2009, 12:51:06 pm
What about less oxygen being used if you're going faster?
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 11, 2009, 05:43:42 pm
I just DL it, played for 5 minutes and already having fun.

I take a looong time to get into roguelikes/ASCII games (not used yet, only played DF), but hell..they all got sooo much more content and better concepts than mainstream games.

I was playing Tom Clancy's HAWX, and now I'm playing Prospector..before that, having fun on Infiniminer.

I fear ASCII games, but I have more fun with them..weird.
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on June 11, 2009, 05:48:14 pm
Humans tend to fear powerful, mysteries things.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 11, 2009, 07:10:52 pm
You might want to try nethack, it has decent tile graphics support (blasphemy!) and the most depth I've found yet.
Title: Re: Prospector, a roguelike in developpement
Post by: Candlejack on June 11, 2009, 07:13:06 pm
What about Dungeon Crawl Stone Soup? It has the friendliest interface or any roguelike.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on June 11, 2009, 07:35:07 pm
What about Dungeon Crawl Stone Soup? It has the friendliest interface or any roguelike.
Only the graphical version.

 Still, the graphical version of it rocks several different levels of awesomeness.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 12, 2009, 02:40:26 am
I've tried several times and have come to the conclusion: I will never be able to get into crawl stonesoup.
I go down 3-5 *huge* levels killing kobolds and more kobolds and then some kobolds and then i get killed by a .... kobold because i am just too bored by killing kobolds on huge levels to pay attention enough.
Sometimes there are snakes though.

Anyway: Fuel for jetpacks ... that's an idea. Of course one could die by jumping up a mountain and not have any fuel left to jump back down, wich seems a little harsh but is also somehow the players fault.

Of course this whole blocking business is a problem. You have a spaceship, you stroll around on planets without atmosphere yet a few rocks and water are an insurmountable obstacle?

But then again realism is highly overrated. I mean for example: tiny rectangular planets. Unrealistic, no doubt. Fix? simple! *strolls off to add scrolling and increase planet size to 8000x4000 tiles and enable the "enter opposite" flag for player movement* 5 minutes of work. Result: boring planets.
Nah sorry, i rather have my unrealistic square ones. Let me use this opertunity to go "hmmmm" 
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 12, 2009, 02:50:22 am
well after 4+ hours of dedicated gaming (nerding it off), i managed to buy the Heavy Explorer and reach the end game.."Do you wanna retire".. nope? :D

Without spoiling everything but, are those robot "killable"? I mean:

Spoiler (click to show/hide)

Also, I'm getting an error message on console... like "Error placing item = 1024"..Can't remember well '-'

Ah, and I've explored the whole "map"..still I can't find any pirate bases, do they exist?

Cyas
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 12, 2009, 03:42:04 am
Ah! thx for telling about that message! Means i have to increase the number of maximum possible items.

And yes, pirate bases do exist.
Spoiler (click to show/hide)

As for the bots:
Spoiler (click to show/hide)

Edit to add: Ok... if my ancient comp an handle 65000 items without problems i was seriously saving memory at the wrong point there.... sry.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 12, 2009, 12:02:59 pm
I have to admit that the Robot cities are the toughest aspect of the entire game especially once you enter the dungeon.

Though this is mostly because once you have a crew of 20 equipped with amazing weapons and armor they are pretty much the only thing left that is a challenge.

On a side note: Sandworms are surprisingly easy compared to the Dune version (where even military vehicles couldn't harm them)
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 12, 2009, 01:07:35 pm
Yeah, my trick with sandworms is to hunt them with the ships weaponry...

Also, the cave in the imortal world can be very difficult with 20 well armed guys. I'm tempted to see if I can do it with 50 using a drop ship.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 12, 2009, 02:40:26 pm
Let me take this opportunity to say: The toughest critters are
Spoiler (click to show/hide)
Oh and the immortals cave has a pretty nifty gadget. Ever found it? (who manages to find out what Scifi TV show i ripped *that* one off of gets a cookie)

And while we are at it: I've been playing around a bit with the chances for "stuff": anybody ever found pyramids? (not counting the one on the immortals planet) I am wondering if i should make them more common.   
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 12, 2009, 03:07:04 pm
yeah, I've come across them. I wish they did something though...

Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 12, 2009, 03:09:22 pm
immortals planet = eden?
I've found one there...

Actually..
Spoiler (click to show/hide)


And thanks for the info about the pirates base, guess I'll scan and land on every planet until I reach'em... hehehh

This game only lacks a feature: building (and digging?)  :P  ;D
[Sorry, I'm a 'building addict', don't take this seriously]
Title: Re: Prospector, a roguelike in developpement
Post by: Candlejack on June 12, 2009, 03:12:19 pm
How do I use ship weapons on the ground? Do I radio in an attack?
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 12, 2009, 03:14:12 pm
/\

Spoiler (click to show/hide)


And talking about radio commands...can you spoil'em for me? hahaha
I found 5 of the 7 you said that exist...

Actually, if you mix the "suicidal one" with the "building stuff" i said, it could turn into a small "survival game" ahhaha

Oh god...

[edit]:

Forgot to say, i found a bug due to the item limit..
When I drop some item [on a planet], the character automatically and instantly takes it back..
So I'm stuck with the items I got, and my inventory is bugged =/
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 12, 2009, 03:32:06 pm
Dropping stuff works if you turn off autopickup. There aren't exactly many reasons to drop stuff though.
Hmm... actually it doesn't need too. will be fixed with next release wich will come soonish.
I am guessing that the commands you miss are the rather uninteresting ones.

Ah well...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Oh: And digging *is* already in the game :P
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 12, 2009, 03:34:07 pm
Hahah, you got it right.. those were the ones..thanks :)

Also, I don't remember turning autopickup on, but I guess it's default, right?
Since I started the game, the team always picks up items..

Thanks, and sorry. I didn't think about that :$
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 12, 2009, 03:39:46 pm
Yep, it's on by default. But i am going to fix it. It's really not necessary to have you press 3 keys were one should be enough.
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 12, 2009, 09:30:38 pm
'Your Science Officer established communication with the insect.

It says "this is a boring place"'

Oh my god, I just found EARTH!!!
--

Hmm. Anyway, did you ever thought about putting "colonists" on the game?
They could give you a mission where you have to BUILD a beacon on a planet where they could [or not >:)] colonize.
Also,  they could give you a mission to BUILD landing pads, BUILD huts, BUILD farms...and just BUILD...

We could BUILD a BUILDER's WORLD just by BUILDING a lot of BUILDINGS, what do you think?


Okay, I'll calm down..
I'm playing now, trying to find the damn pirates.. :]
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 12, 2009, 10:36:13 pm
I woud love a colonize option, particularly if you went and left part of your crew there for different effects.
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 12, 2009, 11:11:58 pm
Exactly! :D


Btw, how many "Apollo" guys exist?
I killed one, then two, and another one...another..
and he just keep respawning O_O
my crew of 25 jetpacked, armoured, gauss gunned, vibro sworded and personal forcefielded elite and veteran marines is almost dead already ._.

[edit]

Ohh hahah, that was curious and funny lmao
Spoiler (click to show/hide)

I remember getting my ass kicked by the same guy on another save..
actually, he was the one who ruined my best savegame [before this one].
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on June 12, 2009, 11:15:40 pm
One thing bothers me...
Weapon cargos go for a ton at 250-1000, but weapons at the store go from 500-2000 for five...

What the hell is in those crates? Popguns? Why can't I just crack them open and keep the damn things!

Just a thought.
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 12, 2009, 11:51:53 pm
Good thought :]



Btw, just found the pirates base and got that green message after you "party" down there...

I've found a bug on bars: If you recruit security personnel, it will add to the total security personnel when you get back on the ship, making you get 50 security, but only being allowed to carry 25 [i got some cryo chambers, 25 is my max]

It was nice to have 50 security personnel, but the max item limit didn't let me equip'em, so they are just meatshields =/

EDIT:
Oh, when you land...all the excess security personnel die. ;_;
EDIT2:
Actually, when you go back to space, it still shows all of the security personnel...
They are like reserves, then
Title: Re: Prospector, a roguelike in developpement
Post by: Candlejack on June 13, 2009, 01:12:21 am
One thing bothers me...
Weapon cargos go for a ton at 250-1000, but weapons at the store go from 500-2000 for five...

What the hell is in those crates? Popguns? Why can't I just crack them open and keep the damn things!

Just a thought.
Ammo for ships maybe?
Title: Re: Prospector, a roguelike in developpement
Post by: Kishmond on June 13, 2009, 12:29:00 pm
Does this happen to anyone else after saving?
(http://i21.photobucket.com/albums/b257/Kishmond/Games/Ich.jpg)
It's not game-breaking, but I find it annoying. It returns to regular space after I scan a planet.

Also, it is far too easy to run out of fuel or oxygen without realizing it. The audio warnings don't work.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 13, 2009, 03:19:10 pm
Oh boy... yes it does. Next version wich will be out in 24-48 hours will have that fixed. Of course it doesn't happen if you turn off autosafe (haven't had any reports of crashing games for a while, so i would assume the risk of doing so is rather low.)

As for the warnings: works here.
When the game starts up there are for 5 lines:
FBSini 1
loading alarm 1 1
loading alarm 2 1
loading weapon 1 1
loading weapon 2 1

Does any of the trailing 1s read 0 for you?
If tis the FBSIni one then there is a problem with the sound library (damn... do i really need to use the 2MB big fmod library for this? starts to look like it...) and we are out of luck.
If its one of the following then only that sound file doesn't load. Downloading the game again would be the obvious solution.
But i will add a "None-Low-High" setting to the warnings for the next version, with low sounding alarms and high sounding alarms and demanding a space,return or esc press.
Title: Re: Prospector, a roguelike in developpement
Post by: Kishmond on June 13, 2009, 04:45:15 pm
It says
FBSini 0
Failed to load FBSound
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 13, 2009, 04:57:00 pm
:(
yap, your system doesn't like prospectors sound library. or prospectors soundlibrary doesnt like your system, take your pick ...

... will you look at that... mini fmod! 107kbite large ... I am going to try that out. give me a day or 2 and thou shall hear sirens! (maybe)
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 13, 2009, 10:59:59 pm
Also, it is far too easy to run out of fuel or oxygen without realizing it. The audio warnings don't work.

Dying unexpectedly in a roguelike? Who ever heard of it? Don't worry, once you die a few times like that your eyes will be glued to the relevant readings.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 13, 2009, 11:02:51 pm
Quote
Dying unexpectedly in a roguelike? Who ever heard of it?

Yeah lets not defend it that way unless you would like to play another game of WikiRogue.

Though the game warns you if your oxygen goes halfway and I always refuel (Though DANG fuel runs out fast even with the later vehicles)
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 14, 2009, 12:42:05 am
Yeah that game sucks arse, but I had to offer some resistance as someone else mentioned it as well.
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 14, 2009, 01:40:36 am
Well I'm kinda in love for Gearhead 1 right now, but I'll try out your new version.

Btw, take into consideration the colonisation/etc option...


Building/Colonizing/Survival are really tough keywords that aren't easily found, nor with good enough examples of good executions and concepts.

So they are good things to think about, and can really make a game a big success...

Prospector is simple, and really fun. Still, after you find everything, or get a way to make some nice money, it loses the [re]play value. Adding colonization/building etc will make it HUGE.
It'll be hard, but will take the game to a really, really unique formula...

ps: sorry i'm drunk
But i tried to make some sense..
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 14, 2009, 02:00:20 am
Well, the beeps *can* be helpfull. And the last oxygen warning does come a tad late...

Next realease won't be that big. The bugs posted here (and elsewhere) fixed, 1 new special planet, playing around with chances for stuff in an attempt to make the non special planets more interesting, jetpack fuel. thats about it.

Making a fun little game was my goal of course. So i am quite happy to have achieved that to some degree. :)
Humm... just had an idea how that colonization thing could work... another "deliver the package" quest, but the package is a ship full of colonists, the package is wherever you want, and conditions on said wherever have of course an influence on how fast they start building shops and such. *goes hmm*
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 14, 2009, 02:10:02 am
I really understand about you wanting to make a "small and fun game": you accomplished that goal, really. But still, there's so much potential.. [not only for Prospector, but for a next game, maybe?]

Go and look for the games that is similar to yours: REALLY old, but there are people still having fun with'em...

I mean, colonizing, exploring, building, surviving, combat, trading etc...all in one game?

Building is AWESOME, colonizing is AWESOME, Adventure/Exploring is AWESOME, Survival is AWESOME, Combat is NECESSARY, Economy is NECESSARY.
Take X3: Terran Conflict for instance, its AWESOME, but lacks colonizing [and needs HEAVY hardware - can't run it smoothly here..]. It's not about the scale/gfx/etc.. but about the features..

Maybe the game I have in mind is too complex..
I dunno, I still wait for a game that will feature it all....
Kerberos' Northstar will feature like 60% of it...

But I keep thinking that Prospector feels like a Prototype for something really big. :]



--
[EDIT]: About Colonization:
There could be a new Station, a Colonizers Station or something like that, where they would give you missions to map a planet / search for a suitable planet / clean a nice planet out of critters / BUILD !!!........ things like that  ::)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 14, 2009, 02:23:45 am
Oh, the colonizing thing is definitely something in the back of my head. Not sure how to do it though.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 14, 2009, 11:37:33 am
There are lots of interesting possibilities!

You could have missions to deliver colonists to X System.

You could have missions to deliver colonists where ever.

You could find a lost planet of regressed humans and set up an outpost.

You could find a planet of intelligent aliens who will mine for you in exchancge for supplies, but you have to leave various members of your crew there.

You could receive a mission to protect a colony from pirate raiders, and in exchange get some control of the colony or a preferential trade agreement.

You could conquer a pirate planet and turn them into good citizens of the universe.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 14, 2009, 02:30:47 pm
Oh, it's less the what, but more the details of the how as in how to control the colony and how much influence the player has on them.
Title: Re: Prospector, a roguelike in developpement
Post by: Kishmond on June 14, 2009, 05:18:30 pm
I really understand about you wanting to make a "small and fun game": you accomplished that goal, really. But still, there's so much potential.. [not only for Prospector, but for a next game, maybe?]

Go and look for the games that is similar to yours: REALLY old, but there are people still having fun with'em...

I mean, colonizing, exploring, building, surviving, combat, trading etc...all in one game?

Building is AWESOME, colonizing is AWESOME, Adventure/Exploring is AWESOME, Survival is AWESOME, Combat is NECESSARY, Economy is NECESSARY.
Take X3: Terran Conflict for instance, its AWESOME, but lacks colonizing [and needs HEAVY hardware - can't run it smoothly here..]. It's not about the scale/gfx/etc.. but about the features..

Maybe the game I have in mind is too complex..
I dunno, I still wait for a game that will feature it all....
Kerberos' Northstar will feature like 60% of it...

But I keep thinking that Prospector feels like a Prototype for something really big. :]

Infinty (http://www.infinity-universe.com/) is an up-and-coming MMO that might be worth taking a look at if you like this kind of stuff. Though it's still a long way from completion.
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 14, 2009, 06:13:26 pm
Infinty (http://www.infinity-universe.com/) is an up-and-coming MMO that might be worth taking a look at if you like this kind of stuff. Though it's still a long way from completion.

Yep. I keep checking it up every month to see how it's coming, but it's easily noticeable that it will take a long time to complete.
But it's really nice, the ideas etc..

I've been looking at the development of the Star Wars Galaxies Emulator progress, but SWG is too much of a grinder/MMORPG kind of thing, and I don't know if it features colonization..
But the economy [at least by reading about it] is nice..

Title: Re: Prospector, a roguelike in developpement
Post by: wallish on June 14, 2009, 10:10:38 pm
Oh, it's less the what, but more the details of the how as in how to control the colony and how much influence the player has on them.

Well, some ideas to hit you with:


There's all kinds of things that can be done that make it seem more complicated than it is.

As for other features not related to colonization:


Let's say a player receives that mission to drop the terraformer on Planet B for 15000cr.  Planet B gets wind of this and offers you 25000cr to turn around and drop it on Planet A.  And let's say that an arbitrary number is assigned as a "danger rating" for this mission, let's say 12 (with 20 being the highest).  If you accept either you receive a shift in the Amoral direction.  If you betray Planet A you get points towards Ruthless.  If you turn down Planet B after accepting A's you get points towards Loyal because you didn't betray that first group.  If you turn down Planet A's mission, giving the reason of "I don't genocide" you get points towards Ethical. If you turn it down because of the danger you get points towards Ruthless.

Now, pirates would have no problem working with a person who is completely amoral.  In fact, they might seek you out.  A disloyal person, however, they'd feel iffy about working with.  Why trust somebody that will just sell you out to a higher bid?  A person who is completely Ruthless and Amoral would be ultimately self-centered.  Ultra-capitalist.  Has a library of every Ayn Rand book.  Does what benefits only him(or her) self.   A person who is all the way Ethical and Loyal is the ultimate Paragon of Justice.  Hunts down pirates without mercy and destroys all those that threaten/go against their ideal of good.  This is your Judge Dredd, killing "criminals" without a thought because the law must be enforced no matter the casualties.

Neither of these sides is "good" or "evil".  A completely selfish person might never do anything that can be considered "evil".  A Ethical/Loyal player can have killed off entire planets if the cause is considered just (you must wipe out the alien scum that threaten our peace!), while the Ruthless/Amoral player would have turned the job down (Amoral = "Your faction warfare does not concern me").

To encourage the player to work towards different ratings and actually care, give each quadrant of the 2D axis a specific faction.  And, make those faction opposites at war (quadrant I is at war with quadrant III but on uneasy terms with quadrants II and IV).  Corporations would, of course, lie along either neutral axis.


I think all of these ideas emphasize the "freelancer" feel of the game.  Not sure if that's your goal or if you'd rather take it in more of a space management direction, but to me running a colony seems too... fixated for this game.  Give the player a sense of character, make them mean something other than just a name and a bank account.  Even give the crew a sense of character by giving them (fixed) alignments which influence who you hire.

Hell, throw in import/export of characters so you can start a game with an old (even revived) character that is essentially a new player but with your existing alignment (so you can start the game Ruthless or whatever).  Not allowing revival even makes player deaths all the more epic, e.g. your character that you've won with six times over is finally killed at the age of 42 after being betrayed by his gunnery officer.

As usual though I have to end this post with a "keep up the awesome work"!
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 14, 2009, 10:46:17 pm
I don't know.

True Colonisation seems like an after game goal when you have near endless amounts of cash.

The Colonisation present in the game should be scouting planets capable of supporting life and shipping colonists and equipment to the planet.
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 on June 14, 2009, 11:17:19 pm
 Really, such colonies would have to be formed around a strategic resource. Like scientists researching an exotic planet. Or miners mining. Or a military base hunting down pirates.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 15, 2009, 02:54:36 am
whoah... thanks for the input wallish! (and neonivek and duke)
As for rogue planets: Point taken. they are not dark enough, but hard enough to find already obviously ;)
(in case that was too subtle: there are interstellar planets without a sun already. They are rare, hard to find, have above average resources, but aren't darker than your typical last orbit world or any deadlier)
For wormholes the map is too small i think, but it's somehow a must have like green suns... same goes for black holes. A bigger map would of course be easy to acomplish.

a thing of course is that suspension of disbelieve breaks at different points. Neonivek for example seems to have his stretched slightly by close combat weapons who outperform guns, yet seems to have little problems with suns he can't see unless he is standing next to them.
Mine would be stretched quite a bit when a colony had for example 10-25 colonists. I just can't imagine people colonizing planets starting with almost an adam and eve scenario.
Title: Re: Prospector, a roguelike in developpement
Post by: yamo on June 15, 2009, 11:47:35 am
"Mine would be stretched quite a bit when a colony had for example 10-25 colonists. I just can't imagine people colonizing planets starting with almost an adam and eve scenario"

you could bring a supply of frozen, diverse zygots for in situ implantation.
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on June 15, 2009, 04:07:12 pm
whoah... thanks for the input wallish! (and neonivek and duke)
As for rogue planets: Point taken. they are not dark enough, but hard enough to find already obviously ;)
(in case that was too subtle: there are interstellar planets without a sun already. They are rare, hard to find, have above average resources, but aren't darker than your typical last orbit world or any deadlier)

Whoa, really?  That's awesome!

Quote
For wormholes the map is too small i think, but it's somehow a must have like green suns... same goes for black holes. A bigger map would of course be easy to acomplish.

Well, with a small map the wormholes could be one time (or limited) use to compensate.  A bigger map is always welcome though. :)
Quote
Mine would be stretched quite a bit when a colony had for example 10-25 colonists. I just can't imagine people colonizing planets starting with almost an adam and eve scenario.

Eh, early colonies would probably be scientific in nature, much like in real life.  When we finally get around to putting colonies on the Moon or Mars they'll probably consist of no more than 100 people (read Kim Stanley Robinson's epic Mars Trilogy for ideas on that front, or at least the first book "Red Mars").  So a small "colony" (read; outpost) of 10-25 scientists would make perfect sense.  Hell, it even makes population transport easier in a gameplay and story sense as you have to deal with scientist rotation and/or increased need for specialization as an outpost grows.
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on June 15, 2009, 04:56:49 pm
Poor magellan, we're just storming him.



Sorry if you are making a game that can reach the valey of uniques haha

--
Ps: I already had so much fun without BUILDING OR COLONIZING
ZOMG IF I COULD @_@
By the way, let me spoil some fun:

Firing desintegrators and the "end-game" weapons and killing everything on a planet makes you think about a lot of stuff.
lol.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 15, 2009, 06:41:45 pm
Personally I am still waiting for better Alien Interaction then Colonisation.

Which one is likely to get in first?

Can we bring creatures food or spike it with Sleeping toxins for them to eat so we can scan/pilfer them while they sleep?
Title: Re: Prospector, a roguelike in developpement
Post by: ductape on June 15, 2009, 07:04:11 pm
<---- wants more features. will pay. send food.
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on June 15, 2009, 10:07:04 pm
Personally I am still waiting for better Alien Interaction then Colonisation.

Which one is likely to get in first?

Can we bring creatures food or spike it with Sleeping toxins for them to eat so we can scan/pilfer them while they sleep?

Ooh, new ship type: science vessel.  Contains hundreds of stasis pods and an autopsy room for the collection and classification of alien life!  Stun an alien to knock it out.  You can take with you as many aliens as you have security personnel.  Nets you 2 to 5 times as much biodata as normal (or however much to make it worth the time).
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 15, 2009, 10:22:12 pm
<---- wants more features. will pay. send food.

But while I eat i can't type stuff...i don't see how that would help ;)

As for which comes first i think it might be at the same time. As soon as i have a clear idea what i need for the planetside part of the game  and how to do it  and the guts to just highlight that part of the code and hit DEL, things should fall into place rather quickly. Not quite at that point yet though.

Oh, and i kinda like the idea of stupid automated, breakable expensive Mars (well not mars obviously) rovers. Drop on planet, fly away, return to find it fell into a lava pool or got eaten or something. 
Title: Re: Prospector, a roguelike in developpement
Post by: Chutney on June 17, 2009, 01:11:04 am
I just thought I'd pop in to let you know that I'm a fan of this game, magellan, and keep this thread open at all times, to occasionally refresh to check for new posts (maybe posts that contain links to updates :o).

I actually have a suggestion for you, if you care to hear it. Right now, as far as I've seen, every alien will talk to you. Fascinating that every species in the galaxy is intelligent enough to speak, and our language, too!
Here's the suggestion: Each alien species has an intelligence level, say between 1 and 5. at level 1, they're feral animals that run around and eat space explorers. level 2 shows them using tools (bow and arrow aliens), 3 they begin to talk, 4 you begin finding their little houses everywhere, and 5 you find farmlands on the planet.

Of course, this might overly complicate things. I'm assuming you create planets as the user lands on them for the first time. With this, I'd think it would have to make the planet, check the intelligence of all the creatures, and then construct their huts/farms(if any are capable of it), which might take a bit longer to load then just "Here is a planet, dot the surface with aliens".

Anyways, thanks for reading, and good luck with your game!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 17, 2009, 02:49:48 am
First of all thanks a lot chutney.

2nd that's pretty much how it is already. sometimes your science officer botches his roll and you get the "can make no sense out the foos sounds and actions" (maybe i should make that roll a tad harder) And the lowest alien intelligence rank has 3 answers to give: "You are food!","You got food?",and"Me not food" wich are three concepts most living things (at least down here) can communicate in one way or other.
Not sure why they build farmlands before they build huts though. They actually aren't supposed to.

Anyhows thanks for the feedback, keep it comming. always interested in ideas. Next version should be here soon, and will contain more rocket launchers.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 17, 2009, 06:59:56 am
Suggestions? Alright I guess though I'd like feedback on them.

-Grenades are sort of more powerful then is reasonable. I've had a squad of 20 be taken out by one grenade even though they had Forcefields and battle armor despite the fact that they were fighting off GIANT ROBOTS earlier.
-As a Captain it would be interesting if you can gain levels (just like the other three can) which could be used to survive enemy attacks.
-Cargo is nearly worthless... Can their worth be increased somehow? Even the best ships would find it hard to make money of trade. (At least in my experience)
-I have said this before but the ability to recruit alien species
-The Ship is capable of being further damaged and destroyed while on the planet surface.
-Medical Doctor who uses Medkits automatically but whos important purpose is to stop Alien diseases and parasites.

Possible Alternate Endings
-Find an Ascension device and use it to ascend
-All Space Stations and Rogue Stations destroyed. You command the Galaxy
-Marooned forever: The ship is pernamently destroyed and no one comes to save you. Enjoy your new life.

Possible Planet themes
-Planet of the Gods: You discover a planet with a random god on it (Roman, Greek, Egyptian, whatever) and stuff happens.

UHh hmmm maybe not my best ideas... It is like my brain is clogged.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 17, 2009, 07:24:53 am
Interesting...
The planet with the god  has been in there since ...  well actually since i added the first uniques, wich i honestly can't recall when that was :)

And for cargo i have had the exact opposite said, twice in fact. (Ok, max fluctuation was starting price+500% then with no minimum price and now it's +300% with 50% starting price minimum.)

As for medics: Of course the thought "It's a space game, we need mysterious diseases that make zulu fight with a rapier and O'riley short circuit the engines, because it's a space game and we need mysterious dieseases" crossed my mind.
The question is of course again the how and what. sick ships are banned from station entry until they find the cure (Medic makes his skillroll)? Can't really see that adding much except for yet another inescapable death. 
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 17, 2009, 07:45:00 am
Thanks for your response Magellan.

You have so much content I have a hard time keeping track of it.

as for the Cargo... That is a lot of Flux. I mostly meant more expencive cargo but I had no idea the game was so generous with the amounts.

Quote
Can't really see that adding much except for yet another inescapable death
-Well it could stop short just of killing the captain each time. In the Alien Infestation scenario you and your important Officers (And maybe whatever security crew you can safe) go up and kill the bugs!

Though perhaps the method is to not belittle the space suit. So diseases should be a visable instance from an attack for example. Your medical Officer should be able to cure the disease automatically (without the need for a roll) with a sample of the creature.

Though since this is a crazy space adventure who says you want to be cured? Maybe you are infected with Lycantropy! (Hmmm gives me an idea). Diseases should have any multitude of symptoms.

Alternative Planet Themes
-Restoring Waters: The Planet contains waters that have healing propertise. However it is populated by giant mutant creatures who don't seem to die. On the plus side it has rather substantial exploration rewards.
-Living Planet: Seems like an ordinary planet except inside a cave is a system of what seems to be organs. You can leave it alone and leave the planet peacefully or Harvest the Organs. The planet will die. Another Hazard is the planet can chase the ship and swallow it. If it does so your stuck inside until you can get free somehow.
-Living Planet 2: The planet is alive in the sense that it is a huge ball of flesh. Creatures here resemble cells and microscopic creatures. If you can get to the brain deep underground you get important knowledge of the universe from this seemingly ancient creature.
-Wonderous: The planet has many wonders of great treasure and food with people who are receptive and loving. Some of your crew will even chose to stay against your wishes. Once you leave however the illusion fades and you see the planet for the sludge filled sesspool that it was. (Science officer can see through this)
-Lycantropy: A relatively harmless and ordinary planet except when there is an eclypse, which happens quite often, when all the creatures will shift and transform into powerful creatures with diseased bites.
-Resort: The Planet contains many great fruit trees, warm hot sun, and cute fuzzy animals. You hardly want to leave (perhaps some chose to stay) but when you do you feel better for the stay.
-Underworld: A Planet filled with undead, demons, and lava (I am sure you have this)
-Temporal Flux: Creatures and beings seem to move either fast or slow on this planet. Creatures frozen in time are like trees. Unfortunately sped up creatures are quite deadly. Perhaps that science facility on the planet can tell us something.

Treasures:
-Atlantis / Mu Ship or Island: You have a ship from Atlantis or Mu or perhaps the whole Island as a ship. It can turn into a Space Station if you wish to abandon it for a better ship.
-Origin of Species: You know the originator of human life. Alternative Ending Treasure.

Suggestions:
-Fully Exploring Plasma Clouds should get exploration points and allow safer (though not safe) travel through the same cloud if it doesn't already.

What do you think?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 17, 2009, 08:01:51 am
Quote
You have so much content I have a hard time keeping track of it.

I do?  ;D Thanks!

Base prices... yes, could be that those are a little on the low side.

You are right ... with have an eden that is eden, we also need one that isn't! How was it possible for me to overlook that!
Healing planets: we got that one, in a sorta kinda way.
Living planets: another classic i somehow didn't think of! Might will steal that idea in one way or other.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 17, 2009, 08:03:47 am
Please steal away. If I was worried about you using my ideas I wouldn't post them here.

Or rather I put my ideas here specifically so you will use them

I also added more to the post... sorry.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 17, 2009, 09:35:57 am

-The Ship is capable of being further damaged and destroyed while on the planet surface.
...
-Marooned forever: The ship is pernamently destroyed and no one comes to save you. Enjoy your new life.


These already happen.

Quote
-Living Planet: Seems like an ordinary planet except inside a cave is a system of what seems to be organs. You can leave it alone and leave the planet peacefully or Harvest the Organs. The planet will die. Another Hazard is the planet can chase the ship and swallow it. If it does so your stuck inside until you can get free somehow.

"We've been swallowed, head for the sphincter!"
Btw I like your planet themes, good imagination quantity wise.

I've been trying to keep quiet on suggestions so as not to be a pest but how about making ships a collection of modules you build on to the bridge instead of standard ship types. And the ability to walk around on it.
Title: Re: Prospector, a roguelike in developpement
Post by: firefly28 on June 17, 2009, 10:15:53 am
I have read as much of this thread as possible and well I want to like this game but I cant find any guides that explain it, for example whats the best thing to do when starting the game?

I know very little of the keys and also which ship I should get first?

Another aspect is that I keep dying in gas clouds or something. I believe the S means station? The problem is some game starts that is right at the other side of deadly clouds. Also I see a message saying S = scan , L = land, next when I click scan I see like a number of what look like differant sized zeroes or Os e.g 0oo etc, what does this mean? I switch between them but it isnt making much sense at the momment.

Occasionally I shall manage to get docked at a planet and then always get killed? Whats the first things I should be doing? How do I fly? How do I land? On a planet its r for radio, what use does this have, I type hello and get a fixed response but it seems to have no purpose. How do I take missions, I like playing a goal orientated game so whats best to start with?

I think I will like this game but badly need some start game guidance? The thread is huge so worried it will even get seen, that being said I dont want to start other threads but this is where these massive threads fall over in my view.

Any help appreciated
Thanks all!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 17, 2009, 10:45:01 am
that * o o o o o  o thingy is a map of the system you are in. The bigger white one is your cursor position wich you can move with the arrow keys. The * is the star. Scanning and landing affects the planet currently highlighted. (So it's not scan/land -> chose planet, its chose planet -> scan/land) (does that make sense?)

Gasclouds: Don't go there unless you have a good pilot, and some ships armor to spare.

Starting ship: take one of the first four, pirate fighter is a tad harder. :)

Goal: Make money: find * (resources) on planets and sell them to the companies occupying the first Menu entry in the spacestations (wich you have successfully identified as the white 'S'es)

Radio knows 6 more commands. All not very usefull (except for 2 maybe) (and i won't tell you)
What commands did you try? Maybe you found something i should add!
Title: Re: Prospector, a roguelike in developpement
Post by: firefly28 on June 17, 2009, 10:58:31 am
Cheers Magellan, I am away to have a proper session on this game now :)

I am actually trying to develop my own roguelike and through doing so I can see why it was stupid of me to spend ages learning directx, this time I am following all the veteran advice :) but anyway to make a game like prospector must have been tricky but it shows alot of promis so I won't be giving up with it.

The answer regarding the "Ooos" helps alot so away to give it another shot
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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 ;)
Title: Re: Prospector, a roguelike in developpement
Post by: codezero 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.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek 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.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s 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:
(http://i17.photobucket.com/albums/b84/a1s/Clipboard01-3.png)
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)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek 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.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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... :)
Title: Re: Prospector, a roguelike in developpement
Post by: a1s 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.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek 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.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero 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.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek 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.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s 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).
Title: Re: Prospector, a roguelike in developpement
Post by: Duke 2.0 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.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero 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?
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 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.


Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on June 27, 2009, 11:18:16 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.

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.

See:  Dune
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 28, 2009, 06:49:12 am
Dune has the "blaster makes shield and blaster go boom" excuse though.

BTW: anybody interested in playtesting 1.7?
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 28, 2009, 07:57:53 am
is it out?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 28, 2009, 08:03:14 am
No.
I would rather send this one out to a few folks at first and get feedback, instead of sending it out into the wild with nobody looking over the shoulder to protect it :)
Dunno why, i just think there is some stuff seriously messed up *somewhere* but i can't seem to find it :)
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 28, 2009, 08:04:56 am
sign me up.
aones [at] inbox {dot} lv
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 28, 2009, 08:39:07 am
sent with thanks and regards :D
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on June 28, 2009, 10:52:16 am
Dune has the "blaster makes shield and blaster go boom" excuse though.

I'm not sure what you mean there...

I was just talking about the 'lasers and high kinetic weapons are blocked by shields, but slow, self propelled things can get through' (I.E. a knife attached to an arm)
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 28, 2009, 10:53:02 am
I'm interested

bishop32x [at] yahoo
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 28, 2009, 11:15:42 am
In dune they use blade weapons because if you fire a dune blaster at a dune shield there is some feedback thingy.
the shield goes boom, killing the wearer (wich is good) and the blaster goes boom killing the guy shooting it (wich is less good)

Also thx bishopX (i assume that is a yahoo com, if it is it should be in your inbox)!
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on June 28, 2009, 11:27:04 am
yeah... I just watched the movie...  years ago...
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 28, 2009, 01:28:07 pm
Well also because the most powerful ranged infantry weapon in Dune attracts the Sandworms

The Sonic Blaster. Goes straight through everything and shatters enemies' insides. (By straight through, I mean buildings, walls, and vehicles)
Title: Re: Prospector, a roguelike in developpement
Post by: Sowelu on June 28, 2009, 01:31:07 pm
Man, I'd want to set up blaster traps then.  Aim some blasters very carefully and conceal them in something you don't care about, and pull a string when the shielded guy comes by.  :P
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 28, 2009, 01:34:19 pm
Actually, that sort of tactic is used deliberately to nuke some power plants in the first book.

Also, while I'm not much of a programmer, I would like to offer some help in terms of design.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 28, 2009, 01:36:48 pm
Though that isn't that the Blasters are so weak rather that the Melee weapons have the ability to go around their defenses.

It would be like saying a Knife is more powerful then the Longsword.

Which could be an interesting dynamic in the game where instead of simply giving melee weapons obscene damage scores that make you wonder why you should even bother with ranged, they could rather have the ability to bypass certain defenses.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 28, 2009, 01:53:18 pm
Only problem with that being, at this point, there is no way to directly equip your team.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on June 28, 2009, 02:02:46 pm
Only problem with that being, at this point, there is no way to directly equip your team.

Who says they can have one or the other? They should use whatever weapon is decidingly best for the job.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 28, 2009, 02:22:09 pm
Alright I gave 1.7  a few play through s, and it looks good!

I'm just going to add on to these as I play:

Features:
Spoiler (click to show/hide)

Bugs:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 28, 2009, 02:53:00 pm
Rovers: just drop them while on a planet, and collect it again later. (It should move while you are on the planet too, but i haven't tested that.) But they *do* move if you are not looking, i tested that :)

The rest: thanks for the feedback, will look into that.
Title: Re: Prospector, a roguelike in developpement
Post by: Rhodan on June 28, 2009, 03:23:47 pm
I really love the game so far!

One thing I'd love to see is the ability to check up on the data you've collected, and perhaps name your discoveries.
Things like looking up the planet maps, the list of known species on those planets, details of each species,...  The game is mostly about exploring after all!

Another thing I'd like to see is a more consistent biodiversity on each planet.  Aliens from the same planet should share a common ancestor or two, to make them similar enough to be widely different from aliens from another planet.
Example:  Planet X has 3 main groups of creatures:  Avians, mammals and insects.
The mammals come in two big groups: tripedal and tentacled.
The tripedal mammals come in the scaled and feathered varieties, each with their own subdivisions for predators, prey and perhaps a sentient species or two.
The tentacled mammals happen to be all furry, but there is a subgroup with a flotation bladder.
The other groups also have their own subdivisions.  The more cosmetic traits can be added more loosely, like eye shape and neck length. (but not eye type or number of eyes)

This mimics earth in that almost all land-dwelling vertebrates have 4 limbs, divided in avians, reptiles and mammals.  Each group can then be split in other groups and so on.
I think that this way each planet would get it's own signature biodiversity, which could become very noticeable and interesting if you are able to name and catalogue these creatures.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 28, 2009, 03:43:46 pm
Thanks Rhodan

... you know, thats actually a really cool idea! Lot of work to do, but propably worth it....

@ ampersand: Help? sure! great! how? :)
Ideas are of course always more than welcome!
If you look at the code you will see though that it's barely readable.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 28, 2009, 04:29:03 pm
I found a pretty awesome bug

sold 6 tons of !☺"☺ for 1.840433e-034 Cr.

It also made my scout's cargo hold six times bigger.
Title: Re: Prospector, a roguelike in developpement
Post by: ToonyMan on June 28, 2009, 04:31:14 pm
That money is the size of JUPITER.  Maybe.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 28, 2009, 04:36:56 pm
Okay, I think I've identified a problem.

If you find a dead away team, you automatically pick up all of their equipment, however, due to the small size of the display, you'll often not even notice what you've really acquired, as it's all done line by line.
Title: Re: Prospector, a roguelike in developpement
Post by: Rhodan on June 28, 2009, 04:40:02 pm
You could probably store a seed for the "biodiversity tree" on each planet, and load it again when people access the planet's encyclopedia page or are about to land.
Underwater exploration would be neat too.  I'd like it to be possible to walk through deep water with the proper equipment and encounter aquatic aliens.  They'd either need their own branch in the tree, or the land groups would be a subdivision of the aquatic group.  Or the other way around, depending on where life originated on the planet.
Perhaps another branch for cave-dwellers as well?

I do miss a lt of the messages as well... Having auto-inspect on should skip any "not interesting" messages.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 28, 2009, 04:55:13 pm
I found a pretty awesome bug

sold 6 tons of !☺"☺ for 1.840433e-034 Cr.

It also made my scout's cargo hold six times bigger.

Okey... that smells like a buffer overflow :/

you don't happen to have a savegame prior to that i guess?
Also: what did you sell? Bought or pirated? ... anything else you can tell me?
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 28, 2009, 05:03:10 pm
No, I don't, I'm afraid. And I didn't sell anything. My cargo hold was empty, but I had accidentally tried to sell it's non-existent content.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 28, 2009, 05:13:41 pm
humm... i just realized that to get out of that you need to sell 1 ton of empty.... guess I'll have to look into that.

One more question: Was it a game that was started with the restart option?
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 28, 2009, 05:40:45 pm
I think so.
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on June 28, 2009, 06:14:12 pm
Have played quite a few hours of Prospector since first hearing about it here yesterday.  Really enjoying myself.

Would love to help playtest 1.7 [slmagnvox AT gmail]

I don't doubt the bright future of this game, the devteam (hi, magellan) seems quite involved.  My wishlist would be topped off by interface upgrades.  I tried remapping keys for hjkl movement but couldn't get it working.  Movement is a bear w/o a numpad.  Secondly, a cleaner message interface would make exploration a lot less chaotic, it can be hard to tell who is attacking or even when I am coming under attack.


Jetpacks are awesome, finally ran a good game after buying a set of jpacks and some protective suits.

Havent messed with space combat much.  When I encounter pirates early I've only died.

Watch out for radioactive regions!  A good science officer might offer a radiologic warning when initially scanning a planet.

Can't wait to play some more tomorrow.  Cheers!
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 28, 2009, 09:34:40 pm
You can tell radioactive regions by the color of the ground...

Some more differentiation between geyser and tunnel would be nice too.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 28, 2009, 11:48:08 pm
[quote author=BishopX link=topic=34943.msg624308#msg624308
-You have a typo in the gas clouds monster description.  it should read " with long, thin tentacles that are several kilometers long."
[/quote]

I hope that 'typo' wasn't kilometres. Only Americans spell it kilometer, and they don't even use 'em.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 29, 2009, 05:40:43 am
Have played quite a few hours of Prospector since first hearing about it here yesterday.  Really enjoying myself.

Would love to help playtest 1.7 [slmagnvox AT gmail]

Heya. Gmail doesnt allow zips containing exes (which is what I would have sent you)
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on June 29, 2009, 07:31:59 am
Have played quite a few hours of Prospector since first hearing about it here yesterday.  Really enjoying myself.

Would love to help playtest 1.7 [slmagnvox AT gmail]

Heya. Gmail doesnt allow zips containing exes (which is what I would have sent you)

Oh well what the hell.  I can wait around till an official release.  Put me on the mailing list.

Scared up 140031 pts
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 29, 2009, 08:14:02 am
the way around that is with password protected archives. 8) with Magellan's permission I will send slMagnvox one.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 29, 2009, 09:15:44 am
Oh.... thanks for the tip a1s! I sent slmagnvox the game right after reading this.
edit to add: Except that it didnt work. still getting the failure notice :(
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on June 29, 2009, 09:24:08 am
Spore wouldn't be a bad place to start for this...  Each planet had ecology spots for animals based on how suited for life it was.  Ignoring the fact that there was only 1 suited for life (more on that later), you could do something similar.

(by for every and there's 1, I mean type, and this is obviously an example)
For every 2 shrubs, there's 1 tree and 1 small herbivore.
For every 2 trees, there's 1 large herbivore
For every 2 small herbivores, there's 1 small predator
For every 5 large herbivores, there's 1 large predator

Then look at the earth biomass indicators
Each 5 lions requires 1 herd of antelopes. (Or someat) something similar could be done.

Fun ways to break this are omnivores (bears take up a large herbivore slot and 1 small predator slot), hibernators (giant worms sleep for 4 years at a time and thus take up 1/4 of a large predator biomass slot).  Carnivorous plants provide a shrub, but act as a small predator.


Suited for life:

While I'm not a trekkie, this is useful to read (http://en.wikipedia.org/wiki/Class_M_planet)  It's basically common suspension of disbelief.
Other fun:
Astrobiology (http://en.wikipedia.org/wiki/Astrobiology)
Habitability (http://en.wikipedia.org/wiki/Planetary_habitability) : Actually, this site has LOTS of neat links

Theorized Life supporting atmospheres:
 Ammonia
 Methane


I'll admit to being a carbon chauvenist, but silicon is also an option, and the softer you want to get, the farther from carbon on the table you can go.


initial scan data
[starname]-[orbit ordinal]         CLASS [class]
Atmosphere : [atmosphere]
Weather : [weather activity]  (Could be 'active' with winds, 'chemical rains' or whatever)
Geology : [geology type] (liquid core?  dead planet? unknown?)
Biological Suitability : [biosuit] (Looks like you like heavy life planets.  This is a best guess for how deep the tree is)
Detected Life: (Detected life would just be whatever showed up on the terrain scan.  If you establish that 1 Large herbivore implies that there's enough biodiversity to support a small predator, you'll know that's out there too.)
1 shrub
1 tree
1 large herbivore

As you scan new plants and animals, they'd be added to this list.  Also, after you scan the first plant or animal, the life on planet section is filled in:

Plants on XXX
Plants have evolved the use of chlorophyl to derive power from the sun. (Ok, my botany is crap)

Animals on XXX
Large animals usually have [defining characteristics.]

Anyway my two cents...  Sorry for the mind dump

Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on June 29, 2009, 09:25:06 am
Oh.... thanks for the tip a1s! I sent slmagnvox the game right after reading this.
edit to add: Except that it didnt work. still getting the failure notice :(

Try renaming the file to 'file.zi_' rather than file.zip...  That should keep google from knowing what it is
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 29, 2009, 09:30:12 am
Oh.... thanks for the tip a1s! I sent slmagnvox the game right after reading this.
edit to add: Except that it didnt work. still getting the failure notice :(
that's odd. well I sent him my own.
edit: well, no notice yet, that's a good sign.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 29, 2009, 09:56:53 am
thanks a1s
And thanks to granite26. Ideas and reading material is always welcome :)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 29, 2009, 10:20:50 am
I think natural tunnels and caves on mineral rich planets should be somewhat more common, to make mining a more viable option
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on June 29, 2009, 04:16:21 pm
Oh.... thanks for the tip a1s! I sent slmagnvox the game right after reading this.
edit to add: Except that it didnt work. still getting the failure notice :(
that's odd. well I sent him my own.
edit: well, no notice yet, that's a good sign.

Score.  Appears to have arrived intact.

I had reread a large part of the thread and wanted to speak up for Dungeon Crawl Stone Soup.  Its interface has nearly spoiled me for other roguelikes.  Best in show I'd have to say, the autoexplore feature is so great its hard to go back and play Nethack w/o it.

I am going to try harder to rig up some key bindings for hjkl movement.  Is there a numpad=off setting I am not seeing?

Thanks again magellan and a1s.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 29, 2009, 04:26:13 pm
I don't have a numberpad either, but there is a autoselect diagonals that really helps. Another thing I frequently encountered, my ship would frequently land in an area completely surrounded by mountains. Not too big a deal if you have jetpacks or something, but if you're starting out, kind of a buzz kill moment.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on June 29, 2009, 05:07:12 pm
about numpads:
you can use
END for lower-left
Home for upper-left
PgUp for upper-right and
PgDn for lower-right

it's worth learning these as most RL out there will support them. It might feel counterintuitive for a day or 2, but you'll be using them automatically in no time.  ;)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 29, 2009, 05:09:09 pm
I don't have a numberpad either, but there is a autoselect diagonals that really helps.

It does? Great! I was wondering if it would be bearable at all! Thanks for the feedback.

As for the mountains: it *shouldnt* land in the middle of a mountain range anymore. Just a small valley to explore on a mountainous world? yap. happens. Start again and return when you have jetpacks. You aren't getting landing sites that look like this do you?

^^^
^@^
^^^

... if you do i need to look at that part again :/
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 29, 2009, 06:58:35 pm
Nah, not that bad. It's more similar to
Code: [Select]
^^^^^^^
^..@..^^
^.....^^
^^^^^^^
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on June 30, 2009, 01:01:00 am
about numpads:
you can use
END for lower-left
Home for upper-left
PgUp for upper-right and
PgDn for lower-right

it's worth learning these as most RL out there will support them. It might feel counterintuitive for a day or 2, but you'll be using them automatically in no time.  ;)


I am pretty decent with the 1-9 keys across the top when required, I've just been using the vi style yuhjklbn keys so often I've grown quite fond of them.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 30, 2009, 01:42:03 am
I agree with that and feel that it should be the default movement mapping for all roguelikes.
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 30, 2009, 02:14:56 am
I don't have a numberpad either, but there is a autoselect diagonals that really helps. Another thing I frequently encountered, my ship would frequently land in an area completely surrounded by mountains. Not too big a deal if you have jetpacks or something, but if you're starting out, kind of a buzz kill moment.

Another thing you can do is take-off and land again, it should put you in a different spot IIRC
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on June 30, 2009, 03:25:41 am
I don't have a numberpad either, but there is a autoselect diagonals that really helps. Another thing I frequently encountered, my ship would frequently land in an area completely surrounded by mountains. Not too big a deal if you have jetpacks or something, but if you're starting out, kind of a buzz kill moment.

Another thing you can do is take-off and land again, it should put you in a different spot IIRC

Really? Oh.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 30, 2009, 03:52:07 am
You could also tell your ship to take off and land again behind the mountains... ohohohoh! I just discovered a method for suicide i haven't been aware off :D
Title: Re: Prospector, a roguelike in developpement
Post by: codezero on June 30, 2009, 07:00:01 am
I nearly died once being blown into a crater, but i got blown back out in the nick of time.
Title: Re: Prospector, a roguelike in developpement
Post by: Rhodan on June 30, 2009, 09:52:00 am
Being blown onto mountains is not very fun.  I think strong winds ought to blow you 'around' the mountains, moving onto a free non-mountain square in the wind's direction.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on June 30, 2009, 11:18:14 am
yeah... been thinking about scrapping that. Guess I'll just do that (except for those 2 special planets)
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on June 30, 2009, 06:04:08 pm
While playing 1.7

Anyone else noticing lots of ~~~~ symbols just out of LOS?  They always seem to correspond to lifeforms, does this represent some beyond LOS perception?  Noises or the like.

On some planets, map data is revealed beyond LOS.  Also seems to correspond with the presence of lifeforms.

The new starmap is very large!  Feature request, small/medium/large starmaps with scaling victory conditions.  Hitting the 100k mark can be accomplished with diligent exploration in only a small quadrant of the new starmap.  Although map data appears to be worth much less between 1.6 and 1.7

Edit:  And the reason I stopped playing for a minute to post:  Looted a dead away team and picked up " 1 . "  Blank item.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on June 30, 2009, 07:50:16 pm
I've only seen the ~'s of "watery" planets, and assumed they were some form of fog.

As for map size, it seems like the space station 1 isn't centered vertically anymore. The navcomp also no longer fills in the boundaries. I really like the new map size, combined woth the gas giants, which allow you to "hop "further provided you're tough enough.  This is the first version in which I found it worth while to buy anything other than explorer ships, simply because they were so cost efficient to use when exploring.
Title: Re: Prospector, a roguelike in developpement
Post by: ductape on July 01, 2009, 12:55:37 am
I would likes da 1.7 puhleeeze!

dcody99 -=-at-=- hotmail =-=dot=-= KAWM

 ;D
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on July 01, 2009, 01:06:13 am
I nearly died once being blown into a crater, but i got blown back out in the nick of time.
God I feel old. I'm recognizing other peoples movie scenarios when they don't. Someone help me feel not alone and horribly old and name what this is from before I feel obliged to.

"I tell you one thing, though. Wherever we go, whatever we do, we're gonna take this luggage with us!"

I would like to take this moment to ask for varied use luggage to be put in. Very high price, but would serve as a raft, armor, a weapon, primitive glider, and maybe some other things.
Title: Re: Prospector, a roguelike in developpement
Post by: Tilla on July 01, 2009, 01:09:27 am
I'd love to get in on this 1.7 testing. I've been hooked since before this thread even started and checking the webpage constantly :P
lizzyinthesky
@gmail.com
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on July 01, 2009, 10:24:31 am
Alright, these crashes are getting annoying. So far I've had several upon landing and now I just crashed a game by exiting the cave of the eternal planet. Crashes have occurred on landing for planets that I've scanned and/or landed on previously. My guess is that there is an error somewhere in the map loading code.

Unrelated bug, Examining a creature and then stopping examining via the escape kep shows a blank square there until your next action.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 01, 2009, 11:51:13 am
Interesting. I haven't touched map-loading in ages. (right now i am wondering where it would be) Any details on how it crashes? The version you got is with extended error messages. does it freeze? does it say anything in the console? got a savegame you could send me? :/

Edit: Oh... just remembered why i wouldn't know where it loads maps. It doesnt :)
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on July 01, 2009, 02:30:13 pm
Alright, no one seems to have picked it up. The movie where a guy gets blown out of a crater is Joe Vs. The Volcano. Good movie, very funny, now I feel old.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on July 01, 2009, 03:06:42 pm
No error messages, the window just closes...I'll try and see if I can get it to repeat.

Also, are jetpacks supposed to refuel after a period of time?
EDIT: picking up resources seems to make them refual completly (0 to 25), there may be other ways.


Bugs:
When firing ships weapons via satellite uplink, the weapon selection menu leaves a big black bar across the top of the screen. Also selecting which weapon to fire seems to move the away team.EDIT: Movement not confirmed, trying to fire imp missiles from weapon  slot 3 (of 3) cancels firing however. Over exuberant use of the gamma lasers also made the satellite disappear.

With no satelite, you can enter your ship and give it the "Land" command, causing it to pick up and move to a new location...however it leaves you sitting in the same spot. If you have to walk to the bridge to get the ship to move, why would you leave?
 
Additionally clarification of line of sight for the fire command would be useful. Is it LOS from the away team, the ship? If you have a satellite in orbit and are firing missiles should it matter? What about lasers?
Title: Re: Prospector, a roguelike in developpement
Post by: Sowelu on July 01, 2009, 03:15:04 pm
I could see wanting to make a one-way trip across the planet, starting here, going there, and having your ship there to pick you up when you got there.  But...Eh.
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on July 01, 2009, 03:26:10 pm
Risky if you can't get to the landing site
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on July 01, 2009, 03:30:57 pm
Yeah, that was YASD for me, I was trying to get into a crater, I figured I'd ride my ship there rather than using the repeated take-off and land trick...and got stranded.

Also, upgrading your hull gets rid of artifact sensors...
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 01, 2009, 04:03:33 pm
oh. the LOS it mentions is ship to target. Sat has no influence on it.

...
What can i say... i knew why i asked for volunteers for this one...
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on July 01, 2009, 04:44:16 pm
Yeah, it's buggy. But I'm still having fun. I just turn auto save on and go. I like pretty much every new feature I've found so far (with the exception of rovers which I haven't tried yet).
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 01, 2009, 06:55:45 pm
I gotta myself say that the gas giants give a neat twist to exploration... :)

Speaking of new stuff: anybody found a pyramid yet?
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 01, 2009, 07:07:46 pm
Magellan; have you ever played X-Com?

If so, I recommend that you give it a shot for some inspiration.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on July 01, 2009, 07:31:48 pm
Just one, I was tempted to nuke it.

I really love the gas giants, although I feel that in mid to late game there is essentially no risk to refueling.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 01, 2009, 08:05:21 pm
Guess one could make the danger curve a little steeper (you did notice the difference between methane, hydrogen and hot jupiters, did you?) :)

And no, ampersand. Havent played x-com so far. though i haven't heard anything bad about it so might try it.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on July 01, 2009, 08:10:00 pm
I noticed the difference for the amount of fuel, but not for difficulty of the sharks/jellyfish/thing with three little bumps. The living Ball of Plasma was noticeably more difficult though. It actually hit me! With active sensors and 3 weapons, nothing else got close.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 01, 2009, 08:25:56 pm
There is no difference in the critters themselves but the chance of them appearing. Ok. Noted. Upbeefing of those will be done.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on July 01, 2009, 09:12:38 pm
Would you mind taking a look at pirate cruisers too? They seem underpowered.
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on July 01, 2009, 09:47:33 pm
I dunno... it seems reasonable that some things that are challenges in the early game might stop being challenges later on.  Like how if you're playing Crawl right, the challenge in getting enough food kinda slows down and eventually stops, and you get new challenges in terms of things you can't even attempt earlier on.  Needing to refuel could be a pain in the butt that, once the amount of money needed to refuel becomes trivial, just goes away.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on July 01, 2009, 09:54:47 pm
Sort of, the issue of course is that that makes ship ranges kinda arbitrary after a certain point (say 10k credits in the bank).

More bugs:
The ammo counter for missiles and ship guns decrements the wrong side, i.e. it's Total/Remaining instead of Remaining/Total

Landing on a building means you need to bypass building door locks to get to your ship (this is annoying when there are 3 giant frickin' robots of death massacring your red shirts)

Sometimes there is no hit resolution in space combat, I'm guessing these are misses.

There are numerous charter artifacts on the @ screen, mostly notably lots of lowercase blue r's on the lower right side. You really just need a re-draw command.

not doing something takes time...
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 01, 2009, 10:37:43 pm
Btw, Magellan, I wouldn't mind helping with the testing effort. My email is in my profile, just send a link or something. Unless you need to attach it to an email. In which case PM me.
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on July 02, 2009, 10:34:04 am
Gonna register a few of my comments since I've been playing quite a bit.

I play primarily exploration, haven't traded or pirated much.  My first few missions can be badly hampered if Station 1 doesn't sell binoculars or a cheap set of weapons.  Maybe each starting ship class could correspond to an appropriate starting inventory, plus the typical bonus items.  Binoculars and some combat blades for Scout.  Perhaps a ship detection sensor for the Fighter.  A pair of laser rifles or similar and some protection suits for the Transport.  And so on.

Or maybe remove the binocular item altogether, it gives such a large boost in LOS and for so cheap it seems any survey team worth their salt would sleep with a pair under their pillow at night.  Give base LOS a little bump and let the personal sensorset be the sweet LOS upgrade I spend the early game hunting for.  I've lost a couple early crews just going blind from Station 1 to St2 to find some binoculars.

LOS could further be modified by atmospheric conditions.  In which case a sensorset could help overcome the disadvantage on a densely atmosphered world, while on an airless world in proximity to a star LOS could be much larger.

At any rate, I've found that many of my games are dictated by what types of equipment is available at the stations.  Availability of key items should play a part in how you'd like to balance the game.  In contrast to ship hulls and equipments which are all completely available at every station.  Its frustrating when neither station will stock Comm Sats, but anti-climatic when I can buy a Battleship on either.

I have visited a few pyramids.  It was a fun explore but the loot wasn't so great, some gold or (exotic) gems might be thematic.  Can't remember if I got much of the jewelries etc to the antiques dealer on the Colony  (He never seems to offer to buy many of the items I've found)  Liked the monsters (a few more variations would be great), traps and hidden walls.  Even a L5 Sci Officer gets jammed on a locked door more often than I'd like.

Have a look at the hiring dynamic.  Perhaps a list of who is available for hire, for example select Gunner and a L2 and a L4 are available.  The L4 might not join your crew if they are too green or else ask for a big signing bonus (3x money up front or something)  Oftentimes when I am replacing crew, I'll hire a couple level 1s, then maybe a 3 in one position and go back to the level 1, hire a 2 and then "no more avail for this position"  Seems counterintuitive to just treat it like the roulette wheel.

Only one crash bug so far <knocks on wood>

Seen a few screen artifacts (you may have noticed the 5 on the far left of the screen in that save I sent you)

If you <q> to quit on a station it still asks you if you want to leave with out fuel/pilot/etc

On certain planets out of LOS creatures appear to leave ~~~~ that overwrite map data.

Picked up a few blank items, mostly from dead awayteams.  .  You pick up the  .  Also an asteroid had high concentrations of <blank> .  Also high concentrations of Alien Holokeycard.

After a certain point find Alien Holokeys on every other planet.  (still haven't found what they unlock, Robot City?  No wait don't tell me, hah)



Cheers!
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on July 02, 2009, 10:59:41 am
Still on the prev version, but I've found that LOS is either one square (even with lights and binocs and sensors) or it's far enough that an extra square or two doesn't really matter.

So I'll agree with slMagnvox...  Maybe a default of 3, 1 at night, with items increasing to unlimited and 2(3 for upgrade).  Unlimited isn't as powerful as it seems, planets with stuff to see usually have a lot of LoS breakers as well.

If you haven't, consider the random space scanners reveal.  Maybe do a 50% chance of revealing a mountain tile and a lower (1-4%) for everything else.  (just brainstorming)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 05, 2009, 05:57:52 pm
Any word on Development?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 06, 2009, 05:55:05 pm
I made a new unique planet yesterday (Love it how enough is in place to punch one out in a good half to 3/4 hour)
And actually got to catch most of the bugs pointed out to me today & yesterday. The day of release is nigh. :)
(and if you give me a e-mail adress ampersand, I'd send it to you) ;)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 06, 2009, 06:55:15 pm
Email'd
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 07, 2009, 02:46:28 am
Not necessarily a bug, but a star occupies the same position as the space station occasionally. Not sure if it's intentional.

Edit: Second thing, more likely a bug. Landed on a special planet. Don't want to spoil it for anyone though. I landed on the far right edge of the map in a pool of liquid ammonia, and the lander disappeared, at which point the landing party was forced to run around on the surface as death from above was laid upon them.

Edit2: Another minor bug. Encountered a huge, vicious pirate elite tro. I'm sure it should be trooper.

Edit3: Another possible bug. It doesn't seem like the stock of recruits for the three main positions ever replenish.

Edit4: Crash
Code: [Select]
Aborting due to runtime error 6 (out of bounds array access) at line 1803 of C:/sources/prospector.bas::EXPLOREPLANET()
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 07, 2009, 04:21:58 am
If the lander dissapeared
Spoiler (click to show/hide)

The others i shall look into. thanks!
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 07, 2009, 03:00:07 pm
I seem to be running into that last crash frequently. It happens when I attempt to land on planets. Seems to happen mostly if, after scanning from orbit, no features are detected; that is the map remains completely blank, but those times may have just been flukes.

Edit: I also found a nameless item on a dead away team.
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on July 12, 2009, 04:36:24 pm
I really love the game so far!

One thing I'd love to see is the ability to check up on the data you've collected, and perhaps name your discoveries.
Things like looking up the planet maps, the list of known species on those planets, details of each species,...  The game is mostly about exploring after all!

Another thing I'd like to see is a more consistent biodiversity on each planet.  Aliens from the same planet should share a common ancestor or two, to make them similar enough to be widely different from aliens from another planet.
Example:  Planet X has 3 main groups of creatures:  Avians, mammals and insects.
The mammals come in two big groups: tripedal and tentacled.
The tripedal mammals come in the scaled and feathered varieties, each with their own subdivisions for predators, prey and perhaps a sentient species or two.
The tentacled mammals happen to be all furry, but there is a subgroup with a flotation bladder.
The other groups also have their own subdivisions.  The more cosmetic traits can be added more loosely, like eye shape and neck length. (but not eye type or number of eyes)

This mimics earth in that almost all land-dwelling vertebrates have 4 limbs, divided in avians, reptiles and mammals.  Each group can then be split in other groups and so on.
I think that this way each planet would get it's own signature biodiversity, which could become very noticeable and interesting if you are able to name and catalogue these creatures.
You could really change the scanning mechanism with this- instead of just scanning each creature around you'd get most of your money from filling out the details on a tree of life for the planet that you work down the branches from to try and figure out what the trunk was. If you do this for the trees too you could get a bit more normal amount of money from scanning a planet with an average amount of life on it but without having to scan every tree once you had pretty much figured out what was on the planet.

Title: Re: Prospector, a roguelike in developpement
Post by: Jetman123 on July 12, 2009, 05:07:13 pm
I've got a suggestion or six, actually:

1. Up pirate generation. At the moment it's kind of hard to be a pirate hunter. I know that sensors do help, but it's hard to afford them right away for those who want a space combat route.

2. Separate out buying of weapons and items. Give me one per purchase, so I can get a specific number instead of buying them in increments of five.

3. It should be possible to get heavy weapons of some sort for a large credit cost that your Gunner can use in conjunction with a Security member (As they're large multicrewed weapons)

4. Make it so that examining things doesn't cost a turn. Trying to separate out hostile creatures from nonhostile creatures is a MASSIVE headache when you know whenever you stop observing the environment the creature will attack again.

5. Grenades. Should take a moment to explode. Should have you able to set a timer on them. Should allow you to target a specific spot on the ground instead of specifying a direction. At the moment they're entirely worthless as chances are you're going to end up killing YOURSELF more often than not, especially with the fusion grenades. Too-short throws happen ALL THE TIME. Seven times out of ten I end up killing every team member I have because the grenade throw was too short.

6. Fix the armed reptillian planet so you can sell guns to them if you wish. At the moment you can't, apparently, seeing as giving them any sort of weapon fails to work.


As for the game itself - I absolutely love it, and am now addicted to it. I'm glad I stumbled across this topic.

I really want to see how this game grows. It has a LOT of potential, and even in it's alpha state is highly fun to play. (Gee, doesn't that sound like something we all know and love. :D)
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on July 12, 2009, 08:45:20 pm
I've got a suggestion or six, actually:

1. Up pirate generation. At the moment it's kind of hard to be a pirate hunter. I know that sensors do help, but it's hard to afford them right away for those who want a space combat route.

2. Separate out buying of weapons and items. Give me one per purchase, so I can get a specific number instead of buying them in increments of five.

3. It should be possible to get heavy weapons of some sort for a large credit cost that your Gunner can use in conjunction with a Security member (As they're large multicrewed weapons)

4. Make it so that examining things doesn't cost a turn. Trying to separate out hostile creatures from nonhostile creatures is a MASSIVE headache when you know whenever you stop observing the environment the creature will attack again.

5. Grenades. Should take a moment to explode. Should have you able to set a timer on them. Should allow you to target a specific spot on the ground instead of specifying a direction. At the moment they're entirely worthless as chances are you're going to end up killing YOURSELF more often than not, especially with the fusion grenades. Too-short throws happen ALL THE TIME. Seven times out of ten I end up killing every team member I have because the grenade throw was too short.

6. Fix the armed reptillian planet so you can sell guns to them if you wish. At the moment you can't, apparently, seeing as giving them any sort of weapon fails to work.


As for the game itself - I absolutely love it, and am now addicted to it. I'm glad I stumbled across this topic.

I really want to see how this game grows. It has a LOT of potential, and even in it's alpha state is highly fun to play. (Gee, doesn't that sound like something we all know and love. :D)

1:  Try scanning planets (without landing)...  It doesn't give you a lot of money, but it's free, and can bump your cash flow nicely. 

2:  I'd guess the 'buying five' is a balance issue.

4:  Are you using the examine command?  I've not had this issue
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on July 12, 2009, 10:23:41 pm
4:  Are you using the examine command?  I've not had this issue
I think I know what the problem is: the key that gets you out of examine mode is also [one of] the key the skips a turn. I routinely press it one time too many.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 13, 2009, 06:09:54 am
the "they come packed in 5s" thing was actually something i considered to be a convenience thing. Actually thinking about it now (I should do that more often but it's kinda hard and stuff ;) ) One just might as well ask for a number after each purchase...

...
Make reptiles buy stuff: 5 lines
Add # question to buying: 3 lines less
Add delay to grenades: modify one line

Ok: consider your suggestions accepted :D
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 13, 2009, 05:02:10 pm
Shamelessly bumping myself...

I just uploaded 0.1.7, you can get it here:  http://code.google.com/p/rlprospector/
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on July 13, 2009, 05:52:39 pm
Nothing shameless about announcing a new release.

Oh, and Yay!!!! (dl'ing now)

Edit : A few small things.

Buying Navigation Computer asks for an amount (number to buy)
Exit (pressing Y) isn't working.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 13, 2009, 08:08:06 pm
Yes, you can buy more than one, wich makes little sense to do. (Is true for some other items as well though)

I am not quite certain: Do you mean you should be able to confirm the number of items bought with "Y"? or is that somewhere else?

Oh and btw: If you (or anybody else) loses a com sat again. could they/you save the game and send it to me? I don't think i have found that one yet.
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on July 13, 2009, 08:15:10 pm
Will do...

I meant when I tried to exit the game altogether

Anyway, I love the new features.  It's awesome.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 13, 2009, 08:35:05 pm
ok, thats wierd. It is working here... any special circumstances? station/planet/space? anybody dead? who?
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 13, 2009, 10:25:30 pm
I am happy to confirm that the game works in Linux under Wine.

Edit: Also found a bug. I attempted to land at a star with no planets.

It worked.

Kind of. I didn't crash into the star and evaporate, instead, I was on a non-existent map, on which my oxygen drained the instant I moved from the top left corner where my ship apparently was.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 14, 2009, 06:55:51 am
wine works too? cool!
No planets... guess i never tried that :)

Anyway: just wanted to say: for those who enjoy trading: 3 of the 5 new uniques feature new markets, so don't forget to scan :)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 14, 2009, 08:05:24 am
If I can find a BASIC compiler deb, I'd see if I could compile it on Linux. I'm almost sure it won't work correctly, but it's worth a shot.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 14, 2009, 08:46:29 am
I am pretty sure it would work if you use http://www.freebasic.net/index.php/download and get the linux fmod 3 at http://www.fmod.org/index.php/download#FMOD3ProgrammersAPI

:)

Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 14, 2009, 09:48:42 am
It absolutely refuses to locate libfmod3.75.so

Edit: ....

... I renamed the lib, and then it compiled properly. I can confirm that it works. The colors are a bit different though
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 14, 2009, 10:25:14 am
hmm... tiles.bmp is in the same folder as prospector? Thats where it loads the palette from, wouldn't throw an error if it didn't find it.

I see 4 possible courses of action from here ampersand:
1) You send me that thing by email and i upload it so that others can profit from your hard work with you getting not even the slightest bit of aknowledgement.
2) I add you as a contributor and you upload it yourself (need a google account for that) so that others can profit from your hard work with you getting not even the slightest bit of aknowledgement.
3) You don't because if you did that others can profit from your hard work with you getting not even the slightest bit of aknowledgement.
4) I spend a week or 2 trying to figure out how to make this freebasic compiler thing compile for linux form windows, wich i know it can, but i need to recompile the compiler and i heard it might be buggy.

So what shall it be ampersand? :)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 14, 2009, 10:53:57 am
I'll email it too you once I get it done properly.

Putting the tiles bitmap in the folder fixed the color problem, by the way.

Edit: Email'd.

Also, I'm not sure, but you may need to include libfmod.so in this distribution.
Title: Re: Prospector, a roguelike in developpement
Post by: Dwarmin on July 14, 2009, 12:32:04 pm
Liking the new gas giants!

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 14, 2009, 12:40:47 pm
By the way, someone needs to download and test the linux version when it's uploaded to make sure it functions.

Otherwise, it will be my guilty pleasure.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 14, 2009, 01:28:29 pm
On gas giants:

Spoiler (click to show/hide)

And yes: who can, try plz and say if it works.
Title: Re: Prospector, a roguelike in developpement
Post by: Tsktac on July 14, 2009, 06:48:05 pm
It absolutely refuses to locate libfmod3.75.so

Edit: ....

... I renamed the lib, and then it compiled properly. I can confirm that it works. The colors are a bit different though

What exactly did you name it?  It won't even acknowledge it's there in the the linux version.
Title: Re: Prospector, a roguelike in developpement
Post by: ductape on July 14, 2009, 07:00:52 pm
Quote
Thats not bespin! that's yo mama!  ;D
http://www.youtube.com/watch?v=BvV2X7aCJlc


This video is not available in your country due to copyright restrictions.
 >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:(
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 14, 2009, 07:32:18 pm
@Tsktac

I think it expects it in usr/lib

and maybe it even should be named "libfmod.so"

No idea if that will do it but it's worth a shot.

@ductape: that was from robot chicken star wars... dunno why just popped into my head when i wrote that :)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 14, 2009, 08:05:26 pm
Yeah, I renamed libfmod3.75.so to libfmod.so, that's all.

Oh, and it should either be in /lib or /usr/lib
Title: Re: Prospector, a roguelike in developpement
Post by: Tsktac on July 14, 2009, 09:23:09 pm
Nope, it's just not working >:(   I placed it in /usr/lib, nothing and I tried renaming it to no avail, it still can't seem find libfmod.so.

Is it working with anyone else?
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 14, 2009, 09:51:25 pm
How about putting it in /lib ?
Title: Re: Prospector, a roguelike in developpement
Post by: Tsktac on July 14, 2009, 10:35:23 pm
If this works I will feel like such an idiot...

... crap had my hopes up :(

P.s. I also tried lib32 and lib64 (The latter already had the file)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 14, 2009, 11:26:57 pm
Run the Prospector executable via the command line and give us the error output.
Title: Re: Prospector, a roguelike in developpement
Post by: Tsktac on July 14, 2009, 11:47:43 pm
Here:  error while loading shared libraries: libfmod.so: cannot open shared object file: No such file or directory

Hope it helps.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 14, 2009, 11:57:39 pm
Try puting libfmod.so in the same folder as the Prospector executable.
Title: Re: Prospector, a roguelike in developpement
Post by: Tsktac on July 15, 2009, 12:08:51 am
I think that was the first thing I tried but, you never know... 
Crap, maybe if I rename it...
Nada :(
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 15, 2009, 02:37:02 am
The file must be named libfmod.so for it to be detected, that much I am sure of. It should only look for it in /lib and /usr/lib. Why you're having this trouble I'm not entirely sure, as it's saying that the file doesn't even exist. To me, that indicates that you either did not rename it properly, or did not put the proper file in the proper place.

Can you walk me through the process you went through?
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 15, 2009, 01:07:05 pm
After thinking about this for a while, I'm wondering, Magellan, is fmod only used for the audio? If so, it may be worth using something else entirely, as it seems it may not play nice across platforms.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 15, 2009, 02:31:06 pm
yeah, its just for the sounds. It's actually supposed to be pretty cross platformy. But i am of course open to suggestions :)

(a bit of googling told me that fmod problems in linux are sometimes solved by being root. are you root tsktac?)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 15, 2009, 02:56:30 pm
Executing programs as root can occasionally break things, actually, and is usually not a good idea. The strange thing is that, despite having fmod installed, and the game recognizing and running it, I just realized that I don't get any sound!

Writing a separate plugin for linux is probably a better way to go about it, using either Alsa or PulseAudio.
Title: Re: Prospector, a roguelike in developpement
Post by: Tsktac on July 15, 2009, 07:33:56 pm
Success!

I may have named wrong but, now it works (In /lib32 or /lib64).  BTW thanks magellan, this is so much better than using wine  ;D
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 15, 2009, 10:11:37 pm
It looks like it may be a good idea to stick libfmod.so in the tar.gz, with instructions to place it into /lib/ or /usr/lib
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 16, 2009, 03:17:18 am
Success!

I may have named wrong but, now it works (In /lib32 or /lib64).  BTW thanks magellan, this is so much better than using wine  ;D

Hate to correct you, but that's thanks ampersand, not thanks magellan ;)

also in a radical break with tradition i have fixed some bugs. Planet side trading mainly.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 17, 2009, 11:44:54 pm
Do you need me to recompile 1.7a?

It would be nice if you included a source-only file on the google code site, preferably in a tarball.
Title: Re: Prospector, a roguelike in developpement
Post by: Jetman123 on July 18, 2009, 08:32:06 pm
Thanks for implementing some of my suggestions. The game is more awesome now. :D

Love the gas giants. Although perhaps encounters with creatures in them happen a bit too frequently.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 19, 2009, 09:30:47 am
I've compiled 0.1.7a, Magellan. I'm ready to send it to you whenever you're around. Also, know any good guides to freebasic? I wouldn't mind learning me some, so I can submit patches
Title: Re: Prospector, a roguelike in developpement
Post by: Cheshire Cat on July 23, 2009, 10:32:15 am
i must be broken. ive looked all through this thread and found multiple references to an inventory screen, yet i cant find out how to access it in looking at the key list or just pressing random buttons in game.

i really want to be able to see what stuff i have, as well as examine objects in my inventory, like the disintergrater gun i found. is that for use by my away teams or my ship?

also this game is awesome and ive just spent 4 hours playing it. i die in such frustratin ways. also sandworms. arrrrhhhh.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 23, 2009, 10:43:28 am
The only way I know of to look at what's in your current away-team's inventory is to press the drop button and not drop anything.

However, they automatically equip the best things, and equipment that is equipped does not show up on the inventory screen, but is rather added to the total Armor and total Firepower.
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on July 23, 2009, 01:00:34 pm
i must be broken. ive looked all through this thread and found multiple references to an inventory screen, yet i cant find out how to access it in looking at the key list or just pressing random buttons in game.

The '@' key brings up your status and a list of all possessed equipments.  No way of examining individual items (that I am aware of) but the names generally sum them up.  Occasionally vendors on unique planets sell the artifact gear and descriptions for the more obscure stuff can be read there.  Suffice to say, its better than the stuff you've bought at the station.

As Ampersand mentioned, its all automatically equipped anyhow.

Quote
i really want to be able to see what stuff i have, as well as examine objects in my inventory, like the disintergrater gun i found. is that for use by my away teams or my ship?

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 24, 2009, 07:18:26 am
Looks like this "examine items" thing would be something folks would like to have... guess i'll have to code that then

Also: a tiny preview of 0.1.8
http://www.youtube.com/watch?v=swKyqiqcBS0

Also: I sent you an email ampersand. you should be able to upload.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 24, 2009, 12:14:58 pm
Okay, here's something I've noticed throughout every version of the game so far. If you go to the menus to buy a ship part, and opt not to buy anything, rather than just leaving the menu, you get a message about the ship part not fitting on your hull, or something. Leaving shopping menus isn't handled correctly somehow.
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on July 24, 2009, 01:17:25 pm
Woah, awesome preview mag.  I never even thought of ships having interior layouts and boarding missions!  Really imagining an Alien scenario now.  Will bigger ships have bigger layouts?  And can we go inside that stranded ship beyond repair planetside?
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 24, 2009, 01:20:56 pm
the only thing that could be more awesome is custom interior layouts.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 24, 2009, 01:45:42 pm
Thx slmagnvox

The roomiest is the armed merchantman. That one is 57x14 (planet maps are 60x20)

Problem with the ship beyond repair is that that tile doesn't know what it used to be before it became beyond repair. But one could change that of course... ok. noted.

and yes: i made a few critters, not all drifting ships are filled with crews who forgot to refuel :)

Generating deck plans randomly would of course be really cool... and also really hard :) 
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on July 24, 2009, 02:02:47 pm
Actually,(I think) random deck plans are silly... You SHOULD know what the inside of a (Human Civ)ship is going to look like...

Doing random damage to the inside OTOH...
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 24, 2009, 03:17:06 pm
When using the Vi keys in the Personal equipment menu, the selection jumps to the first item starting with the same letter, rather than going up or down, unless there isn't an item starting with the same letter.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 24, 2009, 03:51:51 pm
Oh. yes it would do that and it shouldnt. Yay! something else to fix! :)

Anyway: you are right granite26, but ships are to some extend configurable in the game... now wait a second! If i put the weapons turrets on my deckplans in positions where i could add another room ... i can do that! yay! thanks granite26! :D
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on July 24, 2009, 05:12:38 pm
Will I be able to hire space marines?

We already have the armor, the power fists, the bolters and lasguns...
Title: Re: Prospector, a roguelike in developpement
Post by: Caz on July 27, 2009, 05:48:40 pm
Very cool roguelike. I played it for awhile before getting tired of the repetition. Just keep looking for a world with colourful flashing plants and keep (w)alking around until you get a lot of credits.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 27, 2009, 06:57:24 pm
Sure, if you want to be safe.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 27, 2009, 08:11:22 pm
Agreed. Botany needs to be nerfed/spiced up.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 27, 2009, 08:56:14 pm
Something else you may consider changing up; As it stands, when your science officer makes a major breakthrough when studying plants, you always get the same message, but the amount of points to your biology research fluctuates. I think the message you get should be tweaked depending on how 'important' the discovery is. A scale that's something like:
Minor Breakthrough <---------------> Biology as we know it is changed forever.

In addition, I think there needs to be some modification to how many points are earned from studying plants. A pseudofunction below outlines the sort of way I would calculate it.
Code: [Select]
Points Earned =
((ABS(percent chance of life-1))*5)  <--The less likely life is on the planet, the more points you get

Adding to it

((ABS(percent chance of life-1))*5)
-----------------------------------      <-- This increases the number of points in exotic atmospheres
       %Atmospheric Oxygen

So;

ABS(.5-1)*5 = 2.5
2.5/.2 = 12.5 points

This would make exploring difficult planets with hostile environments much more lucrative.
Title: Re: Prospector, a roguelike in developpement
Post by: Caz on July 28, 2009, 08:26:47 am
It would be cool too if atmosphere types played more of a role on the creatures you find there... right now you can find random shrubs and reptiles on planets with no atmosphere, and several types of animals on the worlds with 0% chance of life.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 28, 2009, 08:47:00 am
It's an estimate. And obviously 0% is off most often :) (10% is off 90 % of the time)

A key element would be to make random, unique & interesting plants. And i can't wrap my head around that somehow. The random monsters work pretty well i think (At least I myself always chuckle when i meet a horned, scaled humanoid with leather wings and a tail)
But if you do the same with plants its just not half as bizarre, because most stuff actually grows somewhere down here. And regarding behaviour most plants do exactly the same too.

Allow me to use this opportunity to go "hmmmmmmm"
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on July 30, 2009, 02:15:34 am
Actually,(I think) random deck plans are silly... You SHOULD know what the inside of a (Human Civ)ship is going to look like...

Doing random damage to the inside OTOH...
Well no, you should know what the bridge looks like but as they're armed with all different weapons and shields and so forth why would a "scout" have the same layout as if the hulls were flat out mass produced (and aren't things you mass produce both common and cheap? The more expensive ones would have all the more reason to not look the same.)

As for pulling it of how do you do the caves? Is it just squares with random lines connecting them? If that's the case for a ship it would probably be easier to start with the max area open, stamp down the bridge room at the front and then draw in the walls instead so all the rooms were right next to each other and then chop doorways out to re-connect them. If you were feeling trixy you might get it to produce a narrow corridor linking most of the rooms on larger ships.

You could also stamp down the engine room since it's pretty much gotta be near the back and then play connect them. Genning one side and then flipping it for the other side is also a consideration.

-

Maneaters are the first consideration for plants but you could also have a variety that move a fair deal- earth plants are only mostly restricted in movement because the cell walls are rigid to give them internal water pressure but if the atmosphere was dense that might not be an issue and then there's always the option of plants using other fluids- perhaps on worlds with lots of acid there could be plants that spit at you (or ones elsewhere that spit seeds at you for a different sort of alien parasite.)
(Having young plants unfurl from most of the creatures you kill on a particular world might also be cool.)

And you could have a special world where the plants were converting the water into acid thanks to some irresponsible merchant transporting them to the world and you've got to remove them for the locals.

And if you look around your scifi you'll find ideas like very large plants with hollow interiors that could act as a cave system (or if you wanted to reference the book I have in mind you could have a rather dead planet with an abundance of flora within the plant.)

As for types of plants on earth the progression goes something like seaweed-> moss-> ferns -> seed-plants-> flowering plants. Lichens are a moss+fungus symbiosis but as we can all imagine giant mushrooms you've got another option (variation among mushrooms includes the familiar cap shape, cup shape, and something more like bread fungus where it grows structures shapes sort of like a light post,) and this brings up the option of plant-animal symbiosis creatures (if this were more hard scifi I'd say when the plants didn't need water pressure but since it's not no need.)

And if you want to think Wizard of Oz there are plants that could mess with the crew odor style. It's probably too much of a stretch to have them make you use oxygen faster since you're in suits but if you've done any more advanced speed handling slowing the crew down (or rarely speeding them up,) is an obvious option.

And lastly with a good science officer around perhaps you could heal injured members with certain plants (more likely at the expense of the plant.)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 30, 2009, 07:02:29 am
The caves get made in a slightly quirky way.

Radom hardness gets distributed on the map, and then caves get eroded out with celular automata.
That said there are arguments for both approaches. And i think my shipplans are pretty pretty, so lets leave them non random for now :)

Ya see, there are the obligatory maneaters already, and the tree cave too. Hmm... eradicate all/some plant life on x/y.... Hey! could be that i am going to steal that :) thanks

What i meant with all plants do the same is that they turn sunlight & stuff into other stuff. It's really nice of them that they do, but it isn't exactly exciting. Dunno. if i do it analogue to the animals "a spider with 2 lens eyes and a trunk" just sounds a lot more interesting than "A bush with long brown leaves"
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on July 30, 2009, 07:24:23 am
No big deal about the generalized plant-life.  Only the Science Officer would get excited about that sort of thing anyway.  While grinding away for some Biodata might be fun to have some flavorful descriptions but I would likely not read them very often.  Hardly read the lifeform dissection reports, how many eyes the insect I just killed has little bearing on my gameplay.

I am intrigued by poisons and parasites where both plant or animal life could be vectors.  Space disease etc, could be a frustratingly fun game mechanic.  If you were to update the combat and damage mechanics, you could introduce the Medical Officer in charge of treating previously mentioned space disease and tending any serious wounds your party might be afflicted with.

If I kill an insect and my Sci Officer informs me it carries quite an assortment of nasty microbes you could bet I'd be more careful about the rest of the creatures on that planet.  Or The plant life here has some remarkable biochemistry, it is violently toxic and you were lucky to have not disturbed it this time!  Scientists everywhere will be horrified by this discovery!

EDIT: Oh, one other thing, Biodata is only worth so much when you have a Station of the Biotech or Genetics variety.  I love finding one since it makes the first 15k much easier.  You could consider just baselining all the stations and what they pay for the different types of data.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 30, 2009, 02:01:34 pm
I would totally like to see, after going on a particularly dangerous planet expedition, a few turns after wandering in space, a horrible alien bursts out of a security officer's chest, forcing you to hunt it around the cabin.

Also had another idea. Exotic fruit may have some merits as a trade resource.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 30, 2009, 05:05:14 pm
yah... diseases.
They kinda should be there, but i have problem thinking of a way to put them in.

First of all there is the whole "Ok, the environment is hazardous? I close my helmet" thingy.
Ok, gotta find that out first, command for switching to oxygen supply. But then we got a nobrainer: just never open your helmet.
And of course they need to have several effects. Ok, hit chance and damage can be decreased, maybe a disease that makes your science officer rolls harder. Halluzinations of course. Hmm... increased oxygen need?

And of course there needs to be more than one way to deal with it. (Ok, SO, medpack, anti disease medpacks, local flora & fauna)
I really dont want to add yet another "some random damage" element. I think there are more than enough of those.

Oh: and thanks for that observation slMagnvox. thinking about it the amount of biodata has increased quite a bit while this thing grew. Of course one should push the modifier for selling it to omega bioengineering down to counter that. I think I'll do just that :) (*1.8... highest mod of all companies)
Title: Re: Prospector, a roguelike in developpement
Post by: Rhodan on July 30, 2009, 06:07:05 pm
Diseases can be very interesting.
Being diseased puts you in quarantine, making you unable to hire new crewmembers or get full access to space stations and similar.
Cures can be researched by your crew using samples from the planet the disease originated from, or samples from the infected crew.  Finding a cure gets you a credit reward, especially if other ships and space stations have been infected already.  Space stations with large medical centers can help you research, and might allow you to take a doctor along to the planet where the disease is from. (Doctor wearing extra-special suit to avoid getting infected as well, not failproof)

Getting infected can happen even when you don't open your helmet, as your equipment can get contaminated as well and infect you as soon as your board your ship.  The tissue samples your scientist takes along could also cause an outbreak, perhaps during your flight back to the station, or on the station itself after you've gone.  This way you'd have to find a cure for the station while not being ill yourself. (yet)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 30, 2009, 06:19:03 pm
Hmm... a 4th officer: ships doctor. Doubles as science officer but isn't as good at it, and vice versa? could be neat...

Quarantine! of course! I always thought about it as "no docking", not "not into the casino/shops/office", wich would of course mean Quarantine=almost always death.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on July 31, 2009, 12:02:56 am
How do you use the rovers?  I cant figure it out.
Loving the updates tho.  The meteorite planets are sweet.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 31, 2009, 01:57:36 am
drop it on a planet, leave and come back later to collect the map data.
They also know 3 radio commands: rover stop, rover start, rover target to make catching them a little easier.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on July 31, 2009, 02:41:29 am
I cannot remember can the Ship be repaired without going back to headquarters?

I could understand if the ship had requirements and limitations of repairing it, but a flat out "No" seems excessive. (Though Given there is no Engineer)

Quarantine doesn't have to instantly cause death. Proper medical equipment can make it physically impossible for the disease to spread. A lot of the Danger diseases bring should be how long it takes for the Doctor to recognise it and possibly cure it (So if he finds the most dangerous disease EVER before decontamination then your perfectly safe he only needs to shoot the Security guard)

Though Proper medical equipment is likely against the feel of your game which has a strong Retro-Space feel (betrayed a few times but still retained)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 31, 2009, 03:06:44 am
Yeah, what i meant was that without supplies you'd be pretty much screwed in 99.9% of the cases. But "Ok, we can refuel and repair your hull, just don't leave that thing" totally works. Didn't occur to me.
And yes, time would obviously be the important factor, which makes the doctor=half science officer/science officer = half doctor thing a borderline tactical decision for the player to make. I like it. Main gripe: 4 officers won't fit into a line anymore.

As for the retro feel: I am kinda sorta aiming for that. Good to know i am somewhere near the  ballpark. thx!  ;D
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on July 31, 2009, 03:16:53 am
I am personally suprised you have to take all your Officers with you even the ones who have absolutely no use in the field.

Captain: "Alright so for by team Ill pick the Pilot, The Gunner, The Engineer, and no one else"
Science Officer: "Captain I must warn you against such actions, they have no use exploring an empty planet."
Captain: "No, I must bring ALL my officers no matter how much I would benefit from them staying on the ship"
Science Officer: "Your making an error, I am an Officer as well"
Captain: "You are? I thought you were a peice of equipment"
Science Officer: "What gives you that idea?"
Captain: "Well..."
TO BE CONTINUED... by someone else

You really got to give these Officers other skills to make taking some of them with you. Though they usually didn't need a reason in Retro-Sci-Fi.

I mean, the Gunner could aim the Ship weapons at Targets you indicate and the Pilot can move the ship to pick you up.

Though the only issue I have with the current roster is that the Science Officer seems... almost too important. He/she/it/android does almost everything and everyone else does nothing. Translates speach, Scans life/death, Opens Locks, and likely other things as well.
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on July 31, 2009, 04:17:53 am
The Gunner is (I think) involved in making successful attack rolls against indigenous lifeforms.  I agree that the Pilot should never really be allowed off the bridge.  Very bad if he dies on an away mission and need to navigate some gas cloud or a wormhole to get home... Or dodge pirates.  And who is flying the ship if I give a radio command?  But he sure loves tagging along so I won't bother about it too much.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 31, 2009, 05:55:12 am
You think correct slmagnvox.
Hmm... It's pretty much a nobrainer actually... you guys think it should be an option to leave the pilot at the ship? Or just hardcode him out of the awayteam?
Can't really delegate stuff from the science offizer to him, since that would make very little sense.
Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on July 31, 2009, 09:39:06 am
How do you use the rovers?  I cant figure it out.
Loving the updates tho.  The meteorite planets are sweet.

Meteorite planets are dangerous!  Lost two captains when impact craters isolated my away team from our ship.  Need to be more careful when exploring w/o jetpacks or a Comm Sat.

drop it on a planet, leave and come back later to collect the map data.
They also know 3 radio commands: rover stop, rover start, rover target to make catching them a little easier.

Info on the rovers!  Wasn't really sure how to, or if I even could, operate them.  Might want to include a rover question in the FAQ.txt.

You think correct slmagnvox.
Hmm... It's pretty much a nobrainer actually... you guys think it should be an option to leave the pilot at the ship? Or just hardcode him out of the awayteam?
Can't really delegate stuff from the science offizer to him, since that would make very little sense.

An option would likely be nice.  It is in no way gamebreaking, there should be very dramatic consequences for underequipped exploration, a well equipped awayteam with solid Security support should keep the officers pretty safe, but early missions can have pretty lousy survival rates until that credits for equipments becomes available.  Even if I could leave the Pilot behind (and it does feel logical he would stay with the ship) gameplay-wise I'd still be docking at the station often in early-game to replace dead Sci Officers and Gunners.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 31, 2009, 10:50:35 am
Meteorite planets are dangerous!  Lost two captains when impact craters isolated my away team from our ship.  Need to be more careful when exploring w/o jetpacks or a Comm Sat.

Actually all planets are "meteoroid planets" they just burn up more often on worlds with a dense atmosphere (have yet to couple it with the # of gas giants in the system) :)
But this seems to happen more often than i figured it would (one guy told me he even managed to get hit by one) guess somebody needs to do something about that ...

Question slmagnvox: would you ever want to take your pilot with you? I don't want to add choices that really aren't choices at all.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 31, 2009, 11:47:12 am
I get hit by meteors all the time. I think the worst thing that happens is when a meteor hits exactly in the right spot to put your ship on a mountain where it is utterly impossible to access without a Jetpack. It's the worst thing because it's not immediately clear you can't get to it, giving you false hope.

Meteor planets may be dangerous. I don't think nearby meteor impacts should be immediately deadly, but damage in the radius would be an improvement.

Title: Re: Prospector, a roguelike in developpement
Post by: slMagnvox on July 31, 2009, 11:49:09 am
Meteorite planets are dangerous!  Lost two captains when impact craters isolated my away team from our ship.  Need to be more careful when exploring w/o jetpacks or a Comm Sat.

Actually all planets are "meteoroid planets" they just burn up more often on worlds with a dense atmosphere (have yet to couple it with the # of gas giants in the system) :)
But this seems to happen more often than i figured it would (one guy told me he even managed to get hit by one) guess somebody needs to do something about that ...

Is great when you are prepared.  Its raining resources, oftentimes the goodstuff like transuranic metals and exotic gems.

Quote
Question slmagnvox: would you ever want to take your pilot with you? I don't want to add choices that really aren't choices at all.

Ships with only 5 crew slots, having 4 on the ground with your Captain would be a good deal safer than only 3.  Or after all your Security have died bravely and you still want to touch down again, CPGS is a good deal more than just CGS.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 31, 2009, 12:48:16 pm
But when you radio back to the ship to take off and land somewhere else... Who flies it over?
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on July 31, 2009, 12:58:37 pm
But when you radio back to the ship to take off and land somewhere else... Who flies it over?

Bishop...

Don't you remember welding him into the pipe so that he could get to the satelite transmitter?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 31, 2009, 02:30:05 pm
The pilot by remote control of course!
*strolls off to change some flavortext*
& thanks for the feedback... didn't even think of that, that the new crater could push a mountain under the ship *slaps forhead* (hmm.... crater makes max 16 new mountains, out of 1200 possible ship positions... gotta admit thats some seriously bad luck!)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on July 31, 2009, 03:24:50 pm
Fortunately, I found a way around it. Radio back a certain message back to the ship while standing adjacent to it, and you can order it to move off the mountain.
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on July 31, 2009, 04:29:07 pm
The pilot by remote control of course!
*strolls off to change some flavortext*
& thanks for the feedback... didn't even think of that, that the new crater could push a mountain under the ship *slaps forhead* (hmm.... crater makes max 16 new mountains, out of 1200 possible ship positions... gotta admit thats some seriously bad luck!)

Not so much... exploring a meteor planet (with all it's mountains) takes a while.. I usually see 3-5 meteors while exploring, especially if I've got to go back for air, or a 5% chance of it with each planet...  Only takes 12 planets before you hit even odds of it happening... 
Title: Re: Prospector, a roguelike in developpement
Post by: Little on July 31, 2009, 04:38:59 pm
Can a meteor hit your ship?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on July 31, 2009, 05:59:25 pm
It can hit, but it won't damage it.
Ship kinda floats as a "exit here" point above the surface.
Next version Meteors will aim a little better. ;)
Title: Re: Prospector, a roguelike in developpement
Post by: Mondark on August 01, 2009, 02:22:37 pm
This really is a cool little game Magellan, thanks for all the hard work!

I think I found a bug with the anesthetics though.  If I try to feed them to an animal, (using 'c' and then typing 'y') it says something like "The animal eats the .", and then the critter disappears.  I'm pretty sure that's not supposed to happen.

Also, a couple places there's "knive" when "knife" would be the correct singular noun.

And one more, but this might just be me not doing it right, the wormholes only seem to push me one tile southwest when I try to enter them.
*facepalm*  'l', not '1', stupid serifs.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 01, 2009, 02:52:41 pm
Oh. Thanks for pointing those out.

You are using vi-keys i take it? In that case the wormhole thing is a collision between l for landing and l for going SE that somebody *whistles innocently* didn't thnk about. changing the key used for landing in keybindings.txt should fix that.
Title: Re: Prospector, a roguelike in developpement
Post by: Mondark on August 01, 2009, 04:08:51 pm
no, I am using the numpad/arrow keys.  I was just misreading the 'l' as a '1', due to the serifs on the letters.  I did manage to enter the wormhole correctly, and was promptly torn to shreds.  Fun!

Oh dear, a crash that ate my save.

I was on a special world
Spoiler (click to show/hide)
and when I entered a natural tunnel, it crashed.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 01, 2009, 04:59:39 pm
Damn...
Wasn't the planet, if that is any comfort for you. If it was it would have crashed while first scanning it/landing on it.
Must have been something else, but unfortunately there are a lot of something elses around :/
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on August 01, 2009, 05:21:11 pm
The caves get made in a slightly quirky way.

Radom hardness gets distributed on the map, and then caves get eroded out with celular automata.
That said there are arguments for both approaches. And i think my shipplans are pretty pretty, so lets leave them non random for now :)

Ya see, there are the obligatory maneaters already, and the tree cave too. Hmm... eradicate all/some plant life on x/y.... Hey! could be that i am going to steal that :) thanks

What i meant with all plants do the same is that they turn sunlight & stuff into other stuff. It's really nice of them that they do, but it isn't exactly exciting. Dunno. if i do it analogue to the animals "a spider with 2 lens eyes and a trunk" just sounds a lot more interesting than "A bush with long brown leaves"
Oh right, I should see all the unique worlds before I go proposing them.

-

All animals do the same thing- move around on limbs and turning stuff that goes in their mouth and stuff into other stuff. Not very exciting.

So because most plants don't change instead of mentioning something equally stationary why not use verbs. "Puffs off spores when touched" or "has attracted a variety of small bugs" seem like a move in the right direction but is a bit wordy. You could have plants with damage from the wildlife causing them to leak various types of sap or perhaps some that were natural fountains (could serve the same purpose as flowers for worlds where the plants had easy access to water but animal life did not.)

The animals have a body type/limbs, sensory organs, and some other notable appendage or feature (such as fur.)
Give plants three categories with about as many diversity and it should work just as well.
-it seems like it's not working because you don't want it to before you've tried is all.

yah... diseases.
They kinda should be there, but i have problem thinking of a way to put them in.

First of all there is the whole "Ok, the environment is hazardous? I close my helmet" thingy.
Ok, gotta find that out first, command for switching to oxygen supply. But then we got a nobrainer: just never open your helmet.
And of course they need to have several effects. Ok, hit chance and damage can be decreased, maybe a disease that makes your science officer rolls harder. Halluzinations of course. Hmm... increased oxygen need?

And of course there needs to be more than one way to deal with it. (Ok, SO, medpack, anti disease medpacks, local flora & fauna)
I really dont want to add yet another "some random damage" element. I think there are more than enough of those.

Oh: and thanks for that observation slMagnvox. thinking about it the amount of biodata has increased quite a bit while this thing grew. Of course one should push the modifier for selling it to omega bioengineering down to counter that. I think I'll do just that :) (*1.8... highest mod of all companies)
If you're not on your own oxygen there's the option of airborn pathogens getting through whatever filters were in the suit and you could make biodata a bit riskier by having the quality of data gained by examining something through gloves be less than really having full contact with it.

I am personally suprised you have to take all your Officers with you even the ones who have absolutely no use in the field.

Captain: "Alright so for by team Ill pick the Pilot, The Gunner, The Engineer, and no one else"
Science Officer: "Captain I must warn you against such actions, they have no use exploring an empty planet."
Captain: "No, I must bring ALL my officers no matter how much I would benefit from them staying on the ship"
Science Officer: "Your making an error, I am an Officer as well"
Captain: "You are? I thought you were a peice of equipment"
Science Officer: "What gives you that idea?"
Captain: "Well..."
TO BE CONTINUED... by someone else

You really got to give these Officers other skills to make taking some of them with you. Though they usually didn't need a reason in Retro-Sci-Fi.

I mean, the Gunner could aim the Ship weapons at Targets you indicate and the Pilot can move the ship to pick you up.

Though the only issue I have with the current roster is that the Science Officer seems... almost too important. He/she/it/android does almost everything and everyone else does nothing. Translates speach, Scans life/death, Opens Locks, and likely other things as well.

Well we could transition over to each crew member being unique but gaining particular skills in the things they do (perhaps not being able to get more than one skill past level 2. With this there would be reason to keep several members on board and take specific ones off.
A system for making that not-tedious would probably be pretty tricky though.

You think correct slmagnvox.
Hmm... It's pretty much a nobrainer actually... you guys think it should be an option to leave the pilot at the ship? Or just hardcode him out of the awayteam?
Can't really delegate stuff from the science offizer to him, since that would make very little sense.
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.



Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on August 01, 2009, 07:17:33 pm
drop it on a planet, leave and come back later to collect the map data.
They also know 3 radio commands: rover stop, rover start, rover target to make catching them a little easier.
Sorry, I must be seriously dense to be missing this, but how do i drop the rover on a planet?  As in, which keys do I need to hit?  I`ve checked the manual a couple times as well, and not found anything.  I`m sure I am just missing something blindingly obvious, but...
Title: Re: Prospector, a roguelike in developpement
Post by: Mondark on August 01, 2009, 07:23:01 pm
drop it on a planet, leave and come back later to collect the map data.
They also know 3 radio commands: rover stop, rover start, rover target to make catching them a little easier.
Sorry, I must be seriously dense to be missing this, but how do i drop the rover on a planet?  As in, which keys do I need to hit?  I`ve checked the manual a couple times as well, and not found anything.  I`m sure I am just missing something blindingly obvious, but...

'd' then select the rover.  I think auto'P'ickup has to be turned off though, otherwise you just pick it up right away again.

Simple ones don't seem to work that well though, or if they do, it's pretty inefficient (they get stuck a lot).  I haven't tried the fancier ones yet.
Title: Re: Prospector, a roguelike in developpement
Post by: Granite26 on August 01, 2009, 07:29:51 pm
I like the idea of picking your crew loadout, but how would you give your player enough information to make an educated guess about what he needs to bring without spoilers?
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on August 01, 2009, 09:19:44 pm
I like the idea of picking your crew loadout, but how would you give your player enough information to make an educated guess about what he needs to bring without spoilers?

Science Officer: I am detecting several mobile fauna as well as various flora.

Gunner: They might be hostile

(etc etc)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on August 02, 2009, 01:59:04 am
I like the idea of the officers having some real use on the surface. I think inspiration could be drawn from the classics in this regard. The Captain, you, should naturally be slightly more likely to survive than the red shirts. Look to Captain Kirk for inspiration.

I see the gunner as being sort of the First security officer, that isn't as easy to kill as the rest. Skilled with guns, not necessarily with close combat arms. The Science officer already fills his role nicely. The pilot? I've got to go with what was already mentioned sort of underhandedly, draw inspiration from Han Solo.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 02, 2009, 02:24:16 am
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.
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku 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.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek 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!
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand 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.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek 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.
Title: Re: Prospector, a roguelike in developpement
Post by: neadlak 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?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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 :)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on August 04, 2009, 03:18:34 am
What about portable sensor sets? What exactly do they do?
Title: Re: Prospector, a roguelike in developpement
Post by: neadlak 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
Title: Re: Prospector, a roguelike in developpement
Post by: neadlak 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
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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.
Title: Re: Prospector, a roguelike in developpement
Post by: neadlak 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.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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.

Title: Re: Prospector, a roguelike in developpement
Post by: neadlak 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..
Title: Re: Prospector, a roguelike in developpement
Post by: neadlak 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
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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 :)
Title: Re: Prospector, a roguelike in developpement
Post by: neadlak on August 04, 2009, 11:18:31 am
Meteors are falling inside the natural tunnel levels on the creepy colony!

Also

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 04, 2009, 11:47:10 am
Spoiler (click to show/hide)

Also thanks for pointing that out!
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on August 04, 2009, 02:59:46 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.
The gunner could be in charge of just shooting out or otherwise breaking mechanical locks if the pilot couldn't pick em~

Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on August 06, 2009, 06:16:38 am
Couple of points'
1)I beat the game, and it said that I had only discovered a single unique planet at the end.  Odd, I thought I had found a dozen or more.
2) As has been previously noted, the meteors underground are a bit unsettling. 
3)I dont know about anyone else, but the pirate battleship mission always comes too early for me, and I have never found it.  How about a variety of missions, starting with a cruiser, then a destroyer, then later a battleship?
4)last, and spoily, has anyone solved the creepy colony?
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 06, 2009, 08:39:21 am
Woo time for more Bulk Suggestion in which I like feedback

Unique Planets:
-Psychic: Unique crystal formations cause creatures here to telekenetic making them dangerous foes.
-Artificial Planet: An abandoned artificial planet. If you can reactivate it, it will become a new station for Pirates or whatever the good people are called. (Dang didn't I do this with Atlantis and Mu?)
-Underground World: The top of the planet seems rather ordinary but deep within the caverns is a dangerous Tropical world.
-Ghosts!: Beings made out of pure energy (electrical or Force) float about this planet as well as an abandoned facility. Any team members who die will appear on this planet and won't be friendly.
-GODZILLA!: The Planet has one giant creature on the planet
-Classic: You travel to a planet in the Early Industrial Age, several criminal groups with bullet based projectile weapons rule the streets.

Ugh nevermind I am uninspired...

Quote
Are you trying to say that somebody forgot to make huts shootable/destroyable?

Actually I stumbled upon this purely by mistake by the fact that I have never been able to destroy buildings/Doors. (Killed myself with a Grenade too... DANG they are powerful... even Overpowered.)

As a compliment your game isn't that far from being suggestable to friends! (Dwarf Fortress isn't)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 06, 2009, 12:54:59 pm
Woo time for more Bulk Suggestion in which I like feedback

Unique Planets:
-Psychic: Unique crystal formations cause creatures here to telekenetic making them dangerous foes.
Got that one in a way already.
Quote
-Artificial Planet: An abandoned artificial planet. If you can reactivate it, it will become a new station for Pirates or whatever the good people are called. (Dang didn't I do this with Atlantis and Mu?)
Hmmmmmmmmmmmmmm. Would be an interesting reward...
Quote
-Underground World: The top of the planet seems rather ordinary but deep within the caverns is a dangerous Tropical world.
That could absolutely be a nice little suprise for some cave systems! Not exactly hard scifi but who cares :)
Quote
-Ghosts!: Beings made out of pure energy (electrical or Force) float about this planet as well as an abandoned facility. Any team members who die will appear on this planet and won't be friendly.
Got that one in a way already.
Quote
-GODZILLA!: The Planet has one giant creature on the planet
-Classic: You travel to a planet in the Early Industrial Age, several criminal groups with bullet based projectile weapons rule the streets.
Got that one in a way already.
Quote
Ugh nevermind I am uninspired...

Quote
Are you trying to say that somebody forgot to make huts shootable/destroyable?

Actually I stumbled upon this purely by mistake by the fact that I have never been able to destroy buildings/Doors. (Killed myself with a Grenade too... DANG they are powerful... even Overpowered.)

As a compliment your game isn't that far from being suggestable to friends! (Dwarf Fortress isn't)

You stumbled upon it, and i forgot to make them shootable so i guess we are even ;)

@Niltrias.
Ok, thanks, will look into that
Ok, thanks, will look into that (actually i think i cought most of those already.)
Well there *is* a destroyer too. But i guess it would make sense to give you the Anne Bonny (I like that name) only after you got the destroyer mission. As for finding: Did you ask around in the casinos? ... actually those ships could do more stuff than blindly running about, with more reports of their latest activites... Ok, thanks, will look into that.

and
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on August 07, 2009, 12:38:24 pm
Well if you wanted to -harden up- the underground tropical area incandescent fungus could help out the other plants.
If it's not confined to the ceiling the plants would do better shaped like round bushes.

While the obvious issue of thermodynamics comes into play because there's no constant input of energy from a star there are a few ways you could handle that- perhaps the fungi have extended their tendrils so some crashed ship's engine or alien artifact and have just been siphoning energy to light up the place from it (and maybe it's running low on fuel so you could choose to fill it up?)
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on August 07, 2009, 01:36:23 pm
on topic of disease, I have 2 Ideas:

one is that going around without a spacesuit could give some bonuses. movement speed is obvious, but also maybe combat?

the other is a bit more far reaching then just disease, morale!
your crew will have a level of morale, that would be lowered by people getting hurt, or killed, perhaps running away from piartes, but also be affected by how long the crew has spent in contained conditions (same air, same recycled food, same people, it gets to you), landing of a world with a breathable atmosphere would allow the crew to breathe fresh air, and perhaps hunt for new tasty food (this could be toggleable- with hunting being better relaxation but also higher infection chance, and you'd probably lose a part of the bio data- people won't like sci officer messing with their food much).
Morale would in turn be raised by having a shoreleave (and getting paid!), which would also reset (or lower) the containment penalty. There wmight also be a ship part that raises morale (some sort of holodeck)
High morale would give bonuses to some rolls. Low morale would give penalties, but also cause a portion of your crew to leave on docking.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 07, 2009, 01:48:48 pm
I feel slightly embarassed that only two of my suggestions weren't in the game.

Then the other side of me reminds myself that Megellan REALLY crams a lot into this game so it is more a game of suggesting something he hasn't already put into it (And that isn't silly or stupid)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 07, 2009, 03:12:14 pm
Well... those that are already in are mostly "sorta kinda" way :) So no reason to be embarassed here. And those two i commented on are actually pretty cool. Add shokus (really cool) idea to the cave and i guess we got something...

Morale... yes, been at the back of my head too. The redshirt union has a very high turnover rate, yet those guys never strike or quit...
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on August 07, 2009, 09:39:01 pm
That got me thinking of another way to make the plants more interesting: make it so you're scanning animals.

No, I don't mean make the trees wander around the map and kill the crew (at least not on most planets.) We've got land squids n ten arm bears n such all over these planets but you don't see any squirrels or normal size ants. Basically these planets don't have the whole section of the ecosystem you could kill with your bare hands (provided it didn't run away.)

So for large animals or maybe just ones mobile enough that it makes sense to have them moving at a speed similar to humans you could just keep the ones that are around but when you're scanning the trees/shrubs/tall-moss you could have a chance of, say, finding a nest with eggs in it. Lotta biodata from scanning the embryonic forms of critters and I'm sure you could make a decent library of terms to describe the eggs with as well as every other sort of small scale animal scan you can think of to go with this.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 07, 2009, 09:40:35 pm
For a second I thought you were suggestion swarms of small creatures as a new kind of enemy.

Heh or Oozes!
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on August 08, 2009, 01:52:04 am
Couple of ideas/bugs here.  None of these spoilers are actually spoilers, just wanted to avoid a wall of text. (A few special planets are referred to, but I kept the references pretty vague, so if you dont know about it, you wont get any info except that such a planet type exists.)

First, a question: How do you equip your ship with found disintigrator cannons?  I had a couple, but I couldnt figure out how to get them onto my ship.
Second, quick bug.  Drills dont seem to be working.   Or, they work, but I generally just mine with my gauss gun or laser rifle.  They do plenty of damage, making drills unnecessary.

Suggestion: Intelligent Aliens and their planets
Spoiler (click to show/hide)

Suggestions: Planet terrain
Spoiler (click to show/hide)

Suggestions -- Normal critters
Spoiler (click to show/hide)

Suggestion -- LRF
Spoiler (click to show/hide)

By the way, I love the gas giant thing.  It really makes being out there for a long time more possible.  Maybe a new weapon slot module, tho, a Gas-scoop? then you would have to trade firepower against mission length?

What do you guys think about these? I know its a bit long, but I like to save up ideas before posting.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 08, 2009, 03:16:21 am
Heh, after reading some of those suggestions it is too bad you can't use the many mining drills you can get in this game to drill into mountains. (one of the many indestructable substances in the game)
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on August 08, 2009, 03:25:59 am
I dunno if i like making mountains destructible.  If the idea about two types of mountains was used, maybe changing it from unpassable to passable?  Not destroying a mountain, but drilling a pass through the impassable bits?
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 08, 2009, 03:30:25 am
I dunno if i like making mountains destructible.  If the idea about two types of mountains was used, maybe changing it from unpassable to passable?  Not destroying a mountain, but drilling a pass through the impassable bits?

Well, yeah a pass (for the better drills)... Or at least any minerals ontop of a mountain when you drill it gives you the minerals.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on August 08, 2009, 03:39:24 am
That would be good too.
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on August 08, 2009, 04:45:24 am
Well, rather than making mountains impassible we could make them very dangerous terrain without an experienced climber (any place with snow has all kinds of ways for it to fall out from underneath you and there are a variety of outer pitfalls with dangerous mountain terrain,) such as, perhaps the pilot?

Now instead of some sort of speed penalty or necessarily an item requirement mountains can become something you've already got code for: gas clouds. You could still have items involved with a climbing kit with rope and crampons and such being maybe a little more expensive than binoculars but in the same sort of price range and offering a bonus to mountain navigation and with jetpacks offering a much larger bonus. Perhaps gas clouds and mountains could have distinct difficulties (gas clouds could just be split into two groups with light colors being less dangerous than dark more dangerous but mountains would need a different symbol ((is V flipped an option?)) if you wanted it to be that visible.)

Though the perils of difficult to navigate terrain are perilous often because those who cannot navigate them precisely because they cannot detect them. For an expert pilot you could have the gas clouds show specific colors while for lesser pilots they'd cycle starting from whatever the minimum danger he thinks it is up through the rest of the colors. Upon inspection (by the pilot) you could display similar colors for any particular set of mountains or maybe the ones nearby but remove it to keep the mountains looking like mountains (and it's not like we go into gas clouds so often that it would be too much of a pain to spend a turn inspecting them first.)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 08, 2009, 04:54:37 am
ya know. that shoku guy has some neat ideas.

Other than that short comments: Yep. I realized too that drills were underpowered. Was thinking of yanking up damage reduction for stuff, and have drills ignore it (and do more whop)

Enforcing zoning laws for alien settlements has been on my todolist since forever too :)

Oh, and in case you havent found them niltrias:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on August 08, 2009, 10:04:28 pm
For showing mountain difficulties, you could also use different colors based on difficulty.

@magellan
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on August 09, 2009, 03:15:41 am
Armour prevents asphixiation?
Also, despite the 5% chance, a meteor managed to hit my ship in its second try.

Also, infinite fuel for the jetpack is possible if you drop and pick stuff up.
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on August 09, 2009, 02:51:18 pm
For showing mountain difficulties, you could also use different colors based on difficulty.

@magellan
Spoiler (click to show/hide)
Well ya, that's what I was saying. It was probably hidden in all of the explanation of how it would only be visible when the crew member with the right skill for this took a turn to judge how dangerous the mountains were but it was definitely in the post... somewhere. You'd need a pilot to navigate through that mountain of ideas!

Also: Thanks magellan. I love getting complimented for ideas n_n
Title: Re: Prospector, a roguelike in developpement
Post by: neadlak on August 10, 2009, 07:52:32 pm
Today I arrived at a star to find the background highlighted like it had a unique - and the planets scanned - without my doing any of it.

Also, are my away teams dropping equipment when the security guys get their butts kicked? I picked up some auxiliary oxygen tanks and then lost 'em again, not sure how.

And as far as my visibility research goes: still max darkness on plenty of outer-orbit planets, with a floodlight and sensorset. Underground/indoors, I was getting 3 spaces - with lamp+sensor set. Up from 2. That's all I got now. =/
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 11, 2009, 02:56:39 am
As for the first: you didn't find an alien computer on some planet did you?
2nd: nope, shouldn't happen. Got a savegame that i could look at?
Title: Re: Prospector, a roguelike in developpement
Post by: neadlak on August 11, 2009, 07:22:35 am
Re: #2, I think I got killed and started a new game and was just too tired to keep my runs separate.

Re: #1 - they were incomplete scans and I don't recall grabbing an alien computer but it's possible.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on August 12, 2009, 12:02:16 am
I know this is a blatant spoiler request, but

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 12, 2009, 05:08:45 am
Well.... if you want to know what
Spoiler (click to show/hide)
The answer is
Spoiler (click to show/hide)
But there are other things.
Spoiler (click to show/hide)
and
Spoiler (click to show/hide)

While we are at it:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 12, 2009, 08:52:19 am
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 12, 2009, 05:45:48 pm
Oh, of course. A tiny bit of frustration makes victory taste sweeter.

In this particular case i am a bit more worried that it's just plain boring though. :)
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on August 12, 2009, 09:17:40 pm
This has become a spoiler thread heh.  here we go.  @magellan

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 13, 2009, 06:46:13 am
Does the game already have a Insect Colony planet with a huge underground and a giant queen?

Actually since this is "Classical" Sci-fi there should be a chance the queen is actually a beautiful woman who instead attempts to seduce you and your crew. (Accepting to be the new King without agreeing to stay somehow should net you free Security personel for life!)

Judging by other reponses it seems like that is already in the game.

I need to think HARDER!!!

Though for a Sci-fi game there seems to be a distinct lack of "Attractive people" planets.

Maybe if I start playing again Ill get some ideas. (I kinda stopped for a while)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on August 13, 2009, 04:31:44 pm
Well.... Insect people yes. The queen underground not as such, no....

Anyway as Nilthrias already mentioned
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 13, 2009, 09:56:46 pm
Quote
Well.... Insect people yes. The queen underground not as such, no....

Maybe that is a classic that needs to stay dead.

Well not the Queen aspect, the "Insect aliens have an attractive alien queen"

Though it isn't THAT classic I guess... Princess What's Her name counts but that is a comedy (though a lot of REALLY old shows, even serious ones, are often corny enough to be considered a comedy. Heck even the original Startrek I find some of the episodes unintentionally hillarious. The comics were however even weirder then the shows)
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on August 14, 2009, 07:13:05 am
David Drake did some interesting things with Hive minds headed by attractive females in Cross The Stars. Which is a decent if scholcky sci-fi retelling of the odyssey. I would recommend it for inspiration.
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on August 14, 2009, 03:05:00 pm
Well if you want it to be more (and sort of less,) realistic after whatever alien hive type thing realizes that humans are an intelligent species it might choose to take a tissue sample and make a hybrid so it could interface with them- in however many ways you want to use the word interface.

Usually the more powerful of two groups has the translator (even if it's just that you're in their region,) so if they've got the sort of ego that makes them want to prove they're not inferior it would be a reasonable course of action.

This leads into the scenario where a crew has to talk with the child made like this before it's an adult along with the unnerving psychic-like behavior of it as it's being invisibly fed information from the other insects.

Acting like you can mix two genomes alien to each other would probably not bother too many people and technically the way ants set up their caste system could provide mechanisms to make it work better but any complaints bout this stuff are on a technical level way past what anyone who knows about them would expect anyone else they run into to know anyway.

Too bad I can't think of a way to simplify this so players wouldn't have to read a big paragraph to know what was going on.
Maybe some sort of longish diplomacy thing so as they travel back and forth they watch the kid grow into a seductive woman?
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on August 14, 2009, 07:00:26 pm
Well it actually didn't need to be explained so much back then. The belief that anything is possible in space was so powerful a planet of effectively human aliens wasn't even a plot hole.

Now however the old conventions of Sci-fi are becoming extinct mostly because  the audiance no longer accepts them. A great way to see this in action is to see how the Federation is treated in all its respected shows and movies. You will see a decline in how great the federation really is as you go from Star Trek to the Prequil (Ignoring Voyager which does go back to "The Federation is great")
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on August 14, 2009, 08:31:13 pm
For showing mountain difficulties, you could also use different colors based on difficulty.

Well ya, that's what I was saying. It was probably hidden in all of the explanation of how it would only be visible when the crew member with the right skill for this took a turn to judge how dangerous the mountains were but it was definitely in the post... somewhere. You'd need a pilot to navigate through that mountain of ideas!

Also: Thanks magellan. I love getting complimented for ideas n_n

Ah, I found it, sorry.  You need  a pilot....or an improved laser drill! hah!

Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on September 09, 2009, 09:43:20 am
Since I'd said you could give animal behaviors:
http://www.npr.org/templates/story/story.php?storyId=6160709

:/
Title: Re: Prospector, a roguelike in developpement
Post by: Little on October 07, 2009, 12:26:45 am
Bump?  :'(
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 07, 2009, 10:47:16 am
I heard a bump...
well... lets just say somebody finally figured out how to use SVN and has put up the most current sources today. (With debugging flags set to on, ah well)
This somebody might also be aiming for putting out a new version this weekend, but i heard he has been doing that for quite a while now, so i wouldn't count on it...
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on October 07, 2009, 12:49:52 pm
I think I gave that somebody a lot of work when I started firing up this topic back then...

HA!! :D
Title: Re: Prospector, a roguelike in developpement
Post by: Volatar on October 07, 2009, 03:44:40 pm
I just tried this, and it is way, way awesome  :D
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on October 08, 2009, 11:25:29 am
Where hath magellan gone!?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 08, 2009, 12:24:48 pm
He's still here. I saw him this morning when i was shaving ;)
Title: Re: Prospector, a roguelike in developpement
Post by: Tilla on October 08, 2009, 09:32:12 pm
He's still here. I saw him this morning when i was shaving ;)
Watch out, I hear he's nuts.
Title: Re: Prospector, a roguelike in developpement
Post by: wallish on October 09, 2009, 02:10:14 am
He's still here. I saw him this morning when i was shaving ;)
Watch out, I hear he's nuts.

See, I heard he's legumes. 
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on October 09, 2009, 05:52:30 am
Well I am sorta glad this game hasn't been given a long haitus and that the creator really was just fighting with a hurdle (and losing for a while there).
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku on October 10, 2009, 08:20:12 pm
I finally got enough moneys for a battleship and got to blowing up some of the pirates while trading but then I went into a cave and died. I has some artifact that showed me where all the life was at so getting surrounded because I killed a few things was sadder.

Maybe the spawn of new creatures should have some delay?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 11, 2009, 09:13:30 am
Yes. they are a tad fast with the respawning. The pirates are a tad slow on the other hand. So yup, that one up, the other down. consider it done.

Just in case anybody wants to know: As i see it there are 3 bugs standing between me and the next release. Guess i missed the "this weekend"-mark (again)
Title: Re: Prospector, a roguelike in developpement
Post by: Mondark on October 11, 2009, 09:41:26 am
It's great to hear this is still moving forward.  I'm looking forward to the next release!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 11, 2009, 10:10:46 am
ok, ok .... 2 bugs  ;D
Title: Re: Prospector, a roguelike in developpement
Post by: x2yzh9 on October 11, 2009, 12:14:29 pm
how many more features are there going to be implemented in this new release?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 11, 2009, 12:27:16 pm
There are new unique planets, a bundle of new items, some new artifacts, some new maptypes, a new type for atmospheres (its oxygen, exotic and corrosive now), new quests, planets have day and night cycles, a new officer (Ships doctor), diseases, and derelict vessels floating in space that you can explore and plunder or take over or tow back to the station and sell.
Oh: And if you are a pirate you can challenge the anne bonny to a duel and become the new pirate king :)

Also: make that one bug left (The biggie: Diseases somehow make your crew multiply. no idea why)
Title: Re: Prospector, a roguelike in developpement
Post by: x2yzh9 on October 11, 2009, 12:49:37 pm
YEA!!! CMON BUDDY! Whoo! You're pumping out bug fixes like a mo-fo.
Title: Re: Prospector, a roguelike in developpement
Post by: chaoticag on October 11, 2009, 01:55:05 pm
Also: make that one bug left (The biggie: Diseases somehow make your crew multiply. no idea why)
Rabbititous? That is a funny bug, in both senses of the word.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 11, 2009, 02:53:37 pm
Hehe,
yeah, my current theory is that they turn into lizards and lay eggs.
But of course that would never happen ;)
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 11, 2009, 04:00:37 pm
hurray for diseases!
Do they do anything "fun" (aside from rabbititis  ;)) or do they just kill crews?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 11, 2009, 04:06:34 pm
Mainly they kill, but they also cause inconvenience  ;)
Title: Re: Prospector, a roguelike in developpement
Post by: x2yzh9 on October 11, 2009, 04:33:43 pm
Well magellan, is it possible that the new ver is gonna be released by the end of today?

Just wondering, :P.
Title: Re: Prospector, a roguelike in developpement
Post by: beorn080 on October 11, 2009, 05:09:50 pm
More games need active reporting of bugs they are squashing. Always funny to see what pops up unexpectedly.
Title: Re: Prospector, a roguelike in developpement
Post by: LegoLord on October 11, 2009, 05:16:47 pm
I just downloaded this game this morning.  It's neat, but the starting and low-grade combat equipment seem a bit useless - you can't really face off against anything with them, unless you're pretty lucky.
Title: Re: Prospector, a roguelike in developpement
Post by: Megaman on October 11, 2009, 06:03:35 pm
early on your best bet is to get recources from barren planets and stay away from most unique planets, but some are '%100 good'.
Also-
Spoiler (click to show/hide)
Edit: Suggestion: What about having certain companies pay more for different data, for example, smith mining co. will pay more for metal,and Bubba Bio-engeneering will pay more for bio data.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 11, 2009, 06:38:47 pm
Edit: Suggestion: What about having certain companies pay more for different data, for example, smith mining co. will pay more for metal,and Bubba Bio-engeneering will pay more for bio data.
I'm pretty sure they already do that...  :-\
Title: Re: Prospector, a roguelike in developpement
Post by: Megaman on October 11, 2009, 06:39:49 pm
O rly? I'll have to check my stack of unused memory....
edit: The readme dosn't say that but I guess I'll take your word. GODAMMIT MAGGELAN UPDATE THE README. No offence.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 12, 2009, 12:40:21 am
Uhm yeah they do pay different prices. Thats why they have names :)
Is that doc worthy information? I thought it was a neat little thing to find out. (and not too hard to find out either)

But you are of course right that somebody should do something about the documentation *looks around* what? me? ah well... guess i have to :)

Anyway:
@legolord: you do make sure that you have as many weapons as you have crew members? Of course a plasma rifle packs more punch than a knife, but i wouldn't call the knife useless (If you got enough of them)

@x2yzh9
I actually tried reproducing the reproductive behaviour of my sick crew members and failed (so far) (I did add some extra "check if that is actually a sick person" code, so might be even possible i fixed it)
But usually after deeming something ready for release without too much embaressement for myself i let it sit for a day or two. So i am aiming for wendsday right now.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on October 12, 2009, 12:55:31 am
Quote
a plasma rifle packs more punch than a knife

You switched it back? YAY!

I found the power difference a bit insane!

Guy 1:"My Gun can shoot through a solid kilometer of obsideon in a single shot"
Guy 2: "My Gun shoots energy bolts as hot as the surface of the sun rapid fire!"
Guy 3: "Ohh yeah? Well my weapon is melee!"
Guy 1: "Dang, well you win. You could take down an army with those things"
Guy 2: "Just please be careful"
Guy 3: "I know what you mean, I dropped it on the floor and I took down a planet. It defies physics"
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on October 12, 2009, 01:38:12 am
But usually after deeming something ready for release without too much embaressement for myself i let it sit for a day or two. So i am aiming for wendsday right now.

Embarrassment? You are among friends here. If anything it will help you catch bugs sooner rather than later.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 12, 2009, 02:04:51 am
well... its not just emberassment. Its also not just sitting, it also gets played by me, without focus on bughunting, and for some wierd reason that tends to make them appear, so i must ask you guys for a little more patience :)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on October 12, 2009, 02:09:11 am
well... its not just emberassment. Its also not just sitting, it also gets played by me, without focus on bughunting, and for some wierd reason that tends to make them appear, so i must ask you guys for a little more patience :)

What NEVER!?!

Ohh wait you said patience, ohh. Well that changes everything. Sure!
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 12, 2009, 05:20:45 am
Embarrassment? You are among friends here. If anything it will help you catch bugs sooner rather than later.
I second what & said, we'll gladly beta-test it.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 12, 2009, 10:34:18 am
Well... it propably isn't buggier than 0.1.7a ... so i guess i could release it into the wild ... or maybe it will just run off when i am not looking...
Title: Re: Prospector, a roguelike in developpement
Post by: ductape on October 12, 2009, 04:42:17 pm
MAGELLAN: please put the link in your signature! KTHANX!
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 12, 2009, 04:50:36 pm
*chuckles*
No reason to yell!
Better now? :)
Title: Re: Prospector, a roguelike in developpement
Post by: Megaman on October 12, 2009, 05:07:55 pm
Is that doc worthy information? I thought it was a neat little thing to find out. (and not too hard to find out either)
Instructions should list EVERYTHING about the game that isn't 'secret' to avoid complaints/useless suggestions that are already implemented.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 12, 2009, 10:03:32 pm
bug time!
1. Sometimes in combat the sound of enemy firing (at least from fighters) will loop instead of ending. It will persist out of combat too! ( my guess is it happens if you skip the message before the sound effect stops playing).
2.
3. It might be possible to buy sensors not intended for your ship. or maybe it's just the heavy transport...
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 13, 2009, 08:00:45 am
*blushes*
Ok, found it, found it, and damn, i thought i had that fixed! looking into it.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 13, 2009, 09:07:16 am
I really like  the new weapon buying system.

bugs for you:

-Not all planets display on the system display screen. You can still scan them though. I'm playing without the graphical tiles so this might just be a color issue.

-When calculating how much money came from pirate hunting your percentage calculation doesn't apear to be bounded (e.g. it can produce a result of 6666%). This appears to occur when you end the game having lost money, but still killed from pirate scum.

- opening your faceplate and offering use the same key. This is a problem when feeding creatures in toxic gas.

-I'm seeing Citizens on Non-unique planets with spoiler dialogue. So they be there?

-When you die in a gas cloud it doesn't register crew casualties on the score page.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 13, 2009, 11:43:59 am
Oh
and
Oh
and
Well, o is offer, O is open helmets... you can of course remap them by editing keybindings.txt if that is inconvenient to you.
and
Oh, someone forgot to give them their own lines and just copy pasted them from the other colonists. Bad programer, bad! But they do have a reason to be there. Looks like you just didn't stumble upon it.

and
Humm... should it? I guess it should. doesn't count space combat either btw. But i guess it should count.
Thanks for pointing these out bishopX!
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 13, 2009, 01:16:24 pm
I get that o and O are supposed to be different, my point is they aren't. Pressing o both opens your helmet and offers. O doesn't seem to do anything. Also, helmet commands don't seem to be in the vikeybindings.txt, rebinding offer should fix it though.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 13, 2009, 02:46:35 pm
Eeeek... how did that happen?
You are right, they are on "o" and "o" in keybindings, which of course collides! Now how did i manage to do that? ???
... I knew i should not have put this out yesterday :)
Thanks again for pointing that out. An easy do it yourself fix fortunately.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 13, 2009, 03:09:45 pm
Quote
W shows all items you have not equipped and their descr.
E does the same with equipped items.
it's actually reversed (W shows what you're Wearing, and E what's in your invEntory  ;)).
speaking of which, binoculars show up in the E list (stuff that's not equipped), does that mean they are not getting used?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 13, 2009, 03:19:23 pm
... and Q always claims that you have to find a robot factory, unless you actually have to find a robot factory

...
As i said: emberassing....

Stuff like binocs and lamps that get used by the whole team don't get put into the equipment list. so, yes they get used, just doesn't show up as associated with a particular crew member.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on October 13, 2009, 07:30:59 pm
Hmm.  So if binocs are used by the whole team, is there an advantage to having more than 1?  I thought that if my team of 5 had 1 pair, they would not see as well as if they had 5 pair.  If this is correct, why not just assign the Binocs out randomly? it would be less confusing. 
But thanks for the new version! Looks great...and a bit more difficult!
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on October 13, 2009, 08:04:03 pm
A couple very minor bugs:

-> On rogue planets, the sun still rises and sets. 

-> I found a unique planet as a rogue.  Bug or feature?

-> Both normal and layered p. Forcefields are "the Ultimate".  Maybe one should be penultimate?

-> I found two simple automated mining robots for sale, one at 600 and one at 1500.  maybe the one at 1500 is not so simple?

 
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on October 14, 2009, 06:32:43 am
Quote
-> On rogue planets, the sun still rises and sets.

That explains so much. Obviously everything in this game is explained by a large sun following your ship.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 14, 2009, 08:01:31 am
Speaking of the sun, could you change the language on planets with 0 rotation? It's really annoying to get a message every time you take a step along the terminator line.

Space shark also got considerably more lethal ;)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 14, 2009, 09:45:26 am
I actually thought the same thing today: would be much smarter to just call the terminator zones "dusk" and "dawn" and remove that message.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 14, 2009, 12:03:20 pm
Alright so your red shirt casualty count is bugged. I just got my 6 man team ripped apart by giant robots and it said no casualties.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 14, 2009, 01:43:30 pm
Yeah.
When i rewrote that part i obviously forgot to put the counter back in. And i didn't notice that. Guess we are rapidly approaching a bug fix release.
Thanks for pointing those out Niltrias & BishopX
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 15, 2009, 07:46:39 am
How do you get out of quarantine, and does radiation sickness count as a disease?

Also, why won't they sell you disease kits in quarantine?

EDIT: Another bug: I just took over a battleship, while exploring it said that every weapons turret was empty, but when I moved over from my light scout, every weapons turret was a ships gun!
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 15, 2009, 08:47:25 am
not a bug, but combat knife has a damage rating of 0.1 and a price of 25 credits, while a vibro knife has a damage rating of 0.4 (4 times more) and a price of 100 (also 4 times more). this means that there is no reason to buy a combat knife (as you can get the same damage/$ ratio with a vibro knife, but VN will provide more damage as you start to lose men or gradually upgrade to better equipment)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on October 15, 2009, 10:13:08 am
Say you have four security personnel, each equipped with a combat knife.

You start with each doing .1 damage for a total of .4. If you lose one member, then it drops to .3, then .2. then .1

If you had the same squad with one equipped with one Vibro knife, you get a damage rating of .4, but if the squad member with that knife goes down, your damage drops to 0 instantly, assuming the other members do not re-equip as soon as the first member falls. Additionally, each squad member has to make a successful attack roll. A squad all equipped with combat knives may have more damage output on average than a single man with a vibro knife over the long term, simply because there are more opportunities for successful rolls.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 15, 2009, 10:40:58 am
bugs:
1.as crew members die the damage rating displayed remains the same (because of how combat works it's hard to say if it's just an interface bug or a game mechanics bug. but my bet goes to it being an interface bug)
2.
Spoiler (click to show/hide)

I had discovered the featureless rock (very boring planet) and the game said I found no remarkable planets in the summary. tell me this is a feature! :D
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on October 15, 2009, 11:40:20 am
It may not be a bug so to say... but I always thought if you wanted to get oxygen on a planet without taking off your helmet you need a filter system..

If you got a great filter system you will notice that on planets with certain features that prevent you from getting oxygen that it can increase once you leave those features. (which is rather unique)

Goodness I really should start using spoiler tags instead of being vague.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 15, 2009, 02:09:37 pm
Hmmm.... The satalite bug isn't fixed yet.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 15, 2009, 03:53:40 pm
Hmmm.... The satalite bug isn't fixed yet.
Please, please, please
Tell me you have a savegame to look at? :/
Anybody else has the sat dissapear?
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 15, 2009, 06:00:17 pm
No, but I can get one :)

It's cave related again I get a message saying "Cannot destroy object XXX" when I enter.

Also, there seems to be a blank starship weapon being sold on a special planet, which also doesn't have any unique text....
Title: Re: Prospector, a roguelike in developpement
Post by: thobal on October 15, 2009, 08:20:06 pm
When I get combat the explosion sound effect plays over repeatedly even after exiting combat, getting blown up, starting a new life, ext.

Also, oxygen beeps no longer beep, but launch and landing and meteor impacts still play.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 17, 2009, 07:41:24 am
Ok, guess bugfix will find its way from my HD tomorrow, I've been quite squishy the last few days...
Can i have a savegame pretty please bishopx?
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 17, 2009, 04:29:44 pm
I've been trying, but it seems to be intermittent (only some caves?), the cannot destroy object number message specified object 179.
Title: Re: Prospector, a roguelike in developpement
Post by: Evaristo Carriego on October 17, 2009, 04:42:04 pm
Introduce booze, beards, menacing spikes and rename it Star Dorfs.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 18, 2009, 08:05:34 am
The 179ish thing is the location where he was told to destroy an item, but didn't find one.
... Now that i think of it it isn't that helpful of an error message...
Ah well, maybe some day I will just rewrite that part from scratch.
Anyway: 0.1.8a is out. Now with space station sick bays! (and some other bugs squashed.)
Title: Re: Prospector, a roguelike in developpement
Post by: thobal on October 19, 2009, 03:11:20 am
oh, alien whores that need protection and transport. whores that have busy schedules.

I'm dying out here. At least the new update has abandoned ships, without the biodata I'm lost.

More realistic though, I suppose...
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 19, 2009, 06:23:22 am
you know, i always thought that firefly got canceled at just the right moment. I had the feeling that they already started to run out of ideas, and that a 2nd or even 3rd season would have just gotten staler and staler ... and i think the move was proof of that.

Please don't kill me for saying this

Anyway: so, nah... no whores :)
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 19, 2009, 06:59:59 am
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!
*Deon has been struck down by sheer awesomeness*.

Damn! I saw this thread hundred of times and thought that it's something like a mining simulator roguelike which I saw a lot. And today, bored and almost sleeping at work, I finally open this thread and look at a Youtube video.... HOW COULD I MISS IT!

Man, space exploration game where you look for lifeforms and rare plants and minerals is the game I wanted to have all my life! Too bad there's no really good game like that, mostly arcades or adventures only and they lacked random factor.

I am going to be one of your best fans now :).

Say, are flora/fauna species randomly generated by templates or is there some kind of a template database? Is there a way for you to make those templates moddable? Even in the code as an additional file, I can code a bit. I simply enjoy modding and it would be fun to allow us to make and share creature designs and plant descriptions, it would allow the world to grow faster and to make it more interesting for others.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek 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"
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 19, 2009, 07:42:14 am
Huh? Did he really say it?

Also, how do I get rid of a quarantine? :)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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 :)
Title: Re: Prospector, a roguelike in developpement
Post by: Deon 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 ::).
Title: Re: Prospector, a roguelike in developpement
Post by: a1s 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.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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?
Title: Re: Prospector, a roguelike in developpement
Post by: Shoku 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.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias 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.
Title: Re: Prospector, a roguelike in developpement
Post by: Rakonas 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?
Title: Re: Prospector, a roguelike in developpement
Post by: Sowelu 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!
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX 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...
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias 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?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan 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.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on October 20, 2009, 03:45:52 am
Be bored more often!
err...Lose a hobby!
 ;)
Title: Re: Prospector, a roguelike in developpement
Post by: Deon 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.
Title: Re: Prospector, a roguelike in developpement
Post by: Volatar on October 20, 2009, 07:24:57 am
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.

Heck yeah! Those would be awesome  8)
Title: Re: Prospector, a roguelike in developpement
Post by: Evaristo Carriego on October 20, 2009, 09:33:32 am
(...)
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.

That already happens... sort of. In lava planets random tiles might turn into lava from time to time; my ship have been trapped into "lava islands" this way a couple of times.
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 20, 2009, 10:42:31 am
Yes it does, but it seems to happen planet-wide in random locations. Something more specific on a "normaL" (not magma-crazy) planet would be nice, like a single huge volcano in a jungle. I'd say, more specific landmarks would be cool.
Title: Re: Prospector, a roguelike in developpement
Post by: Drakale on October 20, 2009, 12:34:16 pm
This game has grown in a good way since I last played it, I really love the new stuff.

Just a small gripe, I'd like to be better able to choose my fights as a pirate. I can understand getting killed by pirate hunters if I get too close to stations, but the biggest offenders is the crazy merchant escorts that can ruin your day at any moment. It seem that right now the only way to play a pirate is to start as a good old explorer, get some money and THEN turn to piratery. It would be more fun starting with low scale arsons and smuggling, and move up to merchant hunting once you got some decent weapons and shields. Maybe pirates should start with some form of limited cloaking technology to possibly avoid fights they cannot win?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 20, 2009, 01:06:14 pm
Been actually thinking about that drakale.
I considered having pirates start with a cruiser, and maybe even 1000 CR so they can get shields and/or some weapons first.
I've been wondering if that would be too much.
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 20, 2009, 01:33:35 pm
What about flash grenades, biomes for bigger planets and other suggestions? Do you like them enough to think about implementing them?
:)

Also may I suggest to make acid a bit more different from green moss/grass. I often jump into it by occasion. Maybe make it more yellowish or totally change the color?
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 20, 2009, 01:36:18 pm
more bugs:
1.W doesn't seem to work right... last time it displayed a message about a 4-legged robot climbing out of a sensor (or something).
2.I started as a pirate, and decided to fly around the universe first, before landing on the pirate base. I came upon a ship that ran out of fuel (these are common enough) and sold them some fuel, after which went back to the pirate planet (hoping to purchase better equipment and restock on fuel). Instead I was gunned down by pirates (the planet-walking kind, with guns) and upon death discovered that my mission type was in fact "explorer" (not pirate).
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 20, 2009, 01:58:24 pm
Well, selling fuel is on the kind side of things, and pirates don't take nicely to kind guys...
Oh boy... look at that ... ok, they *are* too fast to pull the guns!

Will fix

right! need to tell item chose menu to say something if there is only one item! Will do, thanks for the reminder.

As for the flash grenades: kinda sorta yes. not sure how to do it, but definitely on the "would be neat" side
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on October 20, 2009, 02:06:31 pm
Magellan, have you thought about the Colonization feature I've said long ago?


hahah just kidding...............
have you?
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 20, 2009, 02:16:35 pm
Yes.
All is in place
Where do we put the colonists? tow them in specially designed habitat modules
What will you get if you put them down on a planet? a little yellow # that does the same thing as the other town halls do
Not yet in place is a system to let them grow and decline, and produce and need according to planet they are on.
So, not all is in place but a fair bit.
:)
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on October 20, 2009, 02:19:40 pm
2.I started as a pirate, and decided to fly around the universe first, before landing on the pirate base. I came upon a ship that ran out of fuel (these are common enough) and sold them some fuel, after which went back to the pirate planet (hoping to purchase better equipment and restock on fuel). Instead I was gunned down by pirates (the planet-walking kind, with guns) and upon death discovered that my mission type was in fact "explorer" (not pirate).

No bug. Obviously the game is populated by cartoonishly evil pirates. Your act of kindness of gouging people at the pump was enough for them to consider you an entity of good. If you stole candy from babies a few times before going back, maybe they would have let you back in.
Title: Re: Prospector, a roguelike in developpement
Post by: Gabeux on October 20, 2009, 02:32:08 pm
Thats awesome, when I get the time I will try it out :D
Where's the download page again? [edit: oh duh, ty. I'm sleepy ._.]
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 20, 2009, 03:00:50 pm
Well, in place, but not implemented yet ...
Download page, see Sig :)

And yes: They do get grouchy if you help the enemy! They just weren't supposed to get that grouchy that fast ...
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 20, 2009, 03:32:45 pm
Is there someway we could surrender to pirates?
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 20, 2009, 03:59:53 pm
I'm loving the new release, but I found a couple of typos,

Vacuum not vakuum

It's spelled hallucinogenic.

Also, the description:
Quote
this once was a human being. It's arms, legs and head are encased in crystal tubes, fused to bare flesh. The torso is still bare. You can see the torn uniform of scout ship security team member.


Should be changed to "This was once a human being. Its arms, legs and head are encased in crystal tubes, fused to bare flesh. The torso is still bare. You can see the torn uniform of scout ship security team member." Also, if the chest is bare how do you see the uniform?

And what does Tow do?
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on October 20, 2009, 04:03:05 pm
Quote
if the chest is bare how do you see the uniform?

It is likely torn at the chest and hanging from his arms (or rather where his arms and chest meet)
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 20, 2009, 04:07:48 pm
erm ... bare in the sense of not covered in crystal... ok, gotta rewrite that i guess :)
Thanks BishopX

Tow: if you got a tractor beam and a drifting ship you can haul it around the map.

Ah well, lets spoiler this
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 20, 2009, 04:09:21 pm
my guess is that the "bare" torso is free from crystals rather than free from uniform. Also BishopX, I seem to fail at reading, can you highlight the things you changed in that quote in bold?

When you take over a ship, you retain your original systems even if the ship had better ones. This might have game balance reasons, but it might also be a bug...
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 20, 2009, 04:37:20 pm
I'd go with bug here.
You are right, it should transfer, yet it doesn't.
So maybe more an oversight than a bug.
Will fix.
Thx for pointing it out!
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 20, 2009, 05:03:22 pm
Alright, just had a freeze. I landed for the 2nd time on a planet with a large lutetium deposit, and the game froze. The screen went to the planet map, but my ship didn't appear. The area around the deposit was also blacked out(where it had be explored previously). There was a disabled ship in the system as well. My guess is you have some sort of memory issue with that particular planet, as the game often hangs while walking around on it. Before I force closed the program it was running at about 50% of my cpu (it normally runs at about 1-3%).

Also,
Spoiler (click to show/hide)

And the sound bug is still around...space combat laser and wormhole sounds still loop.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on October 20, 2009, 11:12:24 pm
Here is an odd one.  I changed the keybinding to Save game to "S", as in capital S, and left the scan button unchanged.  Result: cant scan planets anymore.
Also, a more important bug/feature (if it is a feature, I dont care much for it): station's personal equipment no longer appears to change.  This can be quite frustrating when none of the three stations sells jumppacks...ever.
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 21, 2009, 06:24:20 am
A bug: one of my crewmember died of disease which I've got from a corpse. It was some viscious bacteria which was bleeding from eyesockets etc., I don't remember properly.

But then when I move my crew it moves but the "@" sign remains where it were so I've got an image of multi-"@".
Save:
http://depositfiles.com/files/y945fhtkp

P.S> Also what do I do in such situation? Once I dock my crew takes their salary (I get -21) and I can't visit the company to sell a lot of info I've got because of the quarantine. I agree that I shouldn't be allowed to enter casino/trading center, but what about map data and mineral resources? Map data may be transferred via computer/resources may be purged because they're stone/metals.
Also I've got a disease kit but it seems to do nothing.
Sickbay tells me I have no sick crewmembers. What?
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on October 21, 2009, 07:00:58 am
Remember Deon that this is classical Sci-fi

Data needs to be transfered via Tape or Crystals. There is no wire or even wireless.

Though maybe they should tell you something like "You hand him the data crystal"
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 21, 2009, 07:11:30 am
:D Maybe. Still a way to treat the disease would be good. It's like an instant death but worse.

P.S. Buildings on the same planet worked weird. When I walked in one it asked me to buy a different ship. I've bought a heavy explorer which costs 25000 cr. for 0 cr.! But then in another building they offered weapons/upgrades, I've selected to install another cannon instead of mine basic one, my basic one disappeared but new one didn't appear (probably because I had no credits) and it didn't say anything about me having no credits.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 21, 2009, 08:22:39 am
Transfering ships is still buggy. While using a long range fighter I found a heavy freighter crash landed, and salvaged it. I had a rail gun and a plasma cannon installed. When I salvaged it the game asked me to transfer 2 of my 3 weapons over, the 3rd being a ships gun. After selecting the plasma cannon and rail gun, only the plasma cannon actually transferred.

Edit: More bugs

Descriptive text from a human crystal hybrid found on a cruiser, indicates they are from a scout ship.

And

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: LASD on October 21, 2009, 02:34:50 pm
I just started playing this cool little huge game. I was fascinated by a colony of small, mushroom-loving humanoids living in huts fearing a cave with a monster in it.

Found a typo too, trying to buy Engine MKI, the game tells me I arelady have it. Also "there's no data to be gained from a dead awayteam" was a message I got after finding a body.

Just died by crashing to an asteroid, desperate for credits.

Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 21, 2009, 02:41:46 pm
What's wrong with awayteam message?
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 21, 2009, 03:25:28 pm
Away team corpses also appear on ships. also, blowing up the outer hull of a ship doesn't result in loss of atmosphere.
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 21, 2009, 03:45:45 pm
Away team corpses also appear on ships. also, blowing up the outer hull of a ship doesn't result in loss of atmosphere.
a)maybe they are corpses of away teams from previous prospector ships?
b)How do you blow up the outer hull? I thought it was to tough to damage?

bug: on planets with no atmosphere you can open your helmet. this doesn't stop the oxygen use, but does slow it down more than twofold...
someone keeps stealing my mining robots! that has got to be a feature. is it?
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 21, 2009, 03:52:49 pm
I tried to play with a tileset, but some terrain type is too hard to understand (ASCII is better).
So I've started to work on it. I don't question the author's artistic talents, I just want to make things to look "easier" for an eye.

Default:
(http://i36.tinypic.com/oh25g8.jpg)

Mine:
(http://i38.tinypic.com/2vux7uw.jpg)

I was especially sad about mountains, they looked like white waves.

Am I moving in a right direction?

Also, original station/blue ball/ship/away team:
(http://i38.tinypic.com/2h6alc3.jpg)

And mine:
(http://i34.tinypic.com/xomz41.jpg)

I am not happy about away team yet but I want to make it noticeable so you don't lose it when you land.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 21, 2009, 05:09:22 pm
I just shoot the hull, it usually cuts through in  about 2-5 shots. I usually carry drills as well.
Title: Re: Prospector, a roguelike in developpement
Post by: Rakonas on October 21, 2009, 06:06:00 pm
What's wrong with awayteam message?
I don't understand how the awayteam always has absolutely no data regarding its explorations since last leaving the station.
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 22, 2009, 12:36:22 am
Well, probably their data crystal has broken :D.
But it would be fun to be able to get some data from them.
Title: Re: Prospector, a roguelike in developpement
Post by: LASD on October 22, 2009, 01:50:48 am
What's wrong with awayteam message?
Well, this was just a corpse I found in a random planet. Also, I though awayteam was the name of a variable or somesuch that was accidentally left there, but I gather one can actually send something called awayteam on a planet and die there. (Or I'm just a confused new player)

Title: Re: Prospector, a roguelike in developpement
Post by: 131 on October 22, 2009, 06:55:38 am
A little too difficult and unbalanced in the beginning, I've restarted nearly fifty times and died by pretty much everything.
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 22, 2009, 07:41:21 am
Like in Dungeon Crawl :D. I like it.
Title: Re: Prospector, a roguelike in developpement
Post by: Neonivek on October 22, 2009, 07:53:14 am
It is a struggle but once you manage to get a little cash and proper equipment you should be able to more then survive.

Unfortunately I don't think there is a way around it beyond only going on lifeless planets.
Title: Re: Prospector, a roguelike in developpement
Post by: Deon on October 22, 2009, 08:06:36 am
Well, it's tactics. At first you look for lifeless planets with a lot of minerals or those where meteors strike, then you equip with best gear and start to research planets with abundant life. Nothing special to tell here, the best sources of income for me were delivery missions, quests in general and barren mineral-rich planets.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 22, 2009, 09:18:50 am
I find hunting pirates to be good cash. Get a rail gun and some good sensors and you can outrange the pirate fighters.
Title: Re: Prospector, a roguelike in developpement
Post by: magellan on October 22, 2009, 02:29:45 pm
First of all thanks for all the bug reports!
I am looking forward to put in a good solid debugging weekend (well, as much as one could look forward to these things)

Those tiles look great Deon! ... wanna draw some more?
I got a week off next week so i was wondering how much work it would be to change the resolution .... (a whole lot, because i never thought i would want to do that) You'd get credit and all :)

Anyway:
http://rlprospector.googlecode.com/svn/trunk/
Up there you would find, if you had time and wanted to and stuff, tiles.bas, a more or less current list of all the tiles the game uses.
You busy now? good :)
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 22, 2009, 02:51:44 pm
I find that trading can be a great source of revenue in early game. By the time you earn 10k however, you should switch to exploring or pirate hunting (as pirates will be very much out to get you).
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX on October 22, 2009, 04:38:07 pm
Desperate Human colonists are also a great source of revenue. Unloading equipment at 150% of station prices (not to mention selling food!) can get quite profitable.
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias on October 22, 2009, 09:14:19 pm
I think it is fairly balanced, but I would like to see a lot more "common metals" in the game.  The exotics, like monocrystals and exotic gems, actual seem more common than iron or copper.  I say, add in aluminum, tin, silver, and other low-value metals, and double/triple their quantity on planets near the space stations. 
Also, as has been mentioned before, jetpacks seem to be the best mining tool ATM.  Shouldnt it be...ah...drills?
Title: Re: Prospector, a roguelike in developpement
Post by: a1s on October 23, 2009, 03:27:13 pm
how does one use jet packs for mining?
bugs:
1. I'm pretty sure I looted a sensor from a drifting ship, however the system that actually improved was the engine...
2. at one point the sickbay shop was selling 2 separate basic infirmaries (and a [normal] infirmary as well, which isn't part of the bug, but still ironic)
3. jet packs will display a low fuel message at 50 fuel units and a very low fuel message at 49.
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand on October 23, 2009, 07:53:50 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.

(http://i33.tinypic.com/dqomc9.jpg)

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.
Title: Re: Prospector, a roguelike in developpement
Post by: Mondark 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.
Title: Re: Prospector, a roguelike in developpement
Post by: BishopX 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)
Title: Re: Prospector, a roguelike in developpement
Post by: niltrias 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)
Title: Re: Prospector, a roguelike in developpement
Post by: Ampersand 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.
Title: Re: Prospector, a roguelike in development
Post by: magellan 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...
Title: Re: Prospector, a roguelike in development
Post by: Sowelu 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.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek 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.
Title: Re: Prospector, a roguelike in development
Post by: Megaman 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.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek 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.
Title: Re: Prospector, a roguelike in development
Post by: Volatar 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.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek 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
Title: Re: Prospector, a roguelike in development
Post by: jellyman 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.....
Title: Re: Prospector, a roguelike in development
Post by: Megaman 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*
Title: Re: Prospector, a roguelike in development
Post by: Ampersand 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.
Title: Re: Prospector, a roguelike in development
Post by: Drakale 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.
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 26, 2009, 01:06:07 pm
yeah... guess that can be toned down a little...

On an unrelated note:
I fooled around a bit with making the crew a little less faceless, and the first step is of course giving them names. So i made a little name generater that adds a random first and last name, and ... well... i added some "funny" names to the list.

...
This is what happened:
(http://i34.tinypic.com/2diqfed.jpg)

It made me smile a little, maybe it makes other people smile too. :)
Title: Re: Prospector, a roguelike in development
Post by: BishopX on October 26, 2009, 01:23:05 pm
Sweet! could this page also display diseases? It is hard right now to tell if you're diseased without landing on a station.

On an unrelated note I think the satellite disappearing bug is related to other away teams.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on October 26, 2009, 02:09:05 pm
Is the None/None/None line supposed to be the inventory slots?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 26, 2009, 02:13:30 pm
So i am the only one who thinks a pilot named George Takei is funny?
Ah well... :)

And yes it shows diseases
And yes, those are armor, guns, melee weapons
And I just implemented 14 of the 25 Talents they can get. :)
Title: Re: Prospector, a roguelike in development
Post by: Servant Corps on October 26, 2009, 02:20:52 pm
If you really want funny last names, try "Redshirt".
Title: Re: Prospector, a roguelike in development
Post by: Vucar Fikodastesh on October 26, 2009, 02:23:02 pm
So i am the only one who thinks a pilot named George Takei is funny?
Ah well... :)

I thought it was hilarious, but I also recognized the name instantly. I don't even like TOS!

Will this also give names to all the redshirts?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 26, 2009, 02:27:42 pm
Yep, everybody gets a first and last name, and 20% get a middle initial.

...
Except for the neodogs.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on October 26, 2009, 02:30:42 pm
Ooo, subtle.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on October 26, 2009, 04:09:18 pm
Will unique crew member have unique names?
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on October 26, 2009, 04:10:41 pm
 Shouldn't you be able to name the captain, as you are technically them?
Title: Re: Prospector, a roguelike in development
Post by: jellyman on October 26, 2009, 04:21:57 pm
Well I had figured out that I should avoid landing on unique planets, which were the ones with flavour lines.  Then I landed on the planet you can't take off from.  Not sure if this is not unique, or whether I missed the flavour line.

And to try and take off I tried telling the ship to come and get me and it did, which seems a bit of a bug.  Then I tried again very close to the ship to see if I could move the ship to a spot I might be able to take off from, and as I was very close, it said estimated time was 0 and the ship never came back which seems to be another bug.

Also a suggestion on the learning curve, perhaps if you visit the industry place (where you get credits for exploration etc), and if you haven't yet earned any credits they will give you a few instructions along the line of 'go land on some planets, explore them find some minerals and investigate the local plants and any corpses you shoot, then come back for your reward'.  Perhaps also have a list of tips that you can hear if you buy a drink at the casino.
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 26, 2009, 04:38:11 pm
You can rename whoever you want to rename.
Personally i think asking for a captains name *and* a ships name before the game even starts is too much (or maybe that's just me, because i hate making up names) Maybe a option to have a predefined captains name list, like you can already do with the ships names?
At this point in time there is exactly one NPC who might join your crew that has a name. (Right! must name that gunner! Thanks for reminding me!) And he keeps it.

The radioing ship on stuck planet thingy
Spoiler (click to show/hide)
is obviously a bug, and will be fixed with the next release.
The ETA 0 thing is new, gotta look into that. thanks.
Documentation (in and out of game) has been *ahem* lagging slightly... those would be 2 good places to add a little info for the beginning player! Thanks for pointing those out!
Title: Re: Prospector, a roguelike in development
Post by: Volatar on October 26, 2009, 04:39:19 pm
So i am the only one who thinks a pilot named George Takei is funny?
Ah well... :)

And yes it shows diseases
And yes, those are armor, guns, melee weapons
And I just implemented 14 of the 25 Talents they can get. :)

When can I play with those improvements man!  :o
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 26, 2009, 05:07:34 pm
2 more talents to implement....
I am aiming for thursday atm.
Title: Re: Prospector, a roguelike in development
Post by: LegoLord on October 26, 2009, 05:27:59 pm
Wait, talents?  What sorts?

Breaking stuff, getting lost, that sort of thing?

(that first part is serious)
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 26, 2009, 05:35:42 pm
This would be the list as of now. Those with * are those i already implemented.

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: BishopX on October 26, 2009, 10:34:19 pm
could we also have some sort of xenobiologist specialty for sciene officers or captains, higher chance of talking/trading?

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on October 26, 2009, 10:49:42 pm
 I'm wondering if skills that don't have explicit values still contribute enough to make the skill worth it? Like, for example, a theoretical alien aggressiveness modifier skill. Would such a skill only reduce things by small increments as to make it slightly useful or in major amounts so that the skills are useful but still posses some failure rate?
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 26, 2009, 11:02:38 pm
I found gold, but cannot figure out how to sell it.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 26, 2009, 11:25:24 pm
nvm, figured out that i can sell it to companies.

Anyway, for a bug fix, try making it so aliens cant attack you if you launch. i pressed l for launch, and died because an alien delivered the final blow. If i'm inside the ship why s it able to attack me?
Title: Re: Prospector, a roguelike in development
Post by: BishopX on October 27, 2009, 01:25:42 pm
I just went into a pyramid (I love these btw) and got a stranded heavy troopship message. I'm hoping this is intentional?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 27, 2009, 02:08:29 pm
Of course it's intended, i just didn't know i intended it ....
Erm, how do you mean that exactly? you found a stranded transport in the pyramid? or you went into the pyramid and got into a stranded transport instead (there is an idea...) You got the message that you just entered a troopship, though it still looked like a pyramid? none of the above, all of the above, or answer e?  ???
Title: Re: Prospector, a roguelike in development
Post by: Shoku on October 27, 2009, 02:09:45 pm
So i am the only one who thinks a pilot named George Takei is funny?
Ah well... :)

And yes it shows diseases
And yes, those are armor, guns, melee weapons
And I just implemented 14 of the 25 Talents they can get. :)
Oh I bet he's a fabulous pilot.

This would be the list as of now. Those with * are those i already implemented.

Spoiler (click to show/hide)
If you haven't done this you'll want to make sure that the merchant one does not grant the sell bonus at the same station you purchased things at, otherwise I could win in 0 turns~

nvm, figured out that i can sell it to companies.

Anyway, for a bug fix, try making it so aliens cant attack you if you launch. i pressed l for launch, and died because an alien delivered the final blow. If i'm inside the ship why s it able to attack me?
If it's that close then you could say they're chasing you through the door as you weren't able to close it fast enough.
This sort of requires the stretch that you're taking off as soon as you can close the door and you just stand at the door until then but :/
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 27, 2009, 02:59:17 pm
Guess its propably funnier if you are aware that the chances of George Takei sitting in your pilots chair are 1 in 34200...
Thanks for pointing out the merchant skill thing! I totally didn't think of that! (oops)
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on October 27, 2009, 03:16:13 pm
It may also be a good idea to give the captain some kind of speed skill, such that when everyone else inevitably dies, he has a slightly better chance of escaping.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 27, 2009, 03:50:23 pm
Quote
If it's that close then you could say they're chasing you through the door as you weren't able to close it fast enough.
This sort of requires the stretch that you're taking off as soon as you can close the door and you just stand at the door until then but :/

Thats what i tried to imagine at first, but they also automatically refill their oxygen, whcih still means they are on the sip but whatever i didn't excatly do well considering my captian was one hit away from death.

Also, how do you enter pyramids and huts?

Also, what do those knives do? Do they automatically fight, only fight when they ar enext to the thing, count towards the damage you do with the gun? Do you have to use the "f" button to shoot, can you or will you automatically melee?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 27, 2009, 04:09:24 pm
I will look into that, though i was fairly certain monster attacks are handled before you start, so that the situation you described should not have happend.

There are 2 kinds of pyramids: those that ask "do you want to enter (y/n)" and those that don't. Huts you can't enter.

Weapons: They autoequip. Guns go top down, melee weapons bottom up, so that your captain will have the best gun, and the weakest close combat weapon, and the last redshirt will have the weakest gun and the best melee weapon.
If you use (f) they fire the guns, no melee weapons added.
If you bump into a monster they will fire the guns if they are better than the melee weapons they have and vice versa (for each member)
if you (f)ire while standing next to a monster the same thing will happen as when you bump into it.

hope that clears things up.

A speed talent ... yes, we do need that!
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 27, 2009, 04:39:49 pm
ok forcefields and armor, are they passive and cumulative? Does the strongest go onto the captian? can you have both armor and force fields at the same time on one person?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 27, 2009, 04:43:46 pm
Armor goes top down (strongest to captain), and all armor is the same (Ballistic suits, force fields, what have ya) so, no they don't stack. One for each... maybe some reworking of the flavor text is in order here "A spacesuit with X" in each case ...
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 27, 2009, 05:43:11 pm
Got some stuff in rock, one says the wall is too hard, and one doesnt say anything when i shoot it. And i have a mining and laser drill....Am i missing something?
Title: Re: Prospector, a roguelike in development
Post by: BishopX on October 27, 2009, 07:46:18 pm
if it doesn't tell you that you can't, then you can.
Title: Re: Prospector, a roguelike in development
Post by: a1s on October 28, 2009, 02:26:50 pm
If you haven't done this you'll want to make sure that the merchant one does not grant the sell bonus at the same station you purchased things at, otherwise I could win in 0 turns~
I would suggest going further. Implement a ,say, 10% difference between buy prices and sell prices. half (5%) with the talent. Merchant is one of the easiest way to get initial capital in this game (10-20k in 10 minutes, easy), this should make that harder.

Also 
Title: Re: Prospector, a roguelike in development
Post by: Shoku on October 29, 2009, 08:33:33 am
If you haven't done this you'll want to make sure that the merchant one does not grant the sell bonus at the same station you purchased things at, otherwise I could win in 0 turns~
I would suggest going further. Implement a ,say, 10% difference between buy prices and sell prices. half (5%) with the talent. Merchant is one of the easiest way to get initial capital in this game (10-20k in 10 minutes, easy), this should make that harder.

Also 
Oh I started letting that happen on hostile planets almost right after I started playing this.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 29, 2009, 03:58:07 pm
how do you use rovers?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 29, 2009, 04:37:02 pm
Ok, that does it!
*adds the line "To use drop them on a planets surface and collect them later" to the rovers description.* ;)

also:
It's not much, but that one is actually in there:
http://code.google.com/p/rlprospector/wiki/FAQ?tm=6
Title: Re: Prospector, a roguelike in development
Post by: puke on October 29, 2009, 07:49:26 pm
just started playing.  looks neat, but 0=on and 1=off?  really?  really?  must be a little joke.
Title: Re: Prospector, a roguelike in development
Post by: niltrias on October 29, 2009, 09:46:16 pm
Any word on that thursday-ish update that was mentioned a little while ago?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 30, 2009, 05:31:54 am
I was thinking i was making rather good progress, but right now i am returning from a test game where i went "Huh? why are you doing this here and now?" quite often.
Looks like it's going to be weekend/mondayish ...
Title: Re: Prospector, a roguelike in developpement
Post by: puke on October 30, 2009, 01:39:19 pm
a)maybe they are corpses of away teams from previous prospector ships?

oh my god, this game needs bones files! 
Title: Re: Prospector, a roguelike in development
Post by: a1s on October 30, 2009, 02:18:50 pm
just started playing.  looks neat, but 0=on and 1=off?  really?  really?  must be a little joke.
err... what?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 30, 2009, 03:25:29 pm
... it takes "ON" and "OFF" too, but if you change config in game it overwrites it with 0 and 1 again...
Also this: http://freefall.purrsia.com/ff1400/fv01378.htm :)

Anyway: Since i rewrote the leveling stuff, i have not yet managed to get a crewmember to level... some playtesting is required. Any volunteers in here? If yes, gimme an email adress.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 30, 2009, 05:07:54 pm
I have leveled them up before, but it was a glitch. I don't think the glitch made them level up, but ALLOWED them to. Like they were gonna level up but they were blocked form doing so and this let them.

Anyway the unblocker seems to be when you have gold in your inventory and go, Shift+W, highlight gold, enter.

keep improving this game please. Try adding the ability to make spacestations and equip them with crew and turrets and stuff and build buildings on the surface of planets and have random events.
Title: Re: Prospector, a roguelike in development
Post by: a1s on October 30, 2009, 05:20:31 pm
are we talking about 0.1.8a? I had a pilot level up once in that version and at one point 2 of my redshirts became elite with a message saying so. both events happened upon entering the space station.
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 30, 2009, 05:45:14 pm
We are talking 0.1.8b of course :)
With talents and stuff...thats when i rewrote it
(or since abcde so far meant save games are compatible, and they are not between 0.1.8a and 0.1.8b we should name this 0.1.9? ... hummmh)

And of course the colonizing stuff must be addes sooner or later. All that is standing in the way right now is a decent system for Supply/demand Growth/decline of colonies ... but i think i might want to concentrate on debugging for a while now. 0.1.8a had some bad ones...
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 30, 2009, 05:47:35 pm
Idk. I thought it might of been whenever i entere dthe spaceship but

1) i also only ever saw them level up when i pressed enter on gold. It only happened twice and i could of been mistaken, but to have it not happen every other single time i've visited a space station?

2) he said he couldn't get his guys to level up, if he played for a long amount of time it makes it seem as if this gold thing really works.
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 30, 2009, 05:53:04 pm
The gold thing has to be a coincidence. (If it wasn't, after spending 3 hours today finding out why my dead awayteams suddenly no longer align with their loot, I would throw my computer out of the window, scream, yell, and never again write a single line of code in my life :) )

He being me?
As i said: since i rewrote it. No one has played it (besides maybe ampersand if he already checked his email) besides me since i rewrote it :)
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 30, 2009, 06:23:38 pm
You made a new version? I think its more like noone will redownload it. Everyone on DF forums are used to ridiculously long delays.

what did you mean by away teams aligning with the loot?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 30, 2009, 06:31:22 pm
It's not yet ready for public consumption.
That's why i asked for volunteers. :)

Suddenly, for no (at first) apparent reason the dead awayteams where lying in one square, and their stuff somewhere entirely different... bughunting can be great fun :)
Title: Re: Prospector, a roguelike in development
Post by: puke on October 30, 2009, 07:39:06 pm
does this game have its own forum and/or wiki or anything?  there are about a million questions i am looking for answers to, and i cant find anywhere better to ask then in this thread:

i've found refueling platforms in almost every game, but am having trouble figuring out what to do there (besides refuel from the O's).  Ive tried:

Spoiler (click to show/hide)

are those buildings just inaccessable?  do i need to find something somewhere else in the game to get through?  do i need to level my science officer more?

also, whats up with the ASCS?  it's not hard to find them floating in space waiting to be boarded (find them in almost every game) but can you activate them and board them?  They have their own entery in the ships.csv, including text that suggests they can be taken over.  but so far the only thing i've been able to do is:

Spoiler (click to show/hide)

also, is there any way to sell stuff you dont need anymore?  i often find myself with piles of obsolete weapons and equipment, that my away team carries but does not eqiup.

last thing i can think of at the moment, i've had problems with away tems not equipping jetpacks, even when i have enough for everyone.  this does not happen all the time, but when it does happen in a game, it seems to be consistant.  similarly, i dont notice any particular benefit from headlamps.  are they not being used?
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on October 30, 2009, 07:40:15 pm
It appears that the zip that you sent to me isn't quite everything needed for the game to function. Replacing the files in the 1.8a release with the 1.8b release gives me the following error;

error #2 in  404 ADDMEMBER C:/Prospector/src/ProsIO.bas

So, I'm going to need a full zip.
Title: Re: Prospector, a roguelike in development
Post by: Little on October 31, 2009, 12:54:51 am
While playing 1.8a, I found a bug. The sound a laser makes in space combat loops till you shut down the program.

Also, is it possible to board ship?
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on October 31, 2009, 12:57:09 am
Actually, it loops until you trigger another, non looping sound effect, in my experience. The looping sound effects seem to be anything that occurs in the midst of space combat.
Title: Re: Prospector, a roguelike in development
Post by: thobal on October 31, 2009, 04:22:53 am
I've found it can be stopped by launching and landing repeatedly and quickly until it totally drowns out the combat sounds, but that wastes a bit of fuel and takes a fast hand.
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 31, 2009, 06:12:11 am
Hey puke!
Right now, you have come to the right place. This propably is the best place to ask questions.
Of course 60+ pages of thread aren't exactly convenient.

A own forum for prospector ... of course the main problem is my ability to spend exactly 0€ for something like that. And the main question would be how active such a forum would be. ... anybody knows of decent free forum hosting sites?

When i started working on this i made this : http://prospectorroguelike.blogspot.com/ and never bothered to post anything there (until now) Would that help/be more convenient?

Anyway:
the doors: there is actually a bug. you need to save and load the game again for them to really be open after you get the "your sciene officer opens the doors" message. If you don't get that message: 4 & 5s (and 6s) are more in the area of opening ancient alien doors.

The ASCS: you need to find one that has been stored a little more shielded than drifting through space for thousands of years :)

Looping sounds: put weap_3 (or was it 4 or 5?).wav and wormhole.wav into a sound editor and cut off the end, and they won't loop anymore.
Title: Re: Prospector, a roguelike in development
Post by: getter77 on October 31, 2009, 08:27:50 am
Well magellan, you could always make an all purpose topic with an updated FAQ OP of sorts over on Roguetemple among all the others.  Perhaps hang here for the "live" portion then summarise and centralize Q+A material after a bit on Roguetemple.

We do welcome everybody in regards to the entire lot of it afterall---also there are some general plans to expand the utility value and activities as a whole...
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 31, 2009, 08:09:49 pm
Ok, just started as a pirate, and am confused. I started out on a planet, looked around and found a pirate base. But when i landed there were ships that i could not get past on one side of me, and a field of acid on the other....Am i suppose to refuel here or something?
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 31, 2009, 08:26:11 pm
Okaaaaaaaaaaaaaaaaaaaaaaaaaay.

was the planet with highly hallucinogenic plant life not suppose to be a unique planet? Because it said i didint find any.


EDIT: PLZ TELL ME HOW TO SAVE! I found thousands of dollars of materials on 2 rouge planets and a very nice ship with very nice armor and weapons but i know i gonna lose it in some freak accident. Tell me how to save scum like in DF. Is it exactly the same way?
Title: Re: Prospector, a roguelike in development
Post by: Sowelu on October 31, 2009, 08:56:54 pm
Magellan:  It makes me very happy that you read FreeFall.
Title: Re: Prospector, a roguelike in development
Post by: niltrias on October 31, 2009, 09:00:36 pm
I just reserved prospector.freeforums.org.  If you want your own forum, it is yours.  Pick a moderator and I will turn over the password to them. 
I think this game has gotten enough of a following to warrant its own forum.  what you guys think?
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 31, 2009, 09:13:29 pm
I think a wiki would be more appropropriate. First thing you should add is a guide thread for all the items in the game that aren't painfully obvious. Heck even add the oens that are obvious.
Title: Re: Prospector, a roguelike in development
Post by: niltrias on October 31, 2009, 09:28:32 pm
Either way.  http://prospector.freeforums.org/ (http://prospector.freeforums.org/) is up and running, if a wiki is preferred and someone wants to set that up, go for it.  BTW, if my previous post was not clear, I am not reserving admin rights on the prospector forum.  I will be more than happy to turn over admin control to Magellan or anyone he prefers.  I just wanted to get a ball rolling.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on October 31, 2009, 11:20:32 pm
Ah, a bug, I seem to have infinite commonucation satillites after picking one off the ground on a planet.Correction, when you have to scroll down to drop things the text gets stuck when you scroll back up.

Also please make it an open forum, no password needed. Im too lazy to go through the whole registartion thing and will keep postig on this thread.


(how do you tell what your current engine and sensors re, hard to buy good equipment for your ship)
Title: Re: Prospector, a roguelike in development
Post by: Sowelu on October 31, 2009, 11:35:19 pm
Also please make it an open forum, no password needed. Im too lazy to go through the whole registartion thing and will keep postig on this thread.

That's so nice of you.  Forums with no passwords needed get full of spam even worse than most places.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 01, 2009, 12:10:16 am
What type of person would spam a new ASCII game forum?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 01, 2009, 12:33:50 am
They aren't people... they are bots.

Hmm... can you set this freeforum thingy to allow anonymous posts with captcha? In any case thanks a lot for the effort Niltrias. Best send the password to me i guess.

Title: Re: Prospector, a roguelike in development
Post by: niltrias on November 01, 2009, 06:20:36 am
I am a bit busy ATM, but tomorrow morning (about 12 hours from this post)  I will check out the captcha thing and send magellan the PW.  ATM, the password is only to my account, so I think I need to make an Admin account, give them Admin access, and remove Admin from my own account, then give that to Magellan.  Or just rename my account and remove the email link.  I will figure it out in the morning.
Title: Re: Prospector, a roguelike in development
Post by: a1s on November 01, 2009, 01:03:09 pm
Also please make it an open forum, no password needed.
I would like to pose that reuqest. I always like to talk to someone with a name (and an avatar) rather than guest#1337.1415926  ;D
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 01, 2009, 01:09:58 pm
Actually that is something... currently the player doesn't get any robots.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 01, 2009, 02:06:21 pm
Ok, bit of a technical problem for me.

I was save scumming over and over due to constant dieing (even with my 7 people with forcefields and super equipment), but i save scummed once during a lag spike i had. This lag spike copied the savefolder, but also copied a "tiles" program. Ever since i duplicated the tiles folder the game has lost contrast. The colors went dull and green has become blueish and reddish.

I tried both removing the tiles program, and placing it in the data folder. How do i ge tth ebright colors back?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 01, 2009, 02:48:54 pm
tiles.bmp needs to be in the data folder.
It should look like this:
(http://i35.tinypic.com/rw01f7.jpg)

If it doesn't you could actually just copy that one above into the data folder.
Also: 7 folks is tiny. They will die. You can start to feel reasonably save when you got around 15-30 meatshields
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 01, 2009, 03:34:06 pm
? That looks more like a tileset. I have tiles, the color is just faded.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 01, 2009, 03:45:32 pm
Yes, it does, and more or less even is (ugly and incomplete).
But the ascii mode uses the same colors as the tiles, and it gets them from that file. If it doesn't find that file, it won't do anything out of the ordinary, but use default colors wich will be wrong.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 01, 2009, 03:47:47 pm
One tough thing you may want to do to make your game better is include Boarder tiles so to speak.

So if there is a lake beside land there would be a shore.

Yes it would expand the number of tiles you use many fold but it would go a long way to making your game look MUCH better
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 01, 2009, 05:33:05 pm
I just want to know where the "tiles" file goes. In data? Where?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 01, 2009, 05:40:59 pm
yup, Data folder.

@Neonivek
Another area where there is a lot of room for improvement. Them being complete and/or actually identifiable (and larger) for starters :)
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 01, 2009, 05:55:10 pm
If you ever increase the tile size I volunteer to at least TRY to help with pixil drawing stuff.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 01, 2009, 06:20:18 pm
Wow! A very generous offer. Of course the task is daunting: A quick grep revealed that there are at this moment 1459 print commands in the prospector source code. And i'd have to adjust most of them.
Title: Re: Prospector, a roguelike in development
Post by: Little on November 01, 2009, 06:30:31 pm
Just a question, but is it currently possible to board enemy ships and take them over?
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 01, 2009, 06:40:37 pm
Wow! A very generous offer. Of course the task is daunting: A quick grep revealed that there are at this moment 1459 print commands in the prospector source code. And i'd have to adjust most of them.

I can't tell if this is sarcastic or not.

I said Try because I doubt my talents.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 01, 2009, 06:52:03 pm
@little Nope, no boarding (yet) unless they are drifting in space already

@neonivek
I drew those few little ugly ones. And it's a helluva alot of work! No sarcasm in the slightest!
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 01, 2009, 07:04:17 pm
I may need help with it a bit (formatting and all) but Ill do as many as I can as soon as I know the dimensions and all that if you decide to undertake it.
-As well as some sort of list of things that need or could use it.

I am best at objects and weakest at living beings.
Title: Re: Prospector, a roguelike in development
Post by: niltrias on November 01, 2009, 09:19:30 pm
Magellen....I PMed you the admin info.  Tried to just give you Admin rank, but I failed to figure out how to give ranks.  Anyway, its all yours.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 01, 2009, 10:38:02 pm
Think I found a slight inconsistency in a couple of places.
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 01, 2009, 11:34:06 pm
yup, Data folder.

@Neonivek
Another area where there is a lot of room for improvement. Them being complete and/or actually identifiable (and larger) for starters :)

i put it in the data folder, but i don't remember seeing it there before and it didn't do anything.


Also i don't think there is a way to take over enemy ships, but you can find ships just laying in space and if you go on them and kill everyone, you can take it. I got a nice ship and could of had a destroyer if i didint have an extremly valuable mount of cargo with me.

And then there are crashed ships on planets.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 02, 2009, 12:23:17 am
I think a few stars around the stations should be visible on the map on start up to help get started. Nothing worse than running out of fuel before you find your first star.
Title: Re: Prospector, a roguelike in development
Post by: Little on November 02, 2009, 12:35:30 am
That should be almost impossible, considering you can move sixty tiles minimum. What does piss me off is when stations are in the middle of the gas clouds, but losing is fun  ;D
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on November 02, 2009, 01:05:47 am
"Captain, stop the ship here. This is where we shall make our space station!"
"The middle of a dangerous gas cloud in the middle of pirate territory?"
"YES."

 And then we see the businessman is a dwarf.
Title: Re: Prospector, a roguelike in development
Post by: Sowelu on November 02, 2009, 02:35:54 am
"Captain, stop the ship here. This is where we shall make our space station!"
"The middle of a dangerous gas cloud in the middle of pirate territory?"
"YES."

HERE!  We build HERE!
Title: Re: Prospector, a roguelike in development
Post by: niltrias on November 02, 2009, 08:21:27 am
"Captain, stop the ship here. This is where we shall make our space station!"
"The middle of a dangerous gas cloud in the middle of pirate territory?"
"YES."

HERE!  We build HERE!

Gotta admit, it sounds...dwarfy
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 02, 2009, 08:26:29 am
Ok i just realized my question wasn't answered.

As a pirate, how do you refuel, i went onto the pirate base i started at but couldn't move around or refuel. Or buy things.

Can i use spacestations as a pirate?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 02, 2009, 08:38:59 am
Next to the landing pad is a row of buildings, one of them sells fuel.
And i made a mistake: tiles.bmp belongs into the same directory as prospector
And i put 0.1.8b out.
(among other things it now floodfills the space map to check if all space stations are accessible without crossing gas clouds, and makes new clouds if they are not)
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 02, 2009, 10:33:59 am
I love the new log book, now if only we could annotate that!
A couple of things:

1) how do you examine crew members?

2) equipment seems buggy in this version, sometimes it displays less than your current weapons totals until you hit @ several times.

3) what do wages do?

4) I found a pirate base in the same tile as space station 1.

5) why oh why do scout ships have plasma guns now?

6) without a nav comp,  how does the log book know star positions?

Title: Re: Prospector, a roguelike in development
Post by: magellan on November 02, 2009, 10:43:03 am
5)Ship weapons get randomly rolled now.
1)A is the command to examine your Crew.
3)High wage makes crewmember happy
2)Huh? thats new...
6)That is a very good question....
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on November 02, 2009, 10:53:06 am
"We engrave it onto a slab of stone like real men do! Jus' don't go selling this copper ore to the minin' company."
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 02, 2009, 12:14:13 pm
Next to the landing pad is a row of buildings, one of them sells fuel.
And i made a mistake: tiles.bmp belongs into the same directory as prospector
And i put 0.1.8b out.
(among other things it now floodfills the space map to check if all space stations are accessible without crossing gas clouds, and makes new clouds if they are not)
I dont know what you mean by directory, and when i landed on the pirate planet, there were shps that i was unable to pas son one side, and a sea of acid on the other...
Title: Re: Prospector, a roguelike in development
Post by: a1s on November 02, 2009, 01:34:22 pm
Next to the landing pad is a row of buildings, one of them sells fuel.
And i made a mistake: tiles.bmp belongs into the same directory as prospector
And i put 0.1.8b out.
(among other things it now floodfills the space map to check if all space stations are accessible without crossing gas clouds, and makes new clouds if they are not)
I dont know what you mean by directory, and when i landed on the pirate planet, there were shps that i was unable to pas son one side, and a sea of acid on the other...
Directory is geekspeak for "folder". as for your in game predicament- just lift off and reland (or, you know, don't play as a pirate, it's broken)
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 02, 2009, 05:40:57 pm
yes i relanded severalt imes but it's always in the same spot. Mark down another bug fix.

if it goes in the same folder, i think it would of been very recognizable but i havent seen it.

Anyway i can't check because my garbage laptop broke (again).....Yay for 3 year warranty which forces them to fix it for the 3rd time already.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 02, 2009, 07:23:40 pm
Erf. I forgot about my Vi keybindings.

Edit: Pretty big bug. If you go to your away team menu 'A', while on a planet, all unexplored area will still have the menu on it when you exit out of it. Exploring the blank space reveals the correct tiles.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 02, 2009, 11:00:12 pm
Another small bug, I think.
Spoiler: Super spoilerific (click to show/hide)

Also, another bug. Landed on a planet, and got a message indicating to contact magellen and give him the error log.

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 02, 2009, 11:46:36 pm
Spoiler (click to show/hide)

Response to Super SPoilerific expy ala doshious crazy mc peaterson pants crazy mania la la la blaw
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 03, 2009, 08:43:00 am
I just hired a gunner with the linguist talent (He was eaten by a sandworm).
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 04, 2009, 08:07:09 am
I just hired a gunner with the linguist talent (He was eaten by a sandworm).

Why does this sound sooo appropriate?
Title: Re: Prospector, a roguelike in development
Post by: Mohreb el Yasim on November 04, 2009, 08:37:18 pm
Another small bug, I think.
Spoiler: Super spoilerific (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 05, 2009, 01:25:16 am
Of course trees can't have a middle initial. It's against their religion or something i think...
Title: Re: Prospector, a roguelike in development
Post by: Paul on November 05, 2009, 02:32:46 am
I just tried this game a bit.

I got this while trying to land on the pirate planet when you start as a pirate.

error #6 in  2774:EXPLOREPLANET C:/Prospector/src/prospector.bas

It's repeatable every time I try to land on the planet. I can send you the save file if you need it.


And when I try to save it gives me

error #6 in  326: C:/Prospector/src/prospector.bas

-edit- I just realised that second one was due to having the option to return to start screen after death. Turning it off stops the error.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 05, 2009, 08:54:22 am
Thanks Paul!
will both be fixed with the next release, wich might not be today, but propably tomorrow, or saturday at the latest.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 05, 2009, 09:21:46 am
Ohh, if I could beg and plead for a quick hotfix; there are a couple things that need reworking.

The squad menu can only be scrolled with number keys, or the number pad. My keyboard does not have a number pad. I use vi style controls, which for some reason does not work.

Because I use vi style controls, y is my Go North West button. This gets problematic when I'm trying to move quickly, and don't notice that I've just encountered an Anti-Pirate Patrol. Attack anyway? y/n.

If it isn't too much trouble, make the y in such menus a capital Y. I've killed myself at least five times due to this sort of thing.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 05, 2009, 12:59:16 pm
could youjust make the yes key bindable?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 05, 2009, 02:55:12 pm
*points at BishopX*
This guy is smart!
Thats a very good solution!

Ok, bugfix will be out tomorrow. I hope i will catch some more till then, and if i don't ah well...
Title: Re: Prospector, a roguelike in development
Post by: Paul on November 06, 2009, 12:42:25 am
Another glitch I noticed - I bought the level 3 shield generator, but it still shows as only level 2 on the ship and only gives 2 shield points. Trying to buy level 3 again says I already have it.

Also, is the level 3 engine supposed to only be 4 movement on a merchantman? I seem to remember having 5 movement on the scout with l3 engine, but I wasn't sure if the merchantman was just slower or if it was messing up.

Is there any way to sell things in the game? Like I wanted to sell my rocket launcher for a cargo bay thing so I try some trading, but even though the rocket launcher is worth 3000 I had to pay 500 for the cargo bay and the rocket launcher just got removed.

It's a fun little game with a certain appeal to it. I can see the potential :)
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 06, 2009, 12:51:03 am
yes, the merchant is heavier than the scout. (Try running a battleship with grade 1 engine. It's fun!) The others i will have to look into.
And no, no selling except for some exceptions you need to find on planets.
The others i will have to look into :)
Title: Re: Prospector, a roguelike in development
Post by: Tilla on November 06, 2009, 02:19:28 am
I like the new version despite annoyances..like my entire crew retiring and taking all my personel gear with them after each return to space station ><
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 06, 2009, 05:41:39 am
Try raising their paycheck.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 06, 2009, 07:27:17 am
New bug. Science officer died. Somehow, I'm still able to collect bio-data, presumably because the captain is Competent, or something. However, I'm getting negative amounts of it.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 06, 2009, 08:21:38 am
New bug. Science officer died. Somehow, I'm still able to collect bio-data, presumably because the captain is Competent, or something. However, I'm getting negative amounts of it.

HEH!

Your Captain suffers from intellectual incompetence to the extent that the biodata he collects sets AstroXenoBioChemical physics back years!
Title: Re: Prospector, a roguelike in development
Post by: Drakale on November 06, 2009, 09:43:54 am
(http://z.about.com/d/animatedtv/1/0/5/zapp.jpg)
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 06, 2009, 10:00:58 am
Another glitch I noticed - I bought the level 3 shield generator, but it still shows as only level 2 on the ship and only gives 2 shield points. Trying to buy level 3 again says I already have it.

Also, is the level 3 engine supposed to only be 4 movement on a merchantman? I seem to remember having 5 movement on the scout with l3 engine, but I wasn't sure if the merchantman was just slower or if it was messing up.

Is there any way to sell things in the game? Like I wanted to sell my rocket launcher for a cargo bay thing so I try some trading, but even though the rocket launcher is worth 3000 I had to pay 500 for the cargo bay and the rocket launcher just got removed.

It's a fun little game with a certain appeal to it. I can see the potential :)

Humm... couldn't reproduce the shield thing.
I have to ask: are you 100% certain you didnt mix up SP with Sc?
(if you didn't do you have a savegame?)
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 06, 2009, 11:52:57 am
The other posibilty is that your shield generator got damaged...did it stay at 2 AFTER you left the station? Damaged shields reset upon leaving the station.

I guess adding a "damaged" indicator for ship parts would be nice (maybe change their color?).

Title: Re: Prospector, a roguelike in development
Post by: Paul on November 06, 2009, 03:48:07 pm
The other posibilty is that your shield generator got damaged...did it stay at 2 AFTER you left the station? Damaged shields reset upon leaving the station.

I guess adding a "damaged" indicator for ship parts would be nice (maybe change their color?).



Ah, thats what it was. I had looked at my shield generator in the base (using @) and saw 2 and tried to buy a 3 but it said I already had one. Looking at it now I see a 3 there and its giving me 3 SP.

Sorry for the false report :) I should have paid more attention and checked it later, but I found it right near the end of when I was playing so didn't notice the change after leaving dock.

-edit- I bought jetpacks for my people. The fuel indicator for jetpacks is bugged - it tells you jetpack fuel low, jetpack fuel very low, etc - even when its full (25). It makes using jetpacks rather annoying, since the messages keep interupting movement and beeping.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 07, 2009, 04:22:11 am
Armor needs to be more effective. A full squad with layered personal force fields just got taken down by two of those
Spoiler (click to show/hide)
In a drifting spacecraft.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 07, 2009, 09:37:17 am
I haven't you learned yet never board a hostile space craft without at least 30 fusion grenades...
Title: Re: Prospector, a roguelike in development
Post by: Xehon on November 07, 2009, 11:19:30 am
Armor needs to be more effective. A full squad with layered personal force fields just got taken down by two of those
Spoiler (click to show/hide)
In a drifting spacecraft.

I agree. Its way too easy to get your mates killed. Especially in late game, when you're trying to do the more difficult things. It kinda makes leveling too meaningless, you'll have to replace the guy soon anyway and things like the fast trait are also quite useless, if you're never going to have a team of 'fast' people.

Also, IMO the game is a little too unrealistic. Biota is too common and too deadly. Anyone can kill some of the largest creatures on earth with something as simple as a shotgun, yet a team of professionals with futuristic hi-tech weapons are regularly massacred in the vastness of space it seems. I'd make alien creatures something very valuable and somewhat rare. Something you could kill with ease most of the time, but won't because its hell of a lot more valuable alive than dead. So the main challenge would become capturing live specimens rather than surviving the zerg rush.
Also, the planets seem a little too small, how about making them larger by creating an additional layer to the planet map. Like a world map, where you do the exploring, and a local map of places of interest, where the action is.

Otherwise, its a great game. Kept dying at the beginning because of acid, but now I already have had myself slaughtered in ancient ruins and pirate bases. Ah, losing is fun. Also, keep away from the mushrooms, the floating kind is especially deadly.

BTW, is the disintegrator supposed to have a damage of 1, or am I missing something?
Title: Re: Prospector, a roguelike in development
Post by: Megaman on November 07, 2009, 11:27:18 am
Also, IMO the game is a little too unrealistic.
It's a game. Put in a sci-fi perspective. Magellan could do whatever the hell he wants with it, the unerasitic approach is fun as hell.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 07, 2009, 11:34:02 am
Realistically in a sci-fi perspective you are usually COMPLETELY overpowered and rely on your wits and sometimes technobabble to survive.

How many times when watching Star Trek, Buck Rogers, or Dune were you presented with an even battle?

Though I do think that the main officers should be clearly supperior and survive more often when compared to the security team even if it means fudging some rolls. Afterall this is classical sci-fi, the security team are the cannon fodder and usually die off leaving everyone else to save the day.
Title: Re: Prospector, a roguelike in development
Post by: Megaman on November 07, 2009, 11:56:46 am
I like it the way it is. GIves me a challenge. *forces steriods down security team's mouth security team to use better equipment*.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 07, 2009, 12:04:39 pm
Realistically in a sci-fi perspective you are usually COMPLETELY overpowered and rely on your wits and sometimes technobabble to survive.

How many times when watching Star Trek, Buck Rogers, or Dune were you presented with an even battle?

Though I do think that the main officers should be clearly supperior and survive more often when compared to the security team even if it means fudging some rolls. Afterall this is classical sci-fi, the security team are the cannon fodder and usually die off leaving everyone else to save the day.

If you take a look at the hit points of officers, they are much tougher than your redshirts they have hit-points equal to 2+level, which means that a level 1 officer will be 50% more durable than a fresh redshirt.

Also, your troop will be a lot more durable if you leave tactics on defensive.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 07, 2009, 12:20:05 pm
BTW, is the disintegrator supposed to have a damage of 1, or am I missing something?

Hi Xehon! Thanks for the feedback. Erm. yes damage of 1, no you don't miss anything. It could be that you are missing that other weapons have damage of .1 to .8 (As in 0.1)? 

BTW: I fixed some bugs and compiled and put it up and stuff... not all though but i figured better some than none.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 07, 2009, 01:06:44 pm
It is way to easy to die in this game. I can't count the times I lost at the last second, or events like a meteor landing and cutting me off from my ship to die or be stuck forever.

In DF if you know what your doing you can fight off most problems but in this it's just luck. Please put in some save slots.
Title: Re: Prospector, a roguelike in development
Post by: Volatar on November 07, 2009, 01:11:38 pm
It is way to easy to die in this game.

Quote
Prospector, a roguelike in development.

 ::)
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 07, 2009, 01:41:10 pm
I recall you saying something about "dying with an awayteam of 7", micro102. Now, assuming that wasn't a typo and you meant 70 i say this: There is strength in numbers in this game. Don't have weapons for 5 extra redshirts? doesn't matter, bring the meatshields anyway.

...
I've read more than one post on ADOM stating
"
How do i enter this dungeon? the map looks like this:
^o
@^
"
So for you to be cut off from your ship by a meteorite there would have to be a mountain directly outside of every new crater wall, i.e look like this before the strike:
....^^^...
..^......^.
..^......^.
..^......^.
....^^^..

and like this afterwards
....^^^...
..^^..^^.
..^......^.
..^^..^^.
....^^^..
 
... not saying it can't happen, but the chances are pretty slim... you are aware that you can use the numpad for movement?

Thing is i hear both: It is too hard and too easy. What am i supposed to do? :)
Title: Re: Prospector, a roguelike in development
Post by: Volatar on November 07, 2009, 01:45:31 pm
Thing is i hear both: It is too hard and too easy. What am i supposed to do? :)

Simple. Say its a rougelike and make it even harder  :D
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 07, 2009, 01:51:02 pm
Maybe there should be a rhyme or reason to the placement of the planets

Like the pathetically easy planets should be close to the station and the tough ones that require 30 tricked out crewmates to beat could be on the outer verges of space.

Though that could be too artificial
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 07, 2009, 02:14:03 pm
Unique planets are the only ones where you don't know quite what you're getting into. With everything else you can find out pretty quickly. As with all rogue likes running away if a big part of the game.

On a completly unrelated note, how do funner's and medics gain XP? Becuase none of mine seem to.
Title: Re: Prospector, a roguelike in development
Post by: Megaman on November 07, 2009, 02:26:30 pm
do their jobs :).
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on November 07, 2009, 02:30:08 pm
 My complaint is how lethal some aliens can be. Give them bows and they will wreck your armored and energy weapon armed screw any time. Also, it seems too difficult to see who is armed with what. I know the redshirts are supposed to be glorified hitpoints, but I would like a list showing who has armor and weapons so i know to buy 20 new guns after a failed expedition instead of guessing.

 Unless there has been development I missed.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 07, 2009, 02:36:03 pm
Gunners and Medics didn't. There was a bug.
Fixed now in 0.1.8c

@Duke: (A)wayteam now shows what they have equipped, and even gives the faceless crowd names :)
Title: Re: Prospector, a roguelike in development
Post by: Blaze on November 07, 2009, 03:10:04 pm
Bug: Running into plasma streams in Ship to Ship combat adds +1 to hull strength.

1. I've got a mission to find a planet for the Omega Bioengineering office, is there a way to see what I needed to do?

2. Why do my tractor beams ALWAYS break down after 1 move? I've tried 4 times to tow a ship so far and I got nothing. Also, I dragged it on top of a space station, now what?

3. Are desert sandworms supposed to be practically immune to my laser rifles, tear through my layered p. forcefields with ease, AND multiply???

4. Is there any way to mass drop/sell old equipment? I can't scroll down because the inventory bug kicks in.

5. Bug? I just entered a natural cave. Cue aliens spawning and mass dying from asphyxiation. Biodata! Yoink!

6. What do I do with "Pots of burnt clay" and "handwritten book" and stuff like that?
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 07, 2009, 05:14:03 pm
Some laptops dont have numpads :(


And wouldn't the those 40 extra people cost you like....2000 more credits everytime you dock on a station? Those extra guys don't help with the
Spoiler (click to show/hide)
or space battles.

I dont see where you can get the resorces to pay off all those guys?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 07, 2009, 05:25:45 pm
@ blaze
1)(Q) shows you the quests you have
2) get a better pilot, then dock and visit the company office.
3) They are tough critters, yes
4) Erm... no selling no
5) Ooops... yes, thanks
6) did i say no selling? i lied
Looks like i have work ahead

@micro102
Several remedies:
there is a "chose diagonal" or soemthing like that thingy in config. If straight ahead is blocked he goes sideways. I've been told it works
You could also rebind the direction keys in keybindings.txt
or use the 1 3 5 6 keys, they work as well

40 redshirts would cost 400 cr per docking. And if they don't come alive back they don't get paid...  ;) 
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 07, 2009, 05:47:21 pm
You don't need the numpad to move with numbers...1 is SW, 2 is S, 3 is SE...

when will we see 1.8c?

Also is there a way to re-order our redshirts? I want my strong guy to carry the best melee weapon.

EDIT: I seem to be able to spell better when I'm drunk?
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 07, 2009, 05:53:18 pm
AH i see it only costs 50 to buy them.

And thx for the direction info. Maybe i will die 20% less now.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 07, 2009, 05:59:32 pm
You don't need the numpad to move with numbers...1 is SW, 2 is S, 3 is SE...

when with we see 1.8c?

3 hours ago. Happens all the time with FTL travel... ;)

Also is there a way to re-order our redshirts? I want my strong guy to carry the best melee weapon.

Not yet... still in the "Now how the hell do i do that" phase to be honest ...
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 07, 2009, 06:39:58 pm
Below is a copy of my keybindings file, for all those without numberpads.
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Blaze on November 07, 2009, 06:54:55 pm
Visual bug, being too close to the edge of the galaxy causes the system view to be shifted due to lack of space.

Spoiler (click to show/hide)

Oh, and auxilery jetpack fuel containers don't seem to work at all.
Title: Re: Prospector, a roguelike in development
Post by: Little on November 07, 2009, 07:35:14 pm
Found a bug.

Was playing as a pirate, and after a battle, there was some rapid screen scrolling, and then this appeared:

ERROR: Please inform the author and send him the file error.log
matthias.mennel@gmail.com
error #6 in 1466:SHOW_STARS C:/Prospector/src/ProsIO.bas

My save is still there, but when I select it the error appears. I was doing so well. :'(
Title: Re: Prospector, a roguelike in development
Post by: Jay on November 07, 2009, 07:52:56 pm
Oh wow.  I completely forgot about this.  What have I missed since 0.6?  >.>
Title: Re: Prospector, a roguelike in development
Post by: Blaze on November 07, 2009, 09:29:19 pm
Another bug, when you find an abandoned ship. You can skip the repair time by choosing no, then interacting with the ship again.
Title: Re: Prospector, a roguelike in development
Post by: Paul on November 07, 2009, 10:08:08 pm
You might want make towing a little bit easier. It took me 6 tractor beams to tow a Destroyer 3 squares to a dock with a level 4 pilot. Luckily they paid me 10k, but even with such a big payoff I only netted about 2000 due to 500cr for each tractor beam and about 800 for each docking in wages to buy more beams. Plus I had the initial costs of having to kill off the previous inhabitants - a bunch of mushrooms that killed 9 of my security people.

This also makes towing in ships for 500 cr worthless, since it will cost you at least several tractor beams to get one in. I towed in a troop carrier and got paid 500 cr and I had to buy 2 additional beams to get it in. Also with a level 4 pilot.

You also might want to cut the wage costs for high level people a bit, or at least make it depend on the length of the journey. Maybe have it divide by 100 and multiply by the amount of turns since you docked? That way you'd pay the full amount every 100 turns, but if you're trying to trade or something and taking only 25 turns from station to station it doesn't charge you the full amount every time and you can actually pull a bit of a profit. Having to pay 800 every time I dock means I can't make any profits at all trading, and every excursion requires me to stay out a few hundred turns and make a fortune to pay for the wages. Lowering my wages just makes them retire at every single dock, which gets excessively annoying.
Title: Re: Prospector, a roguelike in development
Post by: Blaze on November 07, 2009, 10:55:17 pm
The easiest way to clear a mushroom ship is to blow a hole in the hull.

Then collect the Biodata from the corpses for loads of profit.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 07, 2009, 11:05:36 pm
Quote
My complaint is how lethal some aliens can be. Give them bows and they will wreck your armored and energy weapon armed screw any time

I do agree that a lot of the time these Aliens break my sense of emmersion when their primative abilities, small size, or Stone age technology trumps space age technology and highly trained personel.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on November 07, 2009, 11:26:38 pm
Quote
My complaint is how lethal some aliens can be. Give them bows and they will wreck your armored and energy weapon armed screw any time

I do agree that a lot of the time these Aliens break my sense of emmersion when their primative abilities, small size, or Stone age technology trumps space age technology and highly trained personel.

Yah, it's sort of a civlization situation, where not just occasionally but OFTEN spearmen can take down mechanized infantry. I imagine there's a trope for that
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 07, 2009, 11:28:58 pm
Are you kidding there is a GAME based around the Concept: Civilisation 4

Ohh wait that is what you meant

If an Archer starts killing infantry (I can understand it going through forcefields) the arrows better be made out of some sort of material or the creature better be large enough that these arrows are like balistae
Title: Re: Prospector, a roguelike in development
Post by: Tilla on November 07, 2009, 11:32:55 pm
Ah, here it is: http://tvtropes.org/pmwiki/pmwiki.php/Main/RockBeatsLaser
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 07, 2009, 11:36:03 pm
Getting elites is both awsome and scary. I got a sharp shooter and a Strong, but apparently they cost hundreds as when i docked i got a -626 credits. Thank got a hit a jackpot.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 08, 2009, 04:49:39 am
Oh, and auxilery jetpack fuel containers don't seem to work at all.

Work fine here. 25 fuel without, 50 with. They aren't supposed to stack
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 08, 2009, 12:37:31 pm
New bugs:

-Drifting spaceships don't have engines. While this may explain why they are drifting, it should make using them as your ship more difficult.

-Creatures in caves on airless worlds are still asphyxiating.

-Blowing holes in spaceship hulls leaves black squares rather than space.
Title: Re: Prospector, a roguelike in development
Post by: Paul on November 08, 2009, 03:09:11 pm
Playing around with it a bit today I got this while engaging an unidentified sensor blip:
error #6 in  68:DISPBASE C:/Prospector/src/math.bas
error #12 in  -1:DISPBASE C:/Prospector/src/math.bas

This happens every pirate encounter. I think it might be related to the fact that I killed some pirates on a planet I explored, and apparently got rewarded for destroying a pirate base (10k).


On another note, is there any way to actually capture an alien scout ship? I managed to clear one out through extensive use of mines and grenades and the death of many many redshirts, but was disappointed to find that nothing on the ship let me claim it. I got a ton of money towing it in as salvage, but I was hoping to fly it as my own.
Title: Re: Prospector, a roguelike in development
Post by: Blaze on November 08, 2009, 05:17:21 pm
I've got that error too, now my save game is completely unusable since the pirates just try to attack me every time I move. I only had 11,000 more credits to go...

As for those stranded ships, I'm pretty sure you can take over everything except the generation ship, which doesn't have an interactable bridge.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 08, 2009, 05:28:00 pm
Playing around with it a bit today I got this while engaging an unidentified sensor blip:
error #6 in  68:DISPBASE C:/Prospector/src/math.bas
error #12 in  -1:DISPBASE C:/Prospector/src/math.bas

This happens every pirate encounter. I think it might be related to the fact that I killed some pirates on a planet I explored, and apparently got rewarded for destroying a pirate base (10k).


On another note, is there any way to actually capture an alien scout ship? I managed to clear one out through extensive use of mines and grenades and the death of many many redshirts, but was disappointed to find that nothing on the ship let me claim it. I got a ton of money towing it in as salvage, but I was hoping to fly it as my own.

Thanks for the bug reports. will look into... would it be possible to have one of those unusable savegames? That one looks wierd...

As for the alien scoutship: you need to find one that has been a little bit better preserved...
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 08, 2009, 06:32:39 pm
I had an odd incident in which a pirate cruiser in an asteroid belt ran into my plasma stream, while firing it's weapons at me. It was destroyed, but my health also instantly dropped to zero.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 08, 2009, 06:43:19 pm
Is there a way to shoot at different angles. I find it unfair to have ranged units be able to shoot one tile down 3 tiles across, when i can only shoot diagonally or straight.

Also, anyone got a suggestion to escaping 2 prirate "C"s? Or am i dead....Also they can shoot at me when i can't even see them. I feel that without a destroyer i won't survive a space battle aganst a "C"
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 08, 2009, 06:51:44 pm
If you toggle active sensors you should see them. Missiles help as well.
Title: Re: Prospector, a roguelike in development
Post by: Blaze on November 08, 2009, 07:13:58 pm
Can we have an easier way to see which creatures are attacking you and which aren't?

"x"-> scroll to creature-> scroll down description is pretty tedious when you have to do it 5 times just to miss the message about it going hostile and ending up losing 12 people to it.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 08, 2009, 09:26:29 pm
I had large bits of my inventory vanish after returning to a station with a large amount of resources.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 08, 2009, 09:32:12 pm
That sounds like retirement.
Title: Re: Prospector, a roguelike in development
Post by: Paul on November 08, 2009, 09:36:14 pm
Alright, I went ahead and emailed the save to the email address provided in the error notice.

What do you do with alien art? I picked up a bunch of alien art by trading with aliens, but it doesn't sell when I talk to the station office.

Also, how do you collect money for missions? I got a mission to map a specific planet at a specific x,y location. I went there and maped the entire planet walking over every single tile using jetpacks. Went back to base, no reward. Went back to the place and mapped the entire solar system, every tile of every planet, and still no reward.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 09, 2009, 12:09:50 am
Did you go back to eridiani explorations or to another base?
Title: Re: Prospector, a roguelike in development
Post by: Paul on November 09, 2009, 12:23:29 am
Yes. I then went to the other two bases just to make sure I hadn't mixed them up.

I just had another mission in a new game (died in that one to an unexpected pirate attack containing several cruisers) where I was supposed to find a lifeless very dense exotic atmosphere planet. I found one with 10% chance of life and didn't see any life forms there. Did it need to just not have any life forms present, or actually be 0% chance of life?
Title: Re: Prospector, a roguelike in development
Post by: Little on November 09, 2009, 12:25:58 am
Is there any way to record which base has which office and on what star the pirate base is hidden in?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 09, 2009, 12:27:52 am
Hmm... ok, will have to look at that then.
Theoretically it would have to have the right atmosphere, no critters and no plants. You get a message if you start from a planet that qualifies.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 09, 2009, 02:40:37 am
That sounds like retirement.

No one retired. And the bit of my inventory that vanished was a laser drill, not a weapon or armor. In fact, it was only my first excursion out. I did get hit dead on by a Comet while on the planet, though. Might that have something to do with it?

Yeah, I was comet mining. I had something like 7000 resources.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on November 09, 2009, 05:37:38 am
I've decided to blog a bit about Prospector out of boredom, will link you all when it's up on Dtoid. Might get you some new fans
Title: Re: Prospector, a roguelike in development
Post by: ductape on November 09, 2009, 05:45:10 am
I still think Magellan might be Toady...
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 09, 2009, 06:11:09 am
Think Prospector is the Supar Sekrit Month End Project he allegedly stopped working on?
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 09, 2009, 11:28:14 am
No, I don't think Toady would go as far as setting up a separate forum.

In other news, I love the fact that you can tunnel through mountains now!
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 09, 2009, 12:06:54 pm
While Prospector isn't the most ambitious project presented in the Other Games Forum (Id rate it 2nd-4th) what with the Mech game, Roguelife, and Airlands.

It is by far the one that actually has results and is also still visually developing.

So congradulations Magellan!
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 09, 2009, 12:18:03 pm
comet mining? you mean those gray blocks next to planets?
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 09, 2009, 03:19:51 pm
comet mining? you mean those gray blocks next to planets?

I mean standing on a rogue planet, and waiting for comets to collide with it and leave behind large ore deposits.
Title: Re: Prospector, a roguelike in development
Post by: Paul on November 09, 2009, 05:21:04 pm
I was wrong about the exotic atmosphere one being lifeless. I just didn't look around good enough - I found a single critter. It seems to do a good job at avoiding me :)
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 09, 2009, 06:40:27 pm
O lol aren't those meteors?

Anyway i found this ship filled with fast and armored robots. I slowly carved my way through it, fighting off one robot at a time, until i came to this 3x3 room FILLED with robots. I couldn't kill them all. Until i realized that "f" "direction" shoots multiple things at once. so i shot a hole in the wall and ripped 10 robots to pieces in seconds.

The robots kept respawning too

Now the question is....Why cant i take this ship? I found a ton of supplies and cryocells and some disintigrators. Can these ship peices be transferred to my new ship?
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 09, 2009, 08:59:05 pm
Alright found another bug on a dying world my science officer started wanting to leave 10 turns after he was killed in an earthquake.

And buying a heavy scount from a light scout duplicated my rocket launcher.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 09, 2009, 09:37:16 pm
someone plzzzzzz tell me if i can transfer all my weapons and cryocells to a destroyer if i buy one.
Title: Re: Prospector, a roguelike in development
Post by: Blaze on November 09, 2009, 09:42:38 pm
I'm pretty sure all your ship equipment is transferred to your new ship if you're buying it.

If there aren't enough slots, I think it just disappears.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 10, 2009, 01:18:06 pm
But will i have the chance to switch better parts? if a desroyer has 4 lasers, and my old ship has a disintegrator, will the disintiegrator end up on my destroyer?
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 10, 2009, 01:24:42 pm
sort of. Buying a new hull doesn't upgrade any components. That is, if you start of with a light scout with a plasma gun, and then buy a destroyer, you will still have sensors 1, engine 1, shields 0 and a plasma gun (although there is a bug which might give you 4 of them instead).
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 10, 2009, 01:28:49 pm
But will i have the chance to switch better parts? if a desroyer has 4 lasers, and my old ship has a disintegrator, will the disintiegrator end up on my destroyer?

Realistically wouldn't that take hard labour or even be impossible?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 10, 2009, 01:40:42 pm
Supposed to be like this: If your new ship has less weapon slots you can pick and chose what to transfer. But there may be bugs. :)
@Neonivek: yup, lots and lots of work! Ha! An explanation why you don't get to cash in your  old hull? :D thx!
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 10, 2009, 01:41:08 pm
So? i picked the dinsintegrator cannon off another ship and replaced my first cannon with it. it's more along the lines of "was it programmed in or not"
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 10, 2009, 01:54:53 pm
Well, there have been reports of weapons duplicating and turning into other kinds. Weapons dissapearing would be new. Gotta look into that soonish.

If you want to be on the save side: savescum! (Save the game, copy the savefile, buy the new ship, and if something goes wrong, tell me, and reuse your old save)
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 10, 2009, 01:57:25 pm
Are ASCII games incapable of a multiple save feature?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 10, 2009, 01:59:26 pm
It's a roguelike tradition, very few are willing to break with. It's propably one of the oldest even older than savescuming ;)
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 10, 2009, 04:31:57 pm
lol of course its older then savescumming because save scumming was made to counter that tradition.

Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 10, 2009, 04:50:44 pm
Some rogue-like only offer one save slot... Prospector is generous.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 10, 2009, 05:04:01 pm
I went to a planet and the entire population was nothing but people turned into frozen statues. My scientist thought he could thaw a few of them out but because he was low skilled he killed the emperor who could have warned me of the creature who froze my team solid.

Ok that didn't happen... but wouldn't it be cool if it did?
Title: Re: Prospector, a roguelike in development
Post by: Paul on November 10, 2009, 05:18:42 pm
Not only do you only get 1 save slot, the game eats that save when you load a game - you only get it back when you save and exit. That doesn't bother me really, but imagine if you had been playing a game for a couple days and suddenly your power went out. Bye-bye savegame :)

That would have happened to me the other day when my power suddenly dropped for like 10 minutes, but my UPS saved me.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on November 10, 2009, 05:52:21 pm
I went to a planet and the entire population was nothing but people turned into frozen statues. My scientist thought he could thaw a few of them out but because he was low skilled he killed the emperor who could have warned me of the creature who froze my team solid.

Ok that didn't happen... but wouldn't it be cool if it did?

That would be pretty cool. Also gets me thinking of some HP Lovecraft inspired stuff (Specifically At the Mountains of Madness, wherein ancient alien beings are frozen into statue form in antarctica. Also featuring sprawling underground cities ...would definitely be cool in this game)
Title: Re: Prospector, a roguelike in development
Post by: Megaman on November 11, 2009, 03:27:02 pm
Persoanaly I would like to see the glitches fixed first than fetures added
Title: Re: Prospector, a roguelike in development
Post by: ductape on November 11, 2009, 03:35:44 pm
It's a roguelike tradition, very few are willing to break with. It's propably one of the oldest even older than savescuming ;)

IN fact, I would wager the tradition started IMMEDIATELY before savescumming  ;D
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 11, 2009, 03:44:24 pm
Maybe savescumming became a traditon slightly before permadeath, thus violating causality, and making time travel possible, thus destroying the universe, and we now live in a wierd parallel universe in which savescumming came into existence, right after permadeath?

@megaman: agreed. Trying to concentrate on that. But adding new uniques is fun, and seldom a source for bugs :) And that one sounds fun, though i'd say the job to thaw them up befits the doctor more than the science dude.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 11, 2009, 04:28:31 pm
I would love some more interactivity with some of the unique planets. Especially the ones containing intelligent life.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on November 11, 2009, 09:15:24 pm
We are living in a savescum folder on a dwarves *<<Microcline laptop>>*
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 12, 2009, 06:37:49 pm
So pirating is way to easy in 1.8C, for several reasons...

1) merchant ships don't need to be killed to drop cargo.
2) merchant ships only carry ship's guns
3) pirate crews don't seem to need to be paid, and aside from one pilot deciding he never wanted to leave the bar again, pirate crews never retire.
4) you can't saturate the market in stolen goods.
5) merchants don't stay away from high pirate areas...like the 2X2 area where I've killed more than 40 ships...
6) anti-pirate patrols don't respond to increased pirate activity.
7) no less than 5 of the sectors best gunners all crashed their ships into the pirate base, and turned them into bunkers after $WILDLIFE ate the rest of their crew. I've also never seen $WILDLIFE on the pirate base...
Title: Re: Prospector, a roguelike in development
Post by: thobal on November 12, 2009, 10:53:56 pm
might just be on my end, but the config version numbers and the readmes and stuff dont look like they've been updated in a while.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on November 12, 2009, 11:02:26 pm
might just be on my end, but the config version numbers and the readmes and stuff dont look like they've been updated in a while.

What do you mean, the documentation isn't up to date? Mine seem to be fine stating version 0.1.8 in readme
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 22, 2009, 05:43:30 am
Just wanted to mention that some bugs have been fixed.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 22, 2009, 03:20:52 pm
Excellent.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 23, 2009, 02:25:01 pm
The anti-ship mines have no descriptions. Also, what is the improvised mine Talent?
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 23, 2009, 04:57:12 pm
Ooops. thanks for pointing that out.
Improvise mines lets you drop mines that you don't have. You don't need to buy them, but they use 5 fuel units. (They boom a little less than Mk I and MK II)

Hmm... that might be interesting... shield penetrating mines that do more damage vs shields than vs Hull... might be an interesting additional ship weapon as well...
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on November 23, 2009, 07:15:19 pm
It seems like gaining talents is very difficult to do, as with leveling up your crew. Experience gains don't seem to be entirely consistent except for the doctor, or are fractional with makes things take quite a long time. Ideally, I'd cut the experience requirements for gaining a level quite a bit, as the crew members die quite quickly anyway, and I'd make crew members you hire have a higher possibility of having talents already if they're above level one when you hire them. I know there is a small chance of that already, but it seems rather rare.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 23, 2009, 08:11:15 pm
Experience is rather...unbalanced right now. Every officer gets 1 exp for doing a certain thing. Pilots get 1 exp per landing (planet landed on?). Gunners get 1 exp per hit in space combat. Science officers get 1 exp per planet scanned. Doctors get 1 exp per injury fixed. Captains get 1 exp per payday. Security seems to get experience for hurting/killing wildlife, I don't have any concrete metrics as I can't see who is hitting what.

In practice this means pilots and science officers on merchant ships and combat ships don't really gain exp. Doctors on the other hand, gain experience way too easily. Just find a planet with ammonia, buy some armor, and go swimming repeatedly. Captains seem to take forever, but since I can't figure out what skills they use, and they're already pretty tough, it doesn't matter much. Exp also resets at every level.

My suggestion regarding experience is to raise the experience requirements, but to allow more than 1 action to grant experience gains.

Experience should be granted for a number of actions:
-hitting/killing a creature
-landing on difficult terrain
-capturing an asteroid
-navigating a gas cloud
-dodging a attack in space combat
-hitting in space combat
-useful tactical command decisions (i.e. those that make the difference between sucsess and failure).
-making contact with an alien species
-making scientific breakthroughs (i.e. finding novel organisms)
-healing wounds
-curing disease
-evaluating dead humans
-finding alien artifacts (including disintegrators and adaptive body armor which the game doesn't count)
-completing missions


Experience is granted to the person who succeeds at the role, so pilots would get exp from landing, but if the pilot died the captain would gain exp for planets he landed on. Finding artifacts and completing quests should grant experience to everyone who was there. Not all of these actions should grant the same experience (i.e. flying through a gas cloud should be worth three to five times what a difficult landing would be worth.

Officers should require 100, 200, 300 exp, security forces should go 25/50/75. The reason for this difference is that officers can function like security forces (i.e. shooting stuff) while security forces can't function like officers (although battlefield promotions would be kinda cool).

EDIT: in lieu of double posting I'm going to post my bugs here:
- when you scare aliens into giving you resources, they don't get sold to the corporations
- officers who have been killed sometimes retire upon landing
- The alien scoutship doesn't seem to have stats...
- it can rain sulfuric acid inside a cave
- Alien space craft which describe themselves as not haveing an atmosphere should have one
- gratefull crewmembers say "thank you for safeing our lives". It should be "thank you for saving our lives".
- why would you deploy a sattilite when boarding a drifting space craft?
- Casino thugs will eat each others corpses
- Predatory seaweed should not live on airless rogue planets
- Stations will ask you to deliver cargo to themselves
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 31, 2009, 08:34:14 am
It's alive!

just uploaded prospector 0.1.9 at http://code.google.com/p/rlprospector/
And while you still can not colonize planets there is other fun stuff. Like speculating with company stocks (You could even put a company out of business!) or adding Biotech implants to your crew.

So i hope you apologize me thread-necroing, but i had to :)
Title: Re: Prospector, a roguelike in development
Post by: Lordinquisitor on December 31, 2009, 08:49:53 am
You don`t need to apologize!

This game is awesome. Keep on the good work! ;)
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on December 31, 2009, 11:23:15 am
I was beginning to worry you called it quits.
Title: Re: Prospector, a roguelike in development
Post by: ductape on December 31, 2009, 01:16:03 pm
This is good news.

This is your thread. You just go on and necro if you need to. YOU OWN IT! YOU GO ON WIT YO BAD SELF!

thanks for an update, will be playing soon.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 01, 2010, 07:18:30 am
I try to only use my incredible necromancy powers for good :)

As for giving up: not yet.
I realized that if i wanted to have colonization working i would have to spend at least another month on it, so i tore it out again (Current status: if you drop basemodules on a planet they start building houses around it, but dont do anything yet)
Title: Re: Prospector, a roguelike in development
Post by: Lordinquisitor on January 01, 2010, 11:16:54 am
While were speaking about houses..

On some planets the player can find houses- But can`t interact with them in any way. I`m a ruthless Prospector, who kills whole races in order to get some bio data and yet i can`t search the houses of the Creatures i slay? I won`t believe that all those houses are empty.  ;)

Title: Re: Prospector, a roguelike in development
Post by: magellan on January 01, 2010, 04:10:04 pm
There should be a higher chance of finding alien art pieces in those now. Of course, wandering aliens might pick those up by the time you found the house, but they are there.
Title: Re: Prospector, a roguelike in development
Post by: Lordinquisitor on January 01, 2010, 05:10:17 pm
Oh? Silly me. Well, then i have to kill more stuff.
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on January 03, 2010, 04:35:34 pm
When you say that "colonization is working" I'm pretty sure my heart will stop or something.

Gotta play the new version, keep it up man! :D
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on January 05, 2010, 02:51:05 am
Ouch, it's being hard to get to the "end game" again, a lot of new things since I last played, great work :D

Btw, I tried to take a screenshot...but the stock market isn't working properly, I can't sell the stock.
Also, one of the companies showed negative value (-4), which would give me money when I buy it.

Gotta have some more of this tomorrow, died 5 times already

-
Oh and forgot to say, biotech was also a nice addition!
But something weird is happening. Everytime I shoot a creature more than 1 tile (adjacent) far, I miss the shot. Is this happening due to lack of XP?
Cya!
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on January 05, 2010, 03:30:36 am
I just want to say that I am still here, still reading, and still supportive of this game.

I just havn't had anything to say really.
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on January 06, 2010, 12:30:16 am
Found another bug, that grants some money:

Spoiler (click to show/hide)

Minor, but..

EDIT: OH DAMN
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: a1s on January 06, 2010, 06:28:50 am
Found another bug, that grants some money:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 06, 2010, 11:37:38 am
Oh damn it, I ignored it for some time again... I will hop into it right now! :)
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on January 06, 2010, 10:59:02 pm
Well I'm sorry everyone, but I'm going to give myself up to savescumming or something.
I get too addicted and when I die I just want to kill stuff so I end up dead again.

The great thing is that it's my own fault and I know that, because I want to get THAT LAST BIT of the planet mapped and end up dead due to some weird monster that was chasing me, or landing on planets that may have great rewards, but it's certain death with only 5 crew..etc

RAEG.happiness
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 08, 2010, 03:48:37 pm
Well, what did you think would happen if you take off with their money gabeux? :D

Anyway: For those who want to see a little preview http://www.youtube.com/watch?v=SQ5NgJi9Ovw
Implemented this afternoon, will be in there with the next update :)
Title: Re: Prospector, a roguelike in development
Post by: ductape on January 08, 2010, 07:42:51 pm
vicious!


Title: Re: Prospector, a roguelike in development
Post by: Neonivek on January 08, 2010, 08:04:26 pm
Wow, you don't play around
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 08, 2010, 10:48:18 pm
... and i think it's kinda pretty too :)
still undecided on 2 things though:
Should it damage the awayteam, or be a complete "Eye of the storm" kinda thing.
And:
Should it come in different sizes, like, some leveling only half a planet or even less...

But i gotta confess i had quite some fun today, hopping from planet to planet and watching it leveling mountain ranges and evaporating oceans :)
Title: Re: Prospector, a roguelike in development
Post by: ductape on January 08, 2010, 11:55:29 pm
different sizes would be great, expecially since they would probably have different costs.

Also, you above comment gives me ideas, such as different effects. Some bombs might only evaporate oceans, or maybe freeze the whole planet. Maybe some would simply nuke all life, or maybe like genesis device, create it.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 09, 2010, 12:04:33 am
Nah, something like this has got to be an alien artifact, not buyable.
But some of them might be very, very old and only barely functional.
Hmmm.. but a "neutron bomb" variant sounds fun...
Title: Re: Prospector, a roguelike in development
Post by: BishopX on January 09, 2010, 12:08:44 am
It needs a timer. And it needs to kill the away team as well.

I can think of just the planet I want to use this on.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on January 09, 2010, 12:45:12 am
I DO suggest you reveal the whole planet after the bomb goes off. If ONLY because it is rather ugly that the animation does it, only for the map to suddenly superimpose itself on you once again.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 09, 2010, 09:05:26 am
The map coming back is just caused by the "show all"-debugging flag. Won't be in the finished product :)
thanks for the input guys!
Title: Re: Prospector, a roguelike in development
Post by: BishopX on January 09, 2010, 10:24:02 am
Different companies give different rates. Also, biodata is the most farm-able type of resource in the game. Find a cave which produces lots of large predators and go hunting. Rinse. Repeat.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 09, 2010, 12:26:42 pm
Actually i have been fiddling with that one a little, and been keen on some feedback:
Thing is they have become a lot less farmable in 0.1.9. (you get biodata/number of critters of the same breed you killed) Life specimen on the other hand are always worth the same, wether its the first or the 100th.
While the system is sound, i think, the question is wether the values are.

Title: Re: Prospector, a roguelike in development
Post by: jnecros on January 09, 2010, 09:12:28 pm
Having a pleasant time with this, the game has a metric shit ton of potential. Bloody hard, but this one is on my watch list now. 
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on January 10, 2010, 09:40:42 am
Having a pleasant time with this, the game has a metric shit ton of potential. Bloody hard, but this one is on my watch list now. 
Double

Btw that bomb thing was awesome, I want to do that in a robots' planet
GIAHAHAH
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on January 11, 2010, 03:29:39 pm
Looks like an awesome addition to the game to me. Also, if you want to add variants, Neutron bombs, if I'm thinking of the same thing you're thinking of, would simply kill every living thing on the planet, without the whole evaporating the oceans and leveling mountain ranges effect, which may be nice to have if you plan on mining the planet out for everything it's worth.
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 12, 2010, 04:16:38 pm
How do I remove people from my awayteam? the "A" screen says enter, but that doesn't work. I don't have money for 50 jetpacks!
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 12, 2010, 05:17:52 pm
Only works in space. So you can't do it while on a planet (obviously) or while at the station (less obviously, i confess)
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 12, 2010, 05:37:38 pm
Ooh, I see. Thanks!
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 12, 2010, 09:31:32 pm
Alright, one more: my level V shields are stuck at 2 points and aren't regenerating back. Repairing doesn't work, game won't let me buy them again or buy a weaker version.
Already tried saving the game and reloading, didn't work either.
Spoiler (click to show/hide)

edit: they do regenerate in battle (as long as I don't get hit, of course). Also, they seem to be level 6.
Title: Re: Prospector, a roguelike in development
Post by: penguinofhonor on January 12, 2010, 09:49:23 pm
So there seems to be a glitch where gathering information on plants makes your research score negative. I've had it go from over a hundred to negative twelve.
Title: Re: Prospector, a roguelike in development
Post by: terren on January 12, 2010, 11:15:34 pm
Got the same bug, reported it at the issues page.  Feal free to add your own comments and save file :)

http://code.google.com/p/rlprospector/issues/detail?id=73 (http://code.google.com/p/rlprospector/issues/detail?id=73)
Title: Re: Prospector, a roguelike in development
Post by: BishopX on January 13, 2010, 03:49:13 pm
Was your science officer dead? The captain can accomplish other officers roles he just has a -5 penalty. Which eliminates biodata.
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 18, 2010, 08:53:57 pm
Please please please add a "buy this augment for everyone" option, buying four augments one at a time for all members in a crew of 50+ is horrible right now.
And in an unrelated note, pirate groups with 4+ battleships are just tantamount to a forced game over no matter what you're flying.
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 19, 2010, 12:44:27 am
Just saw your post over at somethingawful and gotta say...
Spoiler (click to show/hide)
Balancing stuff is hard :/
Did you try to whittle them down from a distance? With your weapons you should be able to destroy one of the cruisers per turn, and battleships should be gone within 3 Turns tops. And with 5 Movement points they can't really close in. Just checking if tactics might have helped.
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 19, 2010, 03:33:44 am
Just saw your post over at somethingawful and gotta say...
Spoiler (click to show/hide)
Balancing stuff is hard :/
Did you try to whittle them down from a distance? With your weapons you should be able to destroy one of the cruisers per turn, and battleships should be gone within 3 Turns tops. And with 5 Movement points they can't really close in. Just checking if tactics might have helped.

Oops, you read the SA post? Haha, I tried to be nicer here where I knew you'd read it and left the venting for there.
Yeah, I probably should have stayed at range and tried to pick them off one by one, it's basically what I tell myself everytime I die to pirates. But once I tried to escape, failed and got thrown in the middle of 3 Bs and a few Cs, at single-digit HP, it was all over.
Let me ask you, though:
Spoiler (click to show/hide)
Also I don't think the Seismograph does anything right now, and I'm pretty sure oxygen and jetpack fuel tanks are stacking. They weren't supposed to, right?
And to close, let me just say I've been playing the hell out of your game, I love it and can't wait for the next version!

edit: oh yeah, just remembered another bug:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 19, 2010, 05:10:20 am
Hehe, no worries about the venting.
You are also not the first person to go "OMFG" at late game pirate fleets, and gave me an idea for an additional item. :)

How to stop pirates

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Keita on January 19, 2010, 06:17:33 am
It would be awesome if some one did an LP of this, as I'm really not understanding how this game works (game mechanic wise) I just seem to die in the first few minuets =/
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 19, 2010, 06:33:08 am
There would be this:
http://forum.rpg.net/showthread.php?t=478840

Its slightly older and a tad on the humorous side though :) Also by some strange cooincidence i started watching Ghost in the Shell Stand Alone Society yesterday :)
Title: Re: Prospector, a roguelike in development
Post by: Keita on January 19, 2010, 07:41:35 am
There would be this:
http://forum.rpg.net/showthread.php?t=478840

Its slightly older and a tad on the humorous side though :) Also by some strange cooincidence i started watching Ghost in the Shell Stand Alone Society yesterday :)

Thanks and how cool. Hope you enjoy the series as much as I did.
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 19, 2010, 04:46:49 pm
Bug: whenever I die and tell the game to save my character to file, it does so, but fails to make the "equipment" section, crashes in the process and reverts my game to just before my death. Then if I try to play that save, it kills me instantly for "ignoring the station commander's wishes", and puts me down in the highscore as "got blasted into atoms while trying to be a pirate".
Also, I don't think the "minimum safe distance to pirate planets" option in the configuration screen does anything, or at least not when I change it mid-game.
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on January 19, 2010, 09:38:04 pm
If I may make a suggestion. As far as the galaxy map goes, I think it would be beneficial to traders to provide an item of some kind that will provide players with some way of knowing dangerous pirate infested areas to avoid. A buyable map of some kind.

Gameplay wise, you could make it a map-overlay. Just change the background tile colors to red or blue while the map is active to illustrate which areas are deemed relatively safe by patrol ships, and which areas are pirate controlled. This may be something that comes default if you play as a pirate.
Title: Re: Prospector, a roguelike in development
Post by: magellan 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).
Title: Re: Prospector, a roguelike in development
Post by: BishopX 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?
Title: Re: Prospector, a roguelike in development
Post by: hemmingjay 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
Title: Re: Prospector, a roguelike in development
Post by: BishopX 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.
Title: Re: Prospector, a roguelike in development
Post by: hemmingjay on January 21, 2010, 10:20:31 am
yup, i am a moron. thanks
Title: Re: Prospector, a roguelike in development
Post by: magellan 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)
Title: Re: Prospector, a roguelike in development
Post by: hemmingjay 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.
Title: Re: Prospector, a roguelike in development
Post by: x2yzh9 on January 21, 2010, 09:28:14 pm
What gamesite.
Title: Re: Prospector, a roguelike in development
Post by: hemmingjay 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.
Title: Re: Prospector, a roguelike in development
Post by: Gabeux 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?
Title: Re: Prospector, a roguelike in development
Post by: Neonivek 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)
Title: Re: Prospector, a roguelike in development
Post by: x2yzh9 on January 22, 2010, 05:28:24 pm
how do you find your coords on the space map?
Title: Re: Prospector, a roguelike in development
Post by: BishopX 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.
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 22, 2010, 08:41:51 pm
And to know your coords on a planet, you need the portable satellite.
Title: Re: Prospector, a roguelike in development
Post by: Logical2u 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)
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on January 25, 2010, 08:23:45 am
Response to Logical in Spoiler

Spoiler (click to show/hide)

Ok... so I am joking
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on January 25, 2010, 10:26:52 am
That first bug, with the messed up world, that is a special world and yes the plants release a large amount of neurotoxins that makes everything look like that.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on January 25, 2010, 11:24:47 am
That first bug, with the messed up world, that is a special world and yes the plants release a large amount of neurotoxins that makes everything look like that.

Though you COULD say that more COULD be done to make it a bit more obvious. COULD!
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on January 25, 2010, 03:19:18 pm
You step an a planet and everything messed up, i think that's obvious enough. At least you can leave right away.

I would love it if i could tell which planet was the deadly living planet that you will die if you land on but that's not gonna happen.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 25, 2010, 04:23:07 pm
Sure you get a warning for that one. Well, it's not exactly a warning but a description but still.
Anyhows.
It's less buggy, and some of the bugs in 0.1.9 where game killers (like, not being able to reach the console on the ancient city planet)
So here it is: 0.1.10
DL link in my signature
Enjoy!
Title: Re: Prospector, a roguelike in development
Post by: Logical2u on January 25, 2010, 04:35:46 pm
Sure you get a warning for that one. Well, it's not exactly a warning but a description but still.
If I see that world again I'll be sure to check it out. That character was since slaughtered by sandworms.

I figured it was too self-referential to be a bug.

Although why your crew doesn't wear their spacesuits on that world... Actually, my crew was using oxygen on that world, so how did they get infected with neurotoxins? It is a mystery.

I think the "stuck" planet is categorized by something like "Perfectly average boring" or "one big crater" usually... I seem to remember that happening once or twice.

Ah, and one more thing... lockpicks? Are they artefacts, or can your team actually use them on locked things?
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 25, 2010, 04:46:40 pm
yeah, some things on that planet aren't working as intended... gotta fix & revamp it.

Lockpicks: If you have those you have a higher chance to pass locked doors. Another part of the game that would benefit from some minor to medium expansion.
Title: Re: Prospector, a roguelike in development
Post by: Logical2u on January 25, 2010, 10:14:33 pm
An interesting bug in the new version.
Another Darkened World with no description text, and an interesting post-mortem tidbit...
Regrettably, I can't screenshot it, but suffice to say it followed...

Captain is dead! Emergency lift off!
Your crew is dead.
Captain, X, got better!

Edit: This happened again, on a different run.

Edit: Also, I don't think any custom descriptors are working? Except for gas giants. All the notable planets I've scanned have no descriptions. Maybe the sensor quality impacts that now? Edit of an edit - I think it was just that saved game. Weird. Seems to be working now.
Edit of an edit of an edit: It's sort of random? Like the first one works but the rest don't? And none of them show up in the logs.

And finally the pirate in the asteroid belt bug hit again...
I was ambushed by a pirate cruiser (and destroyed), and my death log stated that I was killed by merchants and was trying to be a pirate. -- Got blasted into atoms while trying to be a pirate after 558 Turns
Edit of an edit 2: I got ambushed again. Was a pirate again! This... seems to be a bug.

Also, derp - FAQ "I landed on a planet with glitched tiles!" "This isn't a bug.". I feel dumb now!
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 25, 2010, 11:33:26 pm
I added that FAQ line yesterday. Because it definitely is F. So no reason to feel Derpish :)
Anyway: Yup, 0.1.10 will do wierd things if it eats a 0.1.9 savefile. I could have been more clear there: the savegames shrunk from 30megs to 3. I am actually suprised it doesn't crash when you load one.
Pirate thingy: havent looked into it yet, sorry. Thought i rather put this thing out with a few bugs less than bugfree prospector in 2028. :)
Title: Re: Prospector, a roguelike in development
Post by: EuchreJack on January 25, 2010, 11:56:18 pm
It's been fun so far.
Title: Re: Prospector, a roguelike in development
Post by: Logical2u on January 26, 2010, 12:02:02 am
I added that FAQ line yesterday. Because it definitely is F. So no reason to feel Derpish :)
Anyway: Yup, 0.1.10 will do wierd things if it eats a 0.1.9 savefile. I could have been more clear there: the savegames shrunk from 30megs to 3. I am actually suprised it doesn't crash when you load one.
Pirate thingy: havent looked into it yet, sorry. Thought i rather put this thing out with a few bugs less than bugfree prospector in 2028. :)


Glad to hear that you're looking into this stuff :D

I deleted my old .19 folder before using the 1.1 version.

I found the "Toxin" planet again, with no warning upon scanning. I'm... a bit smarter this time, so am not completely destroyed at this point. I can upload the save, if you want?
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 26, 2010, 12:18:30 am
Edit of an edit - I think it was just that saved game. Weird. Seems to be working now.

So i misinterpreted the above line? Was a 0.1.10 savegame? Thats... bad. If it does it again or even regularly please let me know, right now i am hoping it does not :/
Anyway "The planet that makes you feel funny in the head": No need for a savefile, thanks. As i said: Jup, it's boring. Needs revamp. Will do. Sooner or later :)
Title: Re: Prospector, a roguelike in development
Post by: Logical2u on January 26, 2010, 01:09:10 am
Edit of an edit - I think it was just that saved game. Weird. Seems to be working now.

So i misinterpreted the above line? Was a 0.1.10 savegame? Thats... bad. If it does it again or even regularly please let me know, right now i am hoping it does not :/


I thought it was just that universe that was having that bug, is what I meant. The save game, the character... It was a 1.1 savegame.

It's kind of random, like it doesn't load all the descriptors for the planets. I'll keep playing and see if it pops up. Eg: I'll get the "Human Colony!" text, but not the "Toxic!" text.

I had thought the preloader had glitched on me, but... it's kind of consistent.
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 26, 2010, 03:05:29 am
Hey Magellan, we can just
Spoiler (click to show/hide)
Maybe we weren't supposed to be able to, I know I couldn't think of it myself. So, just letting you know.
Also, suggestion:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on January 26, 2010, 04:14:56 am
This question may seem kind of random, but I'm curious. Has anyone ever had their captain die before everyone else was dead? What happens?
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 26, 2010, 04:31:37 am
Dead captain - If you still make it back to the ship, he will get better. If everybody else dies too it is game over.

... at least that is what is supposed to happen

Also: found the asteroid mining space battle bug. As good as fixed
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 26, 2010, 06:49:44 am
Just found
Spoiler (click to show/hide)
Bug or intended?
Also, it seems the square metal rooms that appeared underground sometimes and used to be full of robots are now being generated empty.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 26, 2010, 09:10:25 am
They shouldn't be in a wall, but if it was
Spoiler (click to show/hide)
then they are in the right spot. Hope you have fun turning paradises into lifeless deserts :)
Also thanks for telling about the robots. Will have to look into that.

Oh, and
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 26, 2010, 11:25:55 am
Nice, thank you. Yeah, that was the planet. E-mailing you an unrelated bug report, by the way.
Title: Re: Prospector, a roguelike in development
Post by: Run Comrades on January 26, 2010, 03:08:12 pm
I've been playing version 0.1.9 for a few days now (btw is this the most current version?) and have been loving this game.

I've only been playing as a pirate so far, just for kicks. It was a bit hard starting out, but I finally (after a dozen or so failed attempts) have a promising game going (around 3k turns, so still young).

I have noticed a bug playing as a pirate though. I've been trying to search this thread but so far every way I think to search comes up with no results.

The bug is this: I've taken over a merchant vessel I found drifting around that gives me room for redshirts. I noticed thought that in space battles, whenever I shoot a merchant vessel and I kill its crew, my redshirts die instead.

Example, the last battle I fought, I was fully staffed. 5 regular staff, 5 redshirts. I encounter a merchant ship and hit it with my railgun array. Four of their members get killed. I get shot a few times but shields hold. Eventually I destroyed the ship, but when I landed to refuel and whatnot four of my redshirts were dead instead.

edit: I can't be sure, but I think it happens regardless of the type of ship I attack, as long as I kill their crewmen in battle, mine die instead.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 26, 2010, 04:06:04 pm
0.1.10 is the current version.
Thanks for the bugreports! I have declared this week to be the week of reckless insecticide, and am hoping to make some progress there.
Also: 3000 turns as a pirate is nothing to sneeze at i'd say.
Title: Re: Prospector, a roguelike in development
Post by: Maha on January 26, 2010, 08:20:52 pm
The doctor in the tree planet (called Ted Rofes in my game) seems kinda bugged in general.
First, he's still on the planet and asking to join even after already having joined my crew. Second, when he joined he took over my previous doctor's augments and level, and now he displays level 6 even though he doesn't have the HP for it (only 6 with imp. metabolism), and won't level up anymore.
Title: Re: Prospector, a roguelike in development
Post by: quinnr on January 26, 2010, 08:30:02 pm
Looks fun! I'll try it while I wait for the next DF. >.<
Title: Re: Prospector, a roguelike in development
Post by: Logical2u on January 26, 2010, 09:51:34 pm
The doctor in the tree planet (called Ted Rofes in my game) seems kinda bugged in general.
First, he's still on the planet and asking to join even after already having joined my crew. Second, when he joined he took over my previous doctor's augments and level, and now he displays level 6 even though he doesn't have the HP for it (only 6 with imp. metabolism), and won't level up anymore.
I'm pretty sure the planet is random, as is the doctor.
I think the 1st one is a bug, since my science office seemed to work.
The augments are weird.
Level six is not uncommon - he's a rare, high level officer - for some reason I think the game only goes to level 5 or so, so he probably hit the HP/level cap?
Title: Re: Prospector, a roguelike in development
Post by: Run Comrades on January 27, 2010, 04:09:36 pm
Well I just booted up 1.10 for the first time just now.
My game as a pirate captain ended in the old version about ten minutes ago (after around 4.5k turns)...to accidentally not actually refueling on that gas giant like I thought I did.

Oh well, new toys to try out!

I have so far noticed something buggy while playing as a pirate again on 1.10.

This time it looks like when my crew members decide to leave when I go into the bar (which they never actually leave) their level jumps up to five.

It must have been a very good drink they were serving at the bar. :P
Title: Re: Prospector, a roguelike in development
Post by: Run Comrades on January 27, 2010, 11:45:26 pm
Now that's strange.

The thing happening with my officers "leaving" and then their level going up definitely did happen. But it doesn't seem to be happening in this particular play now.

I just had a gunner actually leave, and had to hire another one. Still playing pirate.

edit: okay so the bug happened again where, this time my science officer, decided to stay at the bar on the pirate base. Like before he didn't leave, and when I got to my ship his level was level 5.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on January 28, 2010, 01:38:57 am
Prospector has gained yet another player. :)

My first scout ship was lost in 51 turns, when I tried to enter a gas cloud to get to the first star I saw.

Second one got the whole crew cooked in an ammonium geyser. Now I know exotic atmosphere can be pretty bad...

Third one is still alive and kicking, gained several thousands credits from scouting. Found a 100% safe planet with lots of resources, chased off another planet by a giant earthworm. Woot!
Title: Re: Prospector, a roguelike in development
Post by: Run Comrades on January 28, 2010, 02:38:34 am
On my pirate game still.

I am pretty sure this happened before on a previous game for this version.

I ran into a Cruiser Class ship that was stranded (which is the same class as the pirate cruiser)
Spoiler (click to show/hide)
.

After running into that ship it seems like I can't find or run into any more merchant convoys. I have been flying around an area that has been filled with them for a while and I don't run into anything.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on January 28, 2010, 11:15:45 am
I have questions...

1) Can you sell personal equipment?

2) How can you tell if a certain armor/weapon is enough for critters you're going to face, other than from the price tag?

3) How you do use mining robots? I dropped them as the description said, but they never seem to dig up anything, even when I place them right next to some mountain/ore tiles.

I kept over-estimating my crew's personal combat prowess and thus getting them killed (couldn't even kill a sing herbivore lizard that wasn't even fighting back for many turns), so I don't have anyone with better skills. Makes it very difficult to land on rough planets or going through gas clouds.

Edit: Finally my pilot is skill 2, and I've got everyone a personal force field (layered version for captain). Hopefully that's enough for me to run away when I got attacked by critters.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 28, 2010, 12:24:24 pm
1) No. Actually... guess i am going to add a "buy all" guy somewhere, since a whole bunch of people seem to see this as a critical thing
2) Just pricetag actually. But I guess it would not hurt telling the player the value. Will add that
3) They actually don't do anything while you are on the planet, you have to leave and need to collect them again later. Propably should change that...

That said:
I do hope you know about the (T)actics command?
Title: Re: Prospector, a roguelike in development
Post by: BishopX on January 28, 2010, 01:22:04 pm
2) you can take a look at a creatures hitpoints with 'x'. Compare this with your firearms/melee and you'll get a rough idea about how badly off you are.
Title: Re: Prospector, a roguelike in development
Post by: Mohreb el Yasim on January 28, 2010, 02:48:32 pm
I had a very good game now i found a merchant ship and i traded until i got rich ... but however i found a bug and an unbalanced behaivor ... stock exchange is overpowered i feel and the second type of share can only be bougth when you try to exit, (if you try to buy it it exist instead) to sell it works well ...
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 28, 2010, 03:11:23 pm
Hmmm... couldnt reproduce that.
Is it possibile that you got confused by a displayglitch that i just noticed?
(It doesnt clear the availiable stock, so if you got 2 stocks, and there are 3 availiable the Exit of the selling menu will cover the 3rd stock, but the price will still be there)?

Edit to add: Did you mainly trade with the last 3 goods? computers, narcotics & hightech? If so, then i guess those do deserve some nerfing (they behave different than the others)
Title: Re: Prospector, a roguelike in development
Post by: fenrif on January 28, 2010, 03:25:51 pm
Is anyone else getting a problem with 1.10 not showing you the interesting/unique planets in the report when you die?

Just had a game where i landed on the featureless rock, and the eden planet, and both didnt show up at the end?
Title: Re: Prospector, a roguelike in development
Post by: Run Comrades on January 28, 2010, 03:44:44 pm
Noticed something else about pirate crew member glitches :P

This time when my pilot and gunner decided to stay at the bar, it shows in my stat window both at the bar and in space (Pi:0  Gu:0) indicating that they have left. (edit: and on the ship status '@' they appear gone)

But when I go into my away team menu, they both still appear on the list, and when walking around planets they are still on my away team status area.  It's still showing ( CPGSD ) even though I have not hired anyone new yet.

:)

edit: oh and in space combat it is definitely acting like my gunner is still with me
Title: Re: Prospector, a roguelike in development
Post by: Kishmond on January 28, 2010, 03:54:17 pm
It must be your gunner's ghost haunting the targeting systems.  :P

Say, do you have to do anything with armor/weapons to use them or do they just add to your armor/damage. And is the armor rating for everyone in your away team at once?
Title: Re: Prospector, a roguelike in development
Post by: Run Comrades on January 28, 2010, 04:00:01 pm
haha, ghost in the machine, eh?  :D

For weapons and armours on the crew they will equip the best available automatically. The awayteam status stats are combined, I believe. It makes more sense when you look at your items more closely and see that each gun or knife or whatever has a damage of 0.7 or something like that. And then on your status screen you'll see (Firearms : 3.5) or something, which would be the total.

To use melee weapons you just walk into the enemy. To use firearms you type 'f' then you can either hit the direction you want to fire, or use '5' to select the target to fire on.

Title: Re: Prospector, a roguelike in development
Post by: Maha on January 28, 2010, 04:48:25 pm
It'd be cool if the game displayed what exactly "powerful", "very powerful", "balanced", "well balanced", "good", "big", "small", etc. mean for a piece of equipment's stats, like, say, display the damage as "0.9 + 0.2". I've had "very powerful" plasma rifles that were stronger than powerful disintegrators!
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 28, 2010, 05:33:36 pm
Very powerful Plasma Rifles should be 1.1, and powerful disintegrators likewise (the disintegrators are easier to aim though)
Anyway: consider it done, Maha

With your Bomb troubles you have 2 options
1) turn off autopickup
2) drop and move one square away the next turn (maybe a *little* farther than just one square to be save...like, launching into orbit or something like that...)
Title: Re: Prospector, a roguelike in development
Post by: Mohreb el Yasim on January 28, 2010, 05:42:22 pm
Hmmm... couldnt reproduce that.
Is it possibile that you got confused by a displayglitch that i just noticed?
(It doesnt clear the availiable stock, so if you got 2 stocks, and there are 3 availiable the Exit of the selling menu will cover the 3rd stock, but the price will still be there)?

Edit to add: Did you mainly trade with the last 3 goods? computers, narcotics & hightech? If so, then i guess those do deserve some nerfing (they behave different than the others)
actualy i couldn't reproduce it either i am sure the bug occured in my previus game (but don't have the save anymore i died) if i see it next time i'll post the save
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 28, 2010, 05:48:52 pm
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: kcwong on January 28, 2010, 07:31:46 pm
2) Just pricetag actually. But I guess it would not hurt telling the player the value. Will add that
Quote

But if the shop does not carry my current equipments, then I have no way to compare unless I remember the prices... but I see that you've already added this. Thanks!

That said:
I do hope you know about the (T)actics command?

Eh... yes, I did read about it in either the FAQ or quick start guide before I started playing. But in all my newbie-ness I've forgot about it. :p

2) you can take a look at a creatures hitpoints with 'x'. Compare this with your firearms/melee and you'll get a rough idea about how badly off you are.

Thank you BishopX.
Title: Re: Prospector, a roguelike in development
Post by: Logical2u on January 28, 2010, 11:33:20 pm
YASRP

Spoiler (click to show/hide)

I guess I should try and do a pirate run next time.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on January 28, 2010, 11:48:11 pm
Oh god... help me!

I landed on planet, and now I'm stuck! The ship sinks into mud faster than I can dig. There're monsters around that I cannot handle. How can I get out of there alive?  :'(

Edit: Please don't tell me to find Master Yoda... (someone already slapped that joke in my face on another forum *twitch*)
Title: Re: Prospector, a roguelike in development
Post by: Logical2u on January 29, 2010, 12:07:08 am
. There're monsters around that I cannot handle. How can I get out of there alive?  :'(



Spoiler (click to show/hide)

This is why you don't land on any "Brown" or unique planets until you are A: a high level or B: remember what they do...
Title: Re: Prospector, a roguelike in development
Post by: kcwong on January 29, 2010, 12:18:51 am
Ouch... that'll teach me to read planet description more carefully... btw, is your avatar from Three Panel Soul? That mean guy in the gym?

I started a new game, found a destroyer and took it over. Then I accidentally fried my own team while using the on-ship AoE weapon on planet surface.

I have more questions:
1) Is there a list of the meaning planet colors? I discovered a few - it seems the color of the "o" is for atmosphere (green - corrosive, orange - exotic, blue - earth-like), but what about highlights? Does highlight just mean that there's something special on the planet?

2) How does turn sequence in space combat go? I fought and luckily killed a pirate ship once, but I'm not very clear on when it is time to move or fire. I also can't find a full list of what the characters mean (and I can't use the eXamine command). It seems to be move for a few turns, then fire all the weapons. Am I correct?

3) Where do you read description about an unique planet? I landed onto one with deadly alien robots and anti-air defense turret again. It's at the bottom of the scan screen, stupid!

I'm now the captain of an Explorer ship, and a crew of 5 (just got 2 red shirts killed). Half-way to the winning condition, and I still suck at both ship and personal combat!

Edit:
Spoiler: I won! (click to show/hide)

I had a few crashes when I returned to a base and talked to the guy there. Reloading and retrying seem to work, as I could turn in data and resources. It seems to involve quests, as in this game I can not open quest log (Q)... the game will show some pages of yellow text that flash past very fast, then quit itself.
Title: Re: Prospector, a roguelike in development
Post by: Blaze on January 29, 2010, 07:45:46 am
So I landed on a unique planet, but now I have a bit of a problem...

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on January 29, 2010, 01:41:19 pm
Yeah i got stuck on that one too, i think you have to navigate your way through the maze of caves and find the heart of the planet then kill it.....
Title: Re: Prospector, a roguelike in development
Post by: Blaze on January 29, 2010, 03:07:52 pm
I found a way to have my corrupt casino cake, AND eat it too.

Bet on a number, pick any number and bet the maximum amount (100), you'll win 3500 credits every time. Keep going and you'll eventually lose, then you can leave without being attacked; though you won't be able to go back in.
Title: Re: Prospector, a roguelike in development
Post by: EuchreJack on January 29, 2010, 05:01:38 pm
Bug found!

0.1.10 Error #6 in  5764:EXPLORE_PLANET C:\Prospector\src\prospector.bas
0.1.10 Error #6 in 622:Savegame C:\Prospector\src\fileIO.bas

Now I'm contributing!
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 30, 2010, 06:43:52 am
Thanks euchrejack!

Also all of your calendars are wrong.
Since i promised to release a "this is the current bughunt state" version on friday, and i just did do that, it must be friday now. There is no other explanation.
You can thank me for the long weekend later :)
Title: Re: Prospector, a roguelike in development
Post by: kcwong on January 30, 2010, 07:15:48 am
Thanks magellan! Downloading...

Noticed one thing...
Spoiler (click to show/hide)

On this watery planet, there're two kinds of aliens. One is a friendly herbivore, the other is an aggressive predator (immediately went hostile when I stepped near it). But only the herbivore can swim... the predators on this planet were all trapped to the tiny patches of land they were standing on.

While this would probably mean the death of my team, I think the predators should be able to swim too. :)

Edit: I missed a tile connecting the island below my ship. Maybe the herbivore can't swim either.

Edit 2: Seems to be a bug. I got into a fight on another planet, my gunner and pilot got killed. However when I went back to the space station, here's my @ and A screens:
Spoiler (click to show/hide)
When I leave the station it did warn me about having no pilot and gunner.

Here's the save and log:
http://www.box.net/shared/sobegoqcx5 (http://www.box.net/shared/sobegoqcx5)
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 30, 2010, 08:40:24 am
*facepalms*
Thanks kcwong!
Already fixed and uploaded (the immortal redshirts & officers... they all thought they were captains.). Since only two folks have gotten 0.1.10a so far i just deleted the old and put the new one.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on January 30, 2010, 11:18:32 pm
It's happening again... only that I don't recall seeing anyone dying. I left a planet with the gunner in yellow (IIRC), returned to station and found my science officer is dead on the @ screen, but alive on A screen. When I leave station it warned me about missing science officer.

I already downloaded the new 0.1.10a, and removed the previous version and saves before extracting it.

Spoiler: screenshots (click to show/hide)

Save and log uploaded: http://www.box.net/shared/5jry1exbi4 (http://www.box.net/shared/5jry1exbi4)

Edit:
Started a new game and docked a drifting explorer. The crystal hybrids on board killed everyone except my pilot... yet I still have gunner and science officer on A screen.

Edit 2:
Found another one: display of the system bar is off to one side. As seen in the screenshot, the scan/land selection was shown one tile to the right of the actual location. I can move the cursor left and right, and the planets and asteroids will appear in the gaps.
Spoiler: screenshot (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 31, 2010, 06:06:44 am
Very wierd.... I just killed some guys and they stayed dead...
Title: Re: Prospector, a roguelike in development
Post by: Knight Otu on January 31, 2010, 01:31:03 pm
Just got a crash. I had the mission to find a planet with remnants of an exotic atmosphere and no plant life. I found two that might have fit the bill in the same system, one of them being unique (lightning strikes). Entering the company office, the crash occured. I think I only landed on the unique one.

0.1.10a Error #6 in  1117:GIVEQUEST C:\Prospector\src\quests.bas

Also, I seem to often get the message that the captain miraculously recovered when every member of the team was dead and the ship had already started.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on January 31, 2010, 03:28:45 pm
Very wierd.... I just killed some guys and they stayed dead...

Odd, usually when I kill things in videogames they immediately come back to life. That is why I don't play shooters :D
Title: Re: Prospector, a roguelike in development
Post by: Logical2u on January 31, 2010, 06:10:58 pm
Oh hey a bug...

0.1.10a ERROR #12 in -SPACESTATION C:\Prospector\src\prospector.bas

It's referencing the wrong location. I have the game in my documents, not where it's looking...

It crashed when I did a Transport Cargo mission and left 1 ton behind. However, upon reloading the save everything works again.

Edit: I feel like the game crashed after the Station Commander looked at my cargo. But I can't guarantee that.

Also, I seem to have a recurring issue with mining drills. Specifically, I'll pick one up off a dead awayteam, use it, leave the planet, and then it'll disappear before the next planet.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on January 31, 2010, 08:28:04 pm
Very wierd.... I just killed some guys and they stayed dead...

I downloaded 0.1.10a again and dead guys stay dead this time... so maybe I mixed the zip files up somehow.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 31, 2010, 11:05:00 pm
Oh hey a bug...

0.1.10a ERROR #12 in -SPACESTATION C:\Prospector\src\prospector.bas

It's referencing the wrong location. I have the game in my documents, not where it's looking...


Nah, thats all right. That's where the file was when it was compiled (This is where you would find it on my computer) seems to confuse quite a few of people.
Otherwise thanks. will look into it.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on February 01, 2010, 09:54:21 am
How does XP work in this game? I found a planet with 4 caves, each with seemingly endless amount of giant worms called burrowers... I've returned to the planet 3 times and the first cave is still not cleared yet (tons of burrower corpses around the entrance).

My 10 red shirts each have over 100 XP each... but I don't really feel them getting stronger, and from my limited past experience, I can tell they are definitely not strong enough to tackle any of the robots or crystal hybrids.
Title: Re: Prospector, a roguelike in development
Post by: magellan on February 01, 2010, 10:12:19 am
roll=rnd_range(1,crew(a).xp)
if roll>5+crew(a).hp^2 and crew(a).xp>0 then  lev(a)+=1
           
Plain text that'd mean this:
Roll a number between 1 and the XP of the crewmember
If that number is higher than 5+crewmember HP^2 then level up.
So you need to roll 7 or better for a green to become veteran
11 or better for a veteran to become elite
Elite is the top tier.

Checks each time you dock, and since it's dependent on HPs Exosceletons or tough talent will increase the target number. But in the 100s? Redshirts definitely should get a level out of that if they aren't elite already.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on February 01, 2010, 10:22:03 am
Actually, I got carried away farming the burrowers... some of them have 400XP stored up now. Many of them have some talents like sharpshooter(1) or toughness(2).

On the other hand, my high ranking officers don't seem to be getting much XP despite their better guns. My captain is the same old 7HP with 8XP. I guess you can't learn much when you are not willing to get your hands dirty... :P

I have to stop farming for now though, since the bounty isn't very good and I have to pay for salary and fuel somehow.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on February 01, 2010, 11:08:34 am
Cool little game. Managed to retire the first time now, yay!

A small suggestion:

How about making the retirement flexible instead of a set amount of credits as the limit? Something like this - you can retire on any station or inhabited planet you find. The result for the character depends on the amount of money he has and the place he chooses. So retiring with 30 credits on a space stations means you become a space janitor, with 500 k you retire to Earth and buy a mansion et cetera. Then there could be some kind of ultimate victory conditions (tm) for the really greedy tied to the special planets. Something like find the secret of immortality, become immortal and become the king of the planet of bikini bimbos.
Title: Re: Prospector, a roguelike in development
Post by: Mohreb el Yasim on February 02, 2010, 02:01:18 pm
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on February 02, 2010, 02:37:37 pm
http://code.google.com/p/rlprospector/wiki/FAQ

Quote
Q: What are cryo chambers good for?

A: cryogenic chambers provide easy storage for people, just hire the additional crewmen to fill them.
Title: Re: Prospector, a roguelike in development
Post by: Mohreb el Yasim on February 02, 2010, 02:55:29 pm
http://code.google.com/p/rlprospector/wiki/FAQ

Quote
Q: What are cryo chambers good for?

A: cryogenic chambers provide easy storage for people, just hire the additional crewmen to fill them.
can you transport chambers from one ship to an other?
Title: Re: Prospector, a roguelike in development
Post by: Blaze on February 02, 2010, 02:57:49 pm
They should transfer, since there isn't a limit to the number of cryochambers a ship can hold.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on February 02, 2010, 07:57:51 pm
I've seen a bunch of warning text in yellow... including no. of errors fixed during galaxy generation, and that about removing non-existent items when first entering a map.

Are those bugs, or are they expected? If they are bugs, do you need a save and log?
Title: Re: Prospector, a roguelike in development
Post by: Logical2u on February 02, 2010, 09:01:35 pm
I've seen a bunch of warning text in yellow... including no. of errors fixed during galaxy generation, and that about removing non-existent items when first entering a map.

Are those bugs, or are they expected? If they are bugs, do you need a save and log?

I think the bugs in galaxy generation are things like gas clouds being on space stations or just placement errors (two planets on top of each other, etc)- they're going to be inherent in any procedurally generated world (just look at DF...).

The "ERROR: Failed to remove nonexistant item" bugs are... well, I think they're just that, bugs. Typically I get them first landing on planets after I scan them? I figure it's something to do with the terrain effects generating and absorbing minerals.

Any chance of throwing in binary star systems? I seem to recall only single-star systems. Might be able to represent them with the appropriately coloured %? Or some other obscure symbol.
Title: Re: Prospector, a roguelike in development
Post by: Graven on February 03, 2010, 01:50:25 pm
Ok, I've been playing Prospector for a while on my other laptop, at a regular 1280x800 resolution. Now I'm on my main laptop, though, and it's a 16:9 1366x768 resolution, and if I try to put it in fullscreen all the colours are screwed up. I really want to play it again, but windowed mode is so tiny it's not even funny :(

Oh, and it's Windows 7.

Help?
Title: Re: Prospector, a roguelike in development
Post by: kcwong on February 05, 2010, 11:47:13 pm
The game doesn't like the filthy money of filthy rich people...  :P
(http://img46.imageshack.us/img46/7493/82871672.png)
I can buy fuel and ammo normally if the tanks are not full... so this is only a message problem when you can't buy more.

Also, it seems the A screen is not tall enough... when I have 20 crew, the captain and pilot are pushed out of the top of the screen, and the purple cursor can go up off the screen to select them.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on February 06, 2010, 10:02:06 pm
I have a question... I'm now again stuck on that silicone planet, with mud pouring in faster than I can dig my ship out.

Unlike last time, my team is good enough to fight here. However I went through the caves and found an underground forest, but I can't find any brain inside.

Back on the surface I can see a light green & (which should be a suit of armor), surrounded by a *huge* amount of blue o's. Is that where the brain is, instead of being underground?

My oxygen and jet pack fuel supplys are not high - I can't find big aux. oxygen/jet pack fuel tanks anywhere the whole game, so that makes exploring much more difficult.
Title: Re: Prospector, a roguelike in development
Post by: MrWiggles on February 10, 2010, 12:24:29 am
Hrm...

How do you see what your bought equipment is, and how do you set down a rover?
Title: Re: Prospector, a roguelike in development
Post by: MrWiggles on February 10, 2010, 01:24:57 am
Bug:

When trying to load a game from the main menu when you dont have a save game to load, results in a black screen!

For freaken ever.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on February 10, 2010, 02:02:11 am
Hrm...

How do you see what your bought equipment is

Press "e". On some screens the list will be placed next to other text, making it very painful to read. Alternatively, you can press "a" for the team screen, then press "s" (but don't actually assign anything).

how do you set down a rover?

Drop it and then leave the planet, return later to pick it back up. It won't start working while you're still there.
Title: Re: Prospector, a roguelike in development
Post by: MrWiggles on February 11, 2010, 12:42:10 am
0.1.10a Error #6 in  1129:GIVEQUEST C:\Prospector\src\quests.bas
Title: Re: Prospector, a roguelike in development
Post by: MrWiggles on February 11, 2010, 04:53:57 am
Why in the world is every step taking five O2 when I have lung improvement for all the crew members, where as for other play through its not like this. Am I missing a game mechanic here?
Title: Re: Prospector, a roguelike in development
Post by: kcwong on February 11, 2010, 07:47:46 am
Why in the world is every step taking five O2 when I have lung improvement for all the crew members, where as for other play through its not like this. Am I missing a game mechanic here?

I think the amount of oxygen used is related to what terrain you're traveling over. It seems rough terrains cost more oxygen.

BTW, is magellan taking a break or is this project abandoned?
Title: Re: Prospector, a roguelike in development
Post by: MrWiggles on February 11, 2010, 08:08:30 am
Why in the world is every step taking five O2 when I have lung improvement for all the crew members, where as for other play through its not like this. Am I missing a game mechanic here?

I think the amount of oxygen used is related to what terrain you're traveling over. It seems rough terrains cost more oxygen.

BTW, is magellan taking a break or is this project abandoned?

I'm not seeing any relation to that affect yet. In previous games, with improve lungs, and on rocky terrain, it was much less then now. I'll have to keep a further tab on it.


The Dever is still actively talking about the game on its own forum.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on February 11, 2010, 08:30:49 am
Hmm, I think it also depends on the planet. Some planet has thicker atmosphere, some thinner, some more breathable, some less.
Title: Re: Prospector, a roguelike in development
Post by: magellan on February 11, 2010, 09:37:06 am
Still here, just my provider having some funny ideas last week.

And right now working through some Backlog caused by that :)

Anyway:
Couldnt reproduce the black screen on exiting the load game thing.
Oxygen use gets multiplied by gravity.
Title: Re: Prospector, a roguelike in development
Post by: rdwulfe on February 20, 2010, 05:16:32 am
Okay, so I was searching through rogue-like archives recently, and found Prospector. I have to say, this game is wonderful fun and has awesome potential, as I've seen many here state as well. It definitely reminds me of the Starflight Series and its spiritual predecessors. Please do continue to work on and add to this wonderful little gem, I think she'll go places. There needs to be more well done Sci-Fi roguelikes, IMO. Thank you to the developer of this. (Magellan, I think?)

I'll drop by your own forums and give a shout at some point, this was just happened to come up on a google search, and I was going to post on here if no one else had, anyway.. so glad to see other DFers play Prospector, too.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on February 22, 2010, 06:53:14 am
So, whats the improvement of this game based on when it was first posted like?
Title: Re: Prospector, a roguelike in development
Post by: niltrias on February 22, 2010, 07:26:36 am
Magellan, did you get my PM re: the forum sending spam and saying it was from me?  I sent it a week ago but havent received any reply.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on February 22, 2010, 10:26:12 am
So, whats the improvement of this game based on when it was first posted like?

-More unique planets
-More interactivity with the wild life, you can talk to them, trade with them and capture them alive now
-Intelligent aliens now build houses and carry weapons
-Life as a pirate is a viable choice now
-Stock market
-A new officer position, ships doctor
-At two more types of crew members
-cybernetic implants
-A formalized experience system with skills.
-Quests
-A bunch of UI improvments and bug fixes
Title: Re: Prospector, a roguelike in developpement
Post by: Monkeyvich on March 18, 2010, 01:43:40 pm
Game looks interesting, but the learning curve is steep. 
Couple questions:
1) How do you buy stuff at the station?  I went to trading, hit "buy", choose the goods, and it popped up something that looked like a request for a number of goods to buy....but none of my keys (I tried them all) would change the number from 0.  I have a Japanese laptop (Japanese as in keyboard layout, not maker) so I suspect the problem may lie there...
2) What is the point of going to planets?  They seem like a good way to get killed, but I haven`t found anything valuable there yet, despite racking up a large number of deaths from  an impressive array of nasties.  (from Angry Avian to Armed Reptile)
Definitely looks fun tho.

Hi guys.
Let me just say for starters: I am awed by this thread! I am very glad it seems that some people have fun with this little thing!

the number selection thingy: reacts to + / - key up key down, key left key right, and to typing in the numbers directly. But the problem may lie somewhere else: Only light transporters start with cargo space. (The game really could tell you that when you try to buy. It should. It will. soonish)

Why you should land on planets: well... it's your job :) Of course you can become a trader or a pirate too but those occupations can be quite hazardous as well.

Generally it is not the first time i heard the thing about the learning curve. Personally i got the feeling that it all falls into place quickly after some figuring out of what stuff does, but any suggestion on  how i could improve that or hints at where the hurdles are would be most welcome!

Oh and there have been reports of people going blind after looking at the sourcecode. so you have been warned...

Magellan,

People keep saying that the game "Transcendence" was like Star Control II had a baby with Nethack.....

But really, Prospector is more like their child, Transcendence a distant nephew.  XD

I am enjoying it immensely!

Monkeyboy

BTW....  I cannot keep my crews alive?  Am I too bold in my explorations, or do redshirts have a 1-mission-life-expectancy????

Title: Re: Prospector, a roguelike in development
Post by: MrWiggles on March 18, 2010, 04:05:49 pm
I think the answer to that is Yes.
Title: Re: Prospector, a roguelike in development
Post by: Akura on March 18, 2010, 04:13:19 pm
You could be too bold, not be upgrading their weapons/armor, or not have the credits to pay their wages.

This game is fun. I like clearing a ship of crawling mushrooms by blasting a hole in the side of it. Kills them all almost instantly. Haven't tried it on insectiods, and it doesn't work on humanoid crewmen(or I haven't waited long enough for them to run out of oxygen in their suits).
Title: Re: Prospector, a roguelike in development
Post by: Orkel on March 19, 2010, 03:50:45 pm
Is this game still being worked on? New stuff and features and such? It's too good to not develop further.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 19, 2010, 06:45:23 pm
Is this game still being worked on? New stuff and features and such? It's too good to not develop further.

This is definately one of the roguelikes that REALLY deserve more publicity.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 20, 2010, 07:40:30 am
It's still being worked on. In fact I have set aside this weekend to do so.
But the world in general just didn't want me to work on it for a while:
2 HDs crashed, within a week, both times taking the most current code with them.
Prospector is now on my USB Stick, so it should be safer if i don't loose it. :)

And then I did this:
http://prospector.freeforums.org/7drl-competition-my-entry-t127.html
And that ate a little time as well

Giving myself a deadline of next tuesday right now.
Title: Re: Prospector, a roguelike in development
Post by: Captain Mayday on March 20, 2010, 07:50:26 am
Great to see this is still being developed.  ;D
Gotta say this is one of the better roguelikes I've ever played, and definitely the most enjoyable one of its genre.

Keep up the good work.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 20, 2010, 02:08:05 pm
Great to see this is still being developed.  ;D
Gotta say this is one of the better roguelikes I've ever played, and definitely the most enjoyable one of its genre.

Keep up the good work.

Well it is almost the only Space Roguelike that actually tries to feel like a Sci-fi without becoming a space opera.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on March 20, 2010, 02:31:25 pm
I can't believe I haven't posted in here yet, this game is awesome.

The only thing that I think is not very nice is the fact that usually one alien can kill off even a well armed crew, what adds to that is that I don't think I've seen a single easy to kill alien!

also, spoiler on how to be more awesome, I hold no responsibility for whatever part of the game I ruin for anyone who reads it.  :P
Spoiler (click to show/hide)

keep up the good work!

Well it is almost the only Space Roguelike that actually tries to feel like a Sci-fi without becoming a space opera.
:P
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 20, 2010, 08:40:12 pm
Sorry I meant a Space Soap Opera :P
Title: Re: Prospector, a roguelike in development
Post by: UristMcGunsmith on March 20, 2010, 09:14:57 pm
What's all this about Space Oprah?
Title: Re: Prospector, a roguelike in development
Post by: Tarran on March 20, 2010, 10:26:32 pm
Sorry I meant a Space Soap Opera :P

 :P

What's all this about Space Oprah?

Nothing, just me having fun.  ;D
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on March 21, 2010, 11:56:42 am
Sadly, Google Image Search for "Space Oprah" does not yield anything hilarious.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on March 21, 2010, 02:38:45 pm
Space Opera. (http://en.wikipedia.org/wiki/Space_opera)  ::)
Title: Re: Prospector, a roguelike in development
Post by: Xotes on March 21, 2010, 09:32:17 pm
I think I found a bug.

So I'm going along in my awesome Merchantman making bucketloads of cash, and then pirates attack. So far, no big deal. I shoot down two in as many shots, and then I press capital A to check my gunner's stats. The encounter suddenly ends. And, yes, there were more pirates around.

All this new stuff is great, by the way.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 22, 2010, 07:12:26 am
Thats a wierd one, xotes, since I just found out that space combat doesn't allow (A)wayteam ... though i have seen before that spacecombat just quits, and have yet to look into that a bit more.
Title: Re: Prospector, a roguelike in development
Post by: Captain Mayday on March 22, 2010, 09:48:27 am
Not a bug per se, but the company gave me a contract to map a planet with an ever-changing surface. this seems a little unfair.
Title: Re: Prospector, a roguelike in development
Post by: Akura on March 22, 2010, 06:21:13 pm
Sadly, Google Image Search for "Space Oprah" does not yield anything hilarious.
I only found this:
(http://www.cartoonstock.com/lowres/rde0413l.jpg)
Even then, it's not funny.
Title: Re: Prospector, a roguelike in development
Post by: Saint on March 27, 2010, 06:35:48 pm
Anyone know how exactly to mod this game other than changing the default ship stats.
Like add new items, ship modules, creatures, etc...
Title: Re: Prospector, a roguelike in development
Post by: Akura on March 27, 2010, 06:52:15 pm
I dunno about anything else, but you can modify ships in the data/ships.csv file, if you make sense of it.
Title: Re: Prospector, a roguelike in development
Post by: Saint on March 27, 2010, 07:08:45 pm
Yea I already edited a few ships.
Made destroyers seem more destroyer-y.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 28, 2010, 05:14:38 am
Monsters are in pirates.bas, items are in items.bas
There isn't a lot of stuff that prospector loads from data files (yes, i know, bad practice, but why should I write my own parser if i can use the compilers?)

...
Whats wrong with the destroyer stats anyway? :P
Title: Re: Prospector, a roguelike in development
Post by: Saint on March 28, 2010, 08:48:00 am
Type;Price;Hull;Shield;Engine;Sensors;Cargo;Crew;Weaponslots;Maxfuel;Short;Desc

Destroyer;20000;35;4;4;3;1;15;4;90;
my editations.
Destroyer;40000;35;4;4;4;0;10;6;120;

It just seems it should be more deadly to me.
6 weapon slots because then everything gets dead reak good, it allows toy to have weapons and some extra fuel maybe or sacrifice it for crew members.

Oh and you should let us either have remote rovers that can be controled and the team stay in the ship or let the captain stay in the ship that way I can just send my science officer, maybe doctor and security team out and if all elss fails, I can have them radio to get out. Anyway, great game I found a bug though with dieing on that planet that you get stuck to, I died and the ship took off but the captain recoverd somehow and I was able to leave and continue my marry way through the game, then I went to a station and when I went to buy stuff, I bought some medkits and hired some crew but then my personal gear stash was empty and the medkits were gone.  :-\ Great game still, I love it, an advanced tutorial would be nice, or at least a key guide so I don't accidently shoot those friendly aliens to death.
Title: Re: Prospector, a roguelike in development
Post by: Saint on March 28, 2010, 09:15:38 am
I know, the bsa files, I downloaded them from the SVN but I cannot figure out for the life of me how to use them, as far as I know I have to compile them or something but hell if I know how.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 28, 2010, 10:05:56 am
Your
Destroyer;40000;35;4;4;4;0;10;6;120;
Looks awfully similiar to my
Battleship   35000   40   5   5   4   2   20   5   100
 ;)

6 weapon slots of course will mess up the sidebar.

Anyway: It's been written in freebasic (www.freebasic.net)
There you would find the compiler you need. Of course if you add items and monsters, you also need to make the game generate those. (Monsters are set in planet.bas, items in items.bas)

actually you an command the rovers. Radio your ship and say "Rover:start" "rover:stop" or "rover:target" can't do it from orbit though, and you need to get the stuff they might find yourself (hmm... a rover that picks up stuff... could be a nice luxury item)
Earliest versions had it like that: If you died on a planet and had some guys left on the ship they would start and you could go on. I soon realized that that made you effectively immortal. (just always leave 1 guy behind) Therefore i don't think i will be expanding remote exploration again anytime soon.

Edit to add:
Just put out 0.1.11, halffinished and untested as it may be. See sig for link
Title: Re: Prospector, a roguelike in development
Post by: Tarran on March 28, 2010, 01:02:28 pm
Heh, crashing is our specialty, wait, I mean the other type of crashing, the one with the Urist and stuff. :P

more aliens to shoot! (and die to!)
Title: Re: Prospector, a roguelike in development
Post by: Saint on March 28, 2010, 02:21:32 pm
Your
Destroyer;40000;35;4;4;4;0;10;6;120;
Looks awfully similiar to my
Battleship   35000   40   5   5   4   2   20   5   100
 ;)

6 weapon slots of course will mess up the sidebar.

Anyway: It's been written in freebasic (www.freebasic.net)
There you would find the compiler you need. Of course if you add items and monsters, you also need to make the game generate those. (Monsters are set in planet.bas, items in items.bas)

actually you an command the rovers. Radio your ship and say "Rover:start" "rover:stop" or "rover:target" can't do it from orbit though, and you need to get the stuff they might find yourself (hmm... a rover that picks up stuff... could be a nice luxury item)
Earliest versions had it like that: If you died on a planet and had some guys left on the ship they would start and you could go on. I soon realized that that made you effectively immortal. (just always leave 1 guy behind) Therefore i don't think i will be expanding remote exploration again anytime soon.

Edit to add:
Just put out 0.1.11, halffinished and untested as it may be. See sig for link
Thanks for the link.
Oh hey I did see the battle ship in there, I just never noticed it until now. lol
I think radio commands should only work if you have a person in the ship, like the pilot. I usualy leave the pilot and gunner in the ship, and send the science guy, doctor,captain,and security off to explore. Maybe after you fight pirates you should dock with their ship, kill the survivors and be able to loot the ship, other wise pirate hunting is a very hard job because they don't pay you near enough for all the supplys you would need depending on where you go and such. This would also be nice for when you get killed in the space fight because then you still have a chance to fight off the pirates and maybe use their ship to get to a station.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 29, 2010, 05:27:27 am
Funny enough the one guy on ship thing is also how it used to be. Some messages might still reflect that. (The "Emergency launch" message sure does) and somebody should get around to reword some things. *Gives mirror a stern look*
I thought about boarding, and figured it would make space combat rather tedious soon.
Title: Re: Prospector, a roguelike in development
Post by: niltrias on March 29, 2010, 10:22:53 am
there are a lot of ways to make it non-tedious, and indeed, a lot of fun.   just extend the range of short ranged weapons  a bit and modify the AI so that boarding is 99% a player initiated event. 
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on March 29, 2010, 11:09:20 am
Just downloaded 1.11.

But unless you didn't properly rename it at compilation or something, the zip file still contains 1.10a.

Also, contacting your ship by radio, and ordering the pilot to move it by remote control seems to be broken. The ship never lands again.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 29, 2010, 11:42:55 am
Indeed.
Both things have been fixed and uploaded about 5 minutes ago. (and some display glitches as well)
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on March 29, 2010, 12:13:37 pm
I dropped an improved mining robot. rather than appearing on the ground, it just vanished from my inventory.

Edit. It re-appeared after I left the planet and returned, though
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 29, 2010, 01:14:46 pm
Oooops....
found, fixed & uploaded.
Thanks ampersand!
Title: Re: Prospector, a roguelike in development
Post by: Ampersand on March 29, 2010, 01:23:37 pm
The last glitch I've noticed does not seem to be as obvious. While on a planet, or in a cave, sometimes the map seems to jump around a little. All the tiles just shift up or down a tile. It may have something to do with the text output display, which itself seems a bit buggy.
Title: Re: Prospector, a roguelike in development
Post by: LASD on March 29, 2010, 03:14:01 pm
Is there a way to get up a mineshaft, or am I just doomed? I have exactly one jetpack and zero mining tools. Wait, scratch that, clearing the rubble away with guns did it.

On the plus side I found a lot of commands I didn't know about while I was desperately trying to find something that could save me.
Title: Re: Prospector, a roguelike in development
Post by: slMagnvox on March 29, 2010, 04:45:19 pm
I ran into a bug.  Two. v0.1.11a

I found an abandoned spaceship planetside and when prompted to Attempt Repair (y/n)? any input besides Y would loop the message.  Repairing the ship and when prompted to take control, again only Y was accepted input.  Any other reply brought back the prompt. 

In other words, once I moved onto a tile with an abandoned ship, the only outcome is to fully attempt repair and assume command of the new ship.  Happened twice but neither time did repair fail so I don't know what happens then.  I have remapped keys and the option that supplies any key as N on a Y/N prompt.

Keymap:
Spoiler (click to show/hide)

EDIT! Just realized I have a collision on the m key.  Messages and Healing.  Could be the culprit?  I'll have another game or two later tonight.

2nd bug, I met a rival away team on a planet and their spaceship took off and stranded the rival away team.  They had already done all their ore collection (Going for ore at X,Y) and were Returning to ship... when You hear a scoutship starting in the distance..  After their ship took off they kept spamming the Returning... message.

Had fun playing again!  Saw my name in the help file (3rd bug!  Remapped keys/arrow keys don't scroll help menu.  Have to use number keys (2 and 8 ) to scroll the help screen) and figured I oughta give a bump to the thread and help along the development.

Thanks magellan!
Title: Re: Prospector, a roguelike in development
Post by: Saint on March 29, 2010, 05:00:29 pm
ohh release 11.
Awsome.
Title: Re: Prospector, a roguelike in development
Post by: dbfuru on March 29, 2010, 05:14:11 pm
I only just started playing but noticed a bug, if you try to call your ship in the latest version it just dissapears.
Title: Re: Prospector, a roguelike in development
Post by: Saint on March 29, 2010, 05:17:19 pm
I created a few ships if you want to use them, they are a little OP but I figure they would be nice springboards.
Junker;100;3;0;1;1;2;5;0;75;JK;This piece of scrap is what you call @^#$ you made it out of a bunch of old ships from the scrap yards on your home planet, it's a real piece of crap but cheap.(price comes from tool and part fees.)
Lander;3000;3;0;2;3;3;3;0;80;LD;This is an old lander from the first planet explorations refitted for space travel.

You should have a choice to start with a ship or an extra 500 credits at the start for equipment, that way you could be prepaired a bit more but at the cost of only getting a piece of crap for your first ship as no ship costs less than 1000 as of this moment.
Title: Re: Prospector, a roguelike in development
Post by: magellan on May 24, 2010, 02:52:21 pm
Hi guys...
remember me?

If you dont, then maybe you remember prospector?
New version out, with an incredibly short changelog, considering the time it took to implement it!

it is here
http://code.google.com/p/rlprospector/

and this is what happened:
    * customizable tile & textsizes, should fit even the most exotic display now
    * new retirement system
    * redid postmortem
    * a new anomaly type
    * new item: All-terrain landing gear
    * some attempts at balancing
    * some medium to major bugs squished
    * some UI improvements
Title: Re: Prospector, a roguelike in development
Post by: Ssiissuu on May 24, 2010, 03:29:15 pm
I've followed Prospector since your first post, glad to see an update to such a great little gem. Thanks for the post, Magellan. :)
Title: Re: Prospector, a roguelike in development
Post by: Tilla on May 24, 2010, 10:20:34 pm
Woot, I'm glad to see this is still in the works! Awesome
Title: Re: Prospector, a roguelike in development
Post by: niltrias on May 25, 2010, 01:20:50 am
Hurray! Magellen just totally destroyed my productivity for the rest of the day! (at least)
Title: Re: Prospector, a roguelike in development
Post by: Tarran on May 25, 2010, 01:26:20 am
The new default tiles are kind of bad. ASCII is much more easy to read.

Alright, back to dieing horribly!

Off to a good start! Died on my second planet I landed on.
Title: Re: Prospector, a roguelike in development
Post by: magellan on May 25, 2010, 03:54:52 am
A pleasure, of course :)

I take it you found the option to switch back to the old font tarran? (fixed size 16 then though)
Of course if you look into the graphics directory you would also find files called 8.bmp, 10.bmp etc, and somebody enterprise could pretty those up (And i would be only happy to share with the rest of the world :)
Title: Re: Prospector, a roguelike in development
Post by: Tarran on May 25, 2010, 12:46:40 pm
Yes, I did see it, though you should find a replacement for the current default tiles because they are just too thin.

Also: I had two copies of the same special planet in the same system, is that intentional?
Title: Re: Prospector, a roguelike in development
Post by: magellan on May 25, 2010, 01:51:45 pm
are you certain its a special?
I moved some of the more boring specials into a "happens a few times" category (And intend to move some more, as soon as that lazy brain of mine can think of more interesting ones)
Not sure if this is spoilery, but just in case: The no longer special planets would be these:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Tilla on May 25, 2010, 01:56:30 pm
Seems really hard to make money now without resorting to trading all the time. Resources and mapping just aren't worth much.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on May 25, 2010, 02:02:52 pm
are you certain its a special?
I moved some of the more boring specials into a "happens a few times" category (And intend to move some more, as soon as that lazy brain of mine can think of more interesting ones)
Not sure if this is spoilery, but just in case: The no longer special planets would be these:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I'm currently naming my ships "Fraxy[num]" (In tribute to Fraxy), I'm already to Fraxy8. Damn pirates. :P
Title: Re: Prospector, a roguelike in development
Post by: quintin522 on May 25, 2010, 02:39:02 pm
Seems really hard to make money now without resorting to trading all the time. Resources and mapping just aren't worth much.
I disagree. You just have to find one with a huge amount of resources. I once got 100k from resources alone on one run
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on May 25, 2010, 02:51:10 pm
 Not to mention you can immediately make big bucks on scanning worlds and picking up easy resources. Not to mention finding dead awayteams and looting their stuff.

 But a question: So I'm on a planet and my pilot was killed. Seems I can't (l)aunch my ship, so what can I do? Is this just an extended death?
Title: Re: Prospector, a roguelike in development
Post by: Tilla on May 25, 2010, 02:55:49 pm
Oh god the new random energy discharges get me so many times :O
Title: Re: Prospector, a roguelike in development
Post by: Tarran on May 25, 2010, 03:00:26 pm
Spoiler (click to show/hide)

Alright, now for number 10.
Title: Re: Prospector, a roguelike in development
Post by: mnjiman on May 25, 2010, 03:53:50 pm
I read the first page thinking "O this game sounds interesting.. but is still really new.. i think ill wait a bit for fixes and updates"

then i saw it was a thread with 83 pages, and i was reading a year in the past..

I guess ill try the game out, is it still good?
Title: Re: Prospector, a roguelike in development
Post by: Tilla on May 25, 2010, 04:08:57 pm
anyone been able to survive the bloody anomalies? at least half my games end with a random gravity fluctuation or high energy wave it seems now
Title: Re: Prospector, a roguelike in development
Post by: Tarran on May 25, 2010, 04:32:44 pm
anyone been able to survive the bloody anomalies? at least half my games end with a random gravity fluctuation or high energy wave it seems now
Just avoid their general area, you'll be safe.

Anyway, there's a alien artifact in the mountains, and I can't get to it.

WHHHHYYYYYYY?!

Edit: Nevermind, I got a drill, it wasn't worth it though. The artifact is nearly useless...
Title: Re: Prospector, a roguelike in development
Post by: mnjiman on May 25, 2010, 08:28:21 pm
is there a tile set graphic set for this? :P
Title: Re: Prospector, a roguelike in development
Post by: Tilla on May 25, 2010, 11:51:13 pm
anyone been able to survive the bloody anomalies? at least half my games end with a random gravity fluctuation or high energy wave it seems now
Just avoid their general area, you'll be safe.

Anyway, there's a alien artifact in the mountains, and I can't get to it.

WHHHHYYYYYYY?!

Edit: Nevermind, I got a drill, it wasn't worth it though. The artifact is nearly useless...

That would be great..if it were any specific area. It seems to happen anywhere and everyhwere.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on May 26, 2010, 12:13:26 am
Not for me, you just have to fly around them. If you lack the fuel to do that, then it's a problem on your side.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on May 26, 2010, 02:09:47 am
Not for me, you just have to fly around them. If you lack the fuel to do that, then it's a problem on your side.

Nope, never lacking in fuel - sometimes it's right when I start.

It's also hard to fly around them as I can never see the anomalies in question.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on May 26, 2010, 02:13:50 am
Not for me, you just have to fly around them. If you lack the fuel to do that, then it's a problem on your side.

Nope, never lacking in fuel - sometimes it's right when I start.

It's also hard to fly around them as I can never see the anomalies in question.
They only spawn around other Anomalies, so if you avoid the visible ones than you should be safe.
Title: Re: Prospector, a roguelike in development
Post by: Akura on May 26, 2010, 07:44:48 am
I found a ship's distress signal on a planet. I went in to check it out, thinking they might be in serious trouble, or at least, already dead with plenty of stuff to loot. Turns out, they converted their ship into a casino. After a game of Roulette, they kept badgering me to play another game. I finally got out, but when I went back in, they told me I was banned.

This game needs orbital bombardment. >:(
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on May 26, 2010, 07:50:56 am
 
Spoiler (click to show/hide)

 Also, how do you use containment fields that the arena planet sells you?
Title: Re: Prospector, a roguelike in development
Post by: Saint on May 26, 2010, 08:00:44 am
is there a tile set graphic set for this? :P
The way things are set up you really couldn't have one.
It would be really hard even for me to draw tiles that small.
And I know a lot about fitting detail into very small places.
Title: Re: Prospector, a roguelike in development
Post by: magellan on May 26, 2010, 08:37:48 am
I take it you missed the release of 0.1.12 2 days ago, saint :)

spoilered to avoid window stretching:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: jocan2003 on May 26, 2010, 11:53:13 am
Interesting sound like we may get a graphic tileset soon :D
Title: Re: Prospector, a roguelike in development
Post by: BishopX on May 26, 2010, 03:05:48 pm
I like the new version. It's finally approaching hard enough  :D
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on May 26, 2010, 05:34:44 pm
Just chiming in to say I love this game a lot. Good job Magellan.
Title: Re: Prospector, a roguelike in development
Post by: EuchreJack on May 26, 2010, 06:35:38 pm
Question: What does "easy start" do?  I can't tell.
Title: Re: Prospector, a roguelike in development
Post by: Saint on May 26, 2010, 10:01:02 pm
I take it you missed the release of 0.1.12 2 days ago, saint :)

spoilered to avoid window stretching:
Spoiler (click to show/hide)
So are you saying I should get drawing or what?
Because if I get the time I will unless I get that job I am applying for.
Title: Re: Prospector, a roguelike in development
Post by: mnjiman on May 26, 2010, 10:49:01 pm
I think I will wait for a tile set to be created for this game.

Prospector does look wonderful! As some said already, it does look like what I imagined the end game of Spore would look like (until they botched it up).

I just have issues with ASCCI graphics.

Title: Re: Prospector, a roguelike in development
Post by: Megaman on May 26, 2010, 11:43:19 pm
Would you please elaborate why you have a problem with ASCII graphics?
Title: Re: Prospector, a roguelike in development
Post by: magellan on May 27, 2010, 04:49:33 am
@Saint, thats actually the main thing missing: a volunteer, since i cant draw myself out of a wet paperbag.
Of course I am hoping you are not going to be that volunteer, and get that job...
Title: Re: Prospector, a roguelike in development
Post by: mnjiman on May 27, 2010, 06:03:34 am
Would you please elaborate why you have a problem with ASCII graphics?

You could sum it up by saying its just "personal preference" but I guess ill go into detail.


1) I would like to play a game where the work involved is playing the game and not trying to figure out what object is what every time I encounter it..

2) Ive found that at times some character graphics may look very similar too one another, and if you happen to get one confused with another it could mean the end of your game very easily.

3) It doesnt give any sense of what is currently in the game. Yes you can easily use your imagination, but if i wanted that I would just go use some paper and pens and draw something up.. In a game i would like at least some graphical nature to help me get directly involved in the game. When i first started playing dwarf fortress, I had this same sense at first as well. When i found out there was graphic tile sets people created, I dont want to go back if i dont have too to the original graphics. It basically made a great game even better.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on May 27, 2010, 12:58:23 pm
Would you please elaborate why you have a problem with ASCII graphics?

You could sum it up by saying its just "personal preference" but I guess ill go into detail.


1) I would like to play a game where the work involved is playing the game and not trying to figure out what object is what every time I encounter it..

2) Ive found that at times some character graphics may look very similar too one another, and if you happen to get one confused with another it could mean the end of your game very easily.

3) It doesnt give any sense of what is currently in the game. Yes you can easily use your imagination, but if i wanted that I would just go use some paper and pens and draw something up.. In a game i would like at least some graphical nature to help me get directly involved in the game. When i first started playing dwarf fortress, I had this same sense at first as well. When i found out there was graphic tile sets people created, I dont want to go back if i dont have too to the original graphics. It basically made a great game even better.

A rogue-like, you has one!
Title: Re: Prospector, a roguelike in development
Post by: Saint on May 27, 2010, 06:37:57 pm
@Saint, thats actually the main thing missing: a volunteer, since i cant draw myself out of a wet paperbag.
Of course I am hoping you are not going to be that volunteer, and get that job...
I will work on it when I get the chance, a size would be nice for me to work with like 32x32 pixles or 10x10 pixles or something.
Title: Re: Prospector, a roguelike in development
Post by: magellan on May 27, 2010, 10:37:26 pm
you know, it just occured to me that I haven't given the question of what a good tilesize would be even a single thought so far...
Hmmm...
with 24x24 it already pretty much completely occupies my 1600x1200 screen, so I would say 24x24 is max, smaller would be better.
Of course your input on this topic is just as important as mine, saint.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on May 29, 2010, 09:36:28 am
Are the prospector forums down for anyone else?
Title: Re: Prospector, a roguelike in development
Post by: Saint on May 29, 2010, 09:45:44 am
Well 24x24 gives me a lot to work with, but if that fills screens lets do 20x20, I can work with that hopefully.
When I get time I will start some work, it would be nice if you could find someone elss as a back up though incase I can't.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 01, 2010, 09:29:15 pm
I keep dying, a lot, even if I'm careful. Repairs and fuel cost so much, that I'm constantly on the brink of running out of money.

Help.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 01, 2010, 09:42:50 pm
I keep dying, a lot, even if I'm careful. Repairs and fuel cost so much, that I'm constantly on the brink of running out of money.

Help.
Here's some tips, minor spoilers:

Don't go to most unique planets unless you are heavily equipped. Don't. Though there is one you will want to go to as soon as you find it, it won't last forever, so go there before it's gone.

ANY planet with native life is a place to avoid unless you are confident in your killing abilities.

Be VERY cautious when boarding drifting ships, humans are not the only thing you may encounter.

Jetpacks are a must. They make mining drills obsolete.

Don't enter caves.

Just because someone looks friendly doesn't mean they won't flip when you least expect it.



Just a few.
Title: Re: Prospector, a roguelike in development
Post by: x2yzh9 on June 01, 2010, 09:45:19 pm
Also, I hate to bring it up, but how do savescum when you die? Ie. when you get fucked up by a wormhole or anomoly field. Magelllan says there's a way to do it, but Task Managar doesn't really work. Try it, you'll see.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 01, 2010, 09:47:22 pm
I keep dying, a lot, even if I'm careful. Repairs and fuel cost so much, that I'm constantly on the brink of running out of money.

Help.
Here's some tips, minor spoilers:

Don't go to most unique planets unless you are heavily equipped. Don't. Though there is one you will want to go to as soon as you find it, it won't last forever, so go there before it's gone.

ANY planet with native life is a place to avoid unless you are confident in your killing abilities.

Be VERY cautious when boarding drifting ships, humans are not the only thing you may encounter.

Jetpacks are a must. They make mining drills obsolete.

Don't enter caves.

Just because someone looks friendly doesn't mean they won't flip when you least expect it.



Just a few.

Jetpacks cost 600 each. I'm lucky if I have 100 at any one time.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 01, 2010, 09:49:31 pm
I keep dying, a lot, even if I'm careful. Repairs and fuel cost so much, that I'm constantly on the brink of running out of money.

Help.
Here's some tips, minor spoilers:

Don't go to most unique planets unless you are heavily equipped. Don't. Though there is one you will want to go to as soon as you find it, it won't last forever, so go there before it's gone.

ANY planet with native life is a place to avoid unless you are confident in your killing abilities.

Be VERY cautious when boarding drifting ships, humans are not the only thing you may encounter.

Jetpacks are a must. They make mining drills obsolete.

Don't enter caves.

Just because someone looks friendly doesn't mean they won't flip when you least expect it.



Just a few.

Jetpacks cost 600 each. I'm lucky if I have 100 at any one time.

Compare it to the cost and extra time you need for drills and floating stuff, Jetpacks are a better bang for your buck, not to mention that they have an emergency jump function that might save your life if you are in deep shit.

Also, I hate to bring it up, but how do savescum when you die? Ie. when you get fucked up by a wormhole or anomoly field. Magelllan says there's a way to do it, but Task Managar doesn't really work. Try it, you'll see.
Backup the save file. Put it back into the save folder if you die.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 01, 2010, 09:50:23 pm
I keep dying, a lot, even if I'm careful. Repairs and fuel cost so much, that I'm constantly on the brink of running out of money.

Help.
Here's some tips, minor spoilers:

Don't go to most unique planets unless you are heavily equipped. Don't. Though there is one you will want to go to as soon as you find it, it won't last forever, so go there before it's gone.

ANY planet with native life is a place to avoid unless you are confident in your killing abilities.

Be VERY cautious when boarding drifting ships, humans are not the only thing you may encounter.

Jetpacks are a must. They make mining drills obsolete.

Don't enter caves.

Just because someone looks friendly doesn't mean they won't flip when you least expect it.



Just a few.

Jetpacks cost 600 each. I'm lucky if I have 100 at any one time.

Compare it to the cost and extra time you need for drills, Jetpacks are a better bang for your buck, not to mention that they have an emergency jump function that might save your life if you are in deep shit.

That doesn't solve the problem! I just keep dying to random events. I get jumped by a horde of insects while exploring a planet for resources, or I stumble into an unseen anomaly, or whatever. I just can't stay alive.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 01, 2010, 09:52:54 pm
Compare it to the cost and extra time you need for drills, Jetpacks are a better bang for your buck, not to mention that they have an emergency jump function that might save your life if you are in deep shit.

That doesn't solve the problem! I just keep dying to random events. I get jumped by a horde of insects while exploring a planet for resources, or I stumble into an unseen anomaly, or whatever. I just can't stay alive.
ANY planet with native life is a place to avoid unless you are confident in your killing abilities.
Only go to planets with a 20 or less chance for life.

Another hint: The more dangerous the planet the more minerals it has.
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on June 01, 2010, 10:41:46 pm
Another hint: The more dangerous the planet the more minerals it has.
The planets that I found were the most mineral-laden were barren lifeless worlds that occasionally popped a magma pimple. One of the least dangerous threats in the universe.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 01, 2010, 10:53:41 pm
Another hint: The more dangerous the planet the more minerals it has.
The planets that I found were the most mineral-laden were barren lifeless worlds that occasionally popped a magma pimple. One of the least dangerous threats in the universe.
For me completely barren planets usually had only a few minerals, while dense corrosive inhabited planets had lots of minerals. Magma is dangerous. Just not that dangerous.
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on June 01, 2010, 10:55:36 pm
 I suppose I find it that was is due to the fact that these are almost always plains worlds, and thus I can collect all the minerals all at once as opposed to the life-filled worlds where I need to meander around crap to get to the minerals.
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 02, 2010, 02:47:49 am
Let me chime in with early game hints.

As was said before anomalies have a tendency to come in groups. And yes, you dont want to get near those with a l1 pilot.
Other hints for early game survival:
Lots of folks have found starting with a troop transport helpfull
JPs are for the midgame.
And then there is that one radio command, that is for some reason immensly popular.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 02:50:30 am
And then there is that one radio command, that is for some reason immensly popular.
Let me guess, is it one of these?
Spoiler (click to show/hide)
Or are you withholding information from me? If you are, I demand you release it immediately!
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 02, 2010, 03:15:51 am
The information came to me of its own free will, and doesnt want to go to you ;P

But yes, those 3.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on June 02, 2010, 06:27:12 am
Well, nice to see this fun game keeps improving. It would be nice to have a more detailed character developement, though... and the ability to actually control it. No, not control every redshirt, but at least your own character, the captain, in that regards.
Title: Re: Prospector, a roguelike in development
Post by: Saint on June 02, 2010, 01:05:44 pm
I keep dying, a lot, even if I'm careful. Repairs and fuel cost so much, that I'm constantly on the brink of running out of money.

Help.
Start with the scout.
Go right to the nearest planet system and just SCAN them.
Don't spend the beginning money yet.
Get money from flying to nearby areas and scanning them, only dock when you have to and collect as much data as possible.
Land on the completly barran planets and explore a bit, pick up rocks, turn on auto scan.
repeat until you cannot do so anymore and invest in supplys, maybe even trading.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 02, 2010, 01:10:19 pm
Refueling costs always leave me at a profit loss.

The issue with this game is that losing is not fun; It's so brutal that you are often killed without a chance for escape early on. Is there a way to save scum?
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 01:14:26 pm
Also, I hate to bring it up, but how do savescum when you die? Ie. when you get fucked up by a wormhole or anomoly field. Magelllan says there's a way to do it, but Task Managar doesn't really work. Try it, you'll see.
Backup the save file. Put it back into the save folder if you die.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 02, 2010, 01:39:12 pm
I'm getting the hang of safely exploring and extracting minerals, but now pirates gank me. What do?
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on June 02, 2010, 01:40:25 pm
Refueling is never that big a deal for me.

Exploring gives a bunch of credits and if you scan every plant you possibly can you occasionally run into "exceptional" plants.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 01:42:25 pm
I'm getting the hang of safely exploring and extracting minerals, but now pirates gank me. What do?
Run if you can, fire back while running, get a better weapon/ship/shields. Best I can think of, pirates usually kill me more than I would want them to.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 02, 2010, 02:18:30 pm
I just figured out the radio system for the ship. If you press r while on a planet, and are within radio range of the ship, you can give it orders.

Come, which lets you move it to a different location on a planet.
Fire, which lets you use it's guns against creatures on a planet.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 02:25:28 pm
I just figured out the radio system for the ship. If you press r while on a planet, and are within radio range of the ship, you can give it orders.

Come, which lets you move it to a different location on a planet.
Fire, which lets you use it's guns against creatures on a planet.
Land, allows you to select where you want to move your ship to.
Help, gives a response.

Never knew the Come command. Can you chose where your ship lands?
Title: Re: Prospector, a roguelike in development
Post by: Fikes on June 02, 2010, 02:40:42 pm
Do you have to have a satalite for those commands to work?

I gave up on this game after dying over and over and getting frustated. Even exploring planets with 10% chance of life isn't safe, they appear out of no where and kill the shit out of you. RAGE

Any place you can find a good list of the average costs for goods? What is low and what is high?
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 02, 2010, 02:42:38 pm
Do you have to have a satalite for those commands to work?

I gave up on this game after dying over and over and getting frustated. Even exploring planets with 10% chance of life isn't safe, they appear out of no where and kill the shit out of you. RAGE

Any place you can find a good list of the average costs for goods? What is low and what is high?

It works without the Sattelite, but I think it increase the range of the ship's radio.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 02:43:52 pm
Do you have to have a satalite for those commands to work?
Nope, just a clean signal to the ship. Satellites help by allowing you a clean connection no matter where you are (unless you are in a cave). Though your pilot can screw up by crashing into it when leaving a planet, thus destroying the satellite.

EDIT: Ninja.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 02, 2010, 03:13:21 pm
Quote
Radio Commands

Q: What are the commands for (R)adioing the ship

A: One is "Hello" wich is answered with "Yes?" And more I will not tell you. Except that there are currently 10 (including the above).

Q: Any hints?

A: Your communications satellite can do more than just relay messages. 2 Commands are a bit redundant, one is suicidal and the remaining too aren't too practical, though they can be fun.

Q: Anything else on radio commands?

A: There are 3 commands if you got a rover on the planet: rover start, rover stop and rover target.

We must figure out all of the radio commands. They seem like they could be fun.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 03:14:33 pm
We know 5 of 10, so we have to be witty to find new ones.

I'll give it a shot.

EDIT: Found one, "Shoot". Works like Fire.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 02, 2010, 03:17:07 pm
We know 5 of 10, so we have to be witty to find new ones.

I'll give it a shot.

I only know the three. Post them all? :O

I don't think redundant ones count as individual commands.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 03:20:10 pm
Err, I meant 4. But maybe you're right about redundant ones not counting. Here's what I currently know:

Fire/Shoot/Nuke. Self explanatory. Fires gun.
Help. Gives a response.
Come/Land. Self explanatory.

Come on, give me some help here.

EDIT: Found Nuke.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 02, 2010, 03:24:36 pm
You can use "scan" if you have a communications sattelite. I'm not sure what it scans for, though.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 03:26:45 pm
You can also say "satellite"/"satellites", though it needs a satellite. Not sure what it does though. Since I don't have a satellite.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 03:30:15 pm
Double post (so sue me).

You can say "Launch". It gives you a y/n prompt, if you say yes, you will die.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 02, 2010, 03:32:34 pm
Satellite does the same thing as scan.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on June 02, 2010, 03:36:34 pm
There's a 'Smoke' command If I recall
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 03:37:16 pm
There's a 'Smoke' command If I recall
It doesn't work for me.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 03:44:50 pm
Apparently the pilot takes "Fired" as me asking to fire the ship's weapons, WRONG.

Fire/Fired/Shoot/Nuke
Help
Hello
Satellite/Satellites/Scan
Launch

That's ten. Let's hope the redundant ones don't count. Otherwise that's all the commands.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on June 02, 2010, 08:52:55 pm
Even with all the tips I can't really get anywhere anymore without dying. Which is a shape since I was a huge fan early on :/ It seems to be falling into the old roguelike trap of confusing satisfying challenge with retarded and seemingly random failure, which is discouraging to most players.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 09:06:46 pm
Even with all the tips I can't really get anywhere anymore without dying. Which is a shape since I was a huge fan early on :/ It seems to be falling into the old roguelike trap of confusing satisfying challenge with retarded and seemingly random failure, which is discouraging to most players.
Just be paranoid and cautious, you'll rarely die.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on June 02, 2010, 09:08:51 pm
Even with all the tips I can't really get anywhere anymore without dying. Which is a shape since I was a huge fan early on :/ It seems to be falling into the old roguelike trap of confusing satisfying challenge with retarded and seemingly random failure, which is discouraging to most players.
Just be paranoid and cautious, you'll rarely die.

Tell that to my dozens of crews :P
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 09:21:54 pm
Even with all the tips I can't really get anywhere anymore without dying. Which is a shape since I was a huge fan early on :/ It seems to be falling into the old roguelike trap of confusing satisfying challenge with retarded and seemingly random failure, which is discouraging to most players.
Just be paranoid and cautious, you'll rarely die.

Tell that to my dozens of crews :P
Well, you're doing it wrong! You're supposed to have hundreds of dead crews!
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on June 02, 2010, 09:44:18 pm
 Will launch kill you if you are on the same tile as the ship? Seems like a good way of solving the dead pilot problem.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 02, 2010, 10:01:34 pm
Will launch kill you if you are on the same tile as the ship? Seems like a good way of solving the dead pilot problem.
Yes, it will kill you.
Title: Re: Prospector, a roguelike in development
Post by: Rakonas on June 02, 2010, 10:07:11 pm
Will launch kill you if you are on the same tile as the ship? Seems like a good way of solving the dead pilot problem.
Never bring your pilot with you. If you do you can't have him pick you up while your fatal miscalculation has doomed you to be unable to reach the ship in time by one tile.
Title: Re: Prospector, a roguelike in development
Post by: Saint on June 02, 2010, 10:31:31 pm
I always leave my pilot and gunner on the ship.
My team is captain, science officer, medical and soldiers.
Though I wish we could leave captain on the ship maybe if we had a "cheater" mode that allowed us to select options like that...
Then I could have captain,pilot and gunner on the ship and if we had to, leave the away team to die on the planet.
Splitting them into squads could be a nice feature too.
Squad one goes in and kills stuff, secures area w/e.
squad two goes and collects the data from the area secured.
Title: Re: Prospector, a roguelike in development
Post by: EuchreJack on June 03, 2010, 02:56:44 am
I usually "medically enhance" my Captain.  Afterall, I only lose when the Captain dies.  I can always find a new crew when I dock at the space station.

Honestly, I only dock when I need to hire a new pilot.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on June 03, 2010, 09:40:03 am
Will launch kill you if you are on the same tile as the ship? Seems like a good way of solving the dead pilot problem.
Never bring your pilot with you. If you do you can't have him pick you up while your fatal miscalculation has doomed you to be unable to reach the ship in time by one tile.

You don't actually need to have the pilot on board to move the ship. You can do that via radio. When I"m running low on oxygen I always make the ship meet me halfway.


The other really big defensive trick is to leave your tactics on defensive unless you're about to blow something away. It makes the giant cave bears leaping out and devouring your red shirts much less costly.

In other news, does anyone know how to solve this situation?
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 03, 2010, 09:40:30 am
Just spent an afternoon implementing something like pathfinding.
Another thing nobody is ever going to realize its in there
Soon merchants will avoid anomalies and gas clouds and have funny routes like this:

(http://i46.tinypic.com/2liegid.jpg)

@Duke 2.0
Are you certain you can't start with a dead pilot? Launching never checked for crew, and I havent touched that part. What exactly is happening?

@BishopX
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Saint on June 03, 2010, 11:40:14 am
I killed the center of the planet and everything there but yet I still cannot leave.
And I died on the way back in to find what I missed because I explored and lost too much oxygen to get back home.
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on June 03, 2010, 12:06:16 pm
 Basically I landed on a barren planet at 0% chance of life, some monster came out of nowhere and attacked the crew. I booked it out of there straight to the ship where I pressed l, but nothing happened. I noticed that my pilot was killed, so I attributed it to that. I don't have a save, but if it happens again I'll save it.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 03, 2010, 12:21:42 pm
You'll find resources and technology a lot more often in gas cloud systems.

I'm currently doing an archaelogical exploration of a pyramid I find on a cold, mountainous planet.
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 03, 2010, 01:40:58 pm
Just checked the planet with the working defense grid and it works fine here
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: BishopX on June 03, 2010, 02:26:29 pm
I might have blown it up  ???

Also, my save file is over 25 megs so gmail and yahoo don't like sending it. Any idea if it will survive zipping?
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 03, 2010, 02:52:44 pm
wont have a problem with zipping.
Also just checked: That tile has no Hitpoints (as it should) and is indestructable.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 03, 2010, 02:59:13 pm
I might have blown it up  ???
Ah, we all have our "I probably shouldn't have blown that up" moments.
Title: Re: Prospector, a roguelike in development
Post by: exoleet on June 03, 2010, 05:25:09 pm
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: BishopX on June 03, 2010, 09:17:46 pm

@ exoleet

It can be sold on certain planets
Title: Re: Prospector, a roguelike in development
Post by: Rakonas on June 03, 2010, 09:34:10 pm
Spoiler (click to show/hide)
You can hang it on your ship as a souvenir of your adventures.
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 04, 2010, 01:07:07 pm
In case anybody wants to know, I fixed some bugs, mainly the stranded ships upon entering having no stats thing.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 04, 2010, 01:09:41 pm
Anyone else encounter a magma worm yet? I have. :P

Too bad that guy is dead.

Also: Yay, new version!
Title: Re: Prospector, a roguelike in development
Post by: alfie275 on June 04, 2010, 01:44:59 pm
Programming question, hopefully you can help:
I assume you store things as derived classes in a container of pointers to the base class? Do you just type cast them to access any added non-baseclass members of the derived classes?
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 04, 2010, 01:51:53 pm
Erm, no, no base classes and derived classes in there.
Just lists containing objects and a global variable telling where the list ends.
Its all very primitive :)

Edit to add:
I hope nobody minds me asking, but:
Does anybody have feedback on the retirement storys? Anybody gotten "run to andromenda" yet? Or even "War in the magellanic clouds"? anything?  ???
Title: Re: Prospector, a roguelike in development
Post by: The Scout on June 10, 2010, 02:35:31 pm
What do the ancient alien bombs do?
Title: Re: Prospector, a roguelike in development
Post by: BishopX on June 10, 2010, 09:42:21 pm
blows up the planet (more or less). Watch the video on the google code site.
Title: Re: Prospector, a roguelike in development
Post by: Orb on June 11, 2010, 06:48:08 am
Not sure if this was mentioned before....but I attacked an insect. It attacked me. My crew members started dieing of disease. And they kept dieing. Everytime I moved, they died again. After getting on my ship, they still kept dieing. After going to medbay on the station and healing them up, they still died.

I saved the file incase you want to see it.

"Edit" Also, there is nothing explaining dense atmosphere/heavy gravity affecting landings in the manual. Also, I cant seem to repair my hull. I enter a number and press enter, nothing. Maybe im going about it the wrong way.
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 11, 2010, 08:04:57 am
Savegame would be helpful

As for the gravity & atmosphere thing:
I would have thought that that one is rather obvious. As obvious as you cant breathe in exotic atmospheres.
Title: Re: Prospector, a roguelike in development
Post by: The Scout on June 11, 2010, 11:15:17 am
blows up the planet (more or less). Watch the video on the google code site.
Well I'm dead now.

Edit:I'm stuck on a planet with no way to get to my ship or contact it. Friggin meteors. Earthlike atmosphere and no animals.
Title: Re: Prospector, a roguelike in development
Post by: Saint on June 11, 2010, 12:05:14 pm
What do the ancient alien bombs do?
How do you get one?
I really want to blow up a few of these planets.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on June 11, 2010, 01:20:27 pm
You can a) find them in as artifacts b) find a certain unique planet with a intact alien bomb storage bunker.
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 15, 2010, 12:08:42 pm
Awesome update. I'm yet to encounter bugs in it. I haven't played it for a while and now I'm happy to play it again :). Hopefully after tomorrow exam  I will have enough of free time to fully enjoy it.

P.S. I would like to volunteer to draw tiles for the game :). Could you work on the graphical side please? I already have a few version for the current release, I would like to be able to make 32x32 or at least 16x16 tiles.

P.P.S. I was able to use tiles.bmp before... How do I do it now?
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 15, 2010, 12:18:10 pm
Just spent an afternoon implementing something like pathfinding.
Another thing nobody is ever going to realize its in there
Soon merchants will avoid anomalies and gas clouds and have funny routes like this:

(http://i46.tinypic.com/2liegid.jpg)

@Duke 2.0
Are you certain you can't start with a dead pilot? Launching never checked for crew, and I havent touched that part. What exactly is happening?

@BishopX
Spoiler (click to show/hide)
That looks cool. Any chance to have refuel depots and space bars in cross-sections of such routes in the future? It would add to the atmosphere a lot :).
Title: Re: Prospector, a roguelike in development
Post by: Orb on June 15, 2010, 01:41:20 pm
Savegame would be helpful

As for the gravity & atmosphere thing:
I would have thought that that one is rather obvious. As obvious as you cant breathe in exotic atmospheres.

Sorry for the delay, but I must have hit "t" instead of "y" for save. Silly stuff. I played the game for a while and never encountered the bug again.

Also, you mentioned a "way" while back that you wanted to dampen the learning curve. I didnt realise the gravity/atmosphere thing for a while. I could also mention some other things that took me a while to figure out, if ya likes.

By the way, really like the game. :)
Just spent an afternoon implementing something like pathfinding.
Another thing nobody is ever going to realize its in there
Soon merchants will avoid anomalies and gas clouds and have funny routes like this:

(http://i46.tinypic.com/2liegid.jpg)

@Duke 2.0
Are you certain you can't start with a dead pilot? Launching never checked for crew, and I havent touched that part. What exactly is happening?

@BishopX
Spoiler (click to show/hide)
That looks cool. Any chance to have refuel depots and space bars in cross-sections of such routes in the future? It would add to the atmosphere a lot :).

That would be cool, expecially if it didnt count as a mission. Then you wouldnt have to choose between entering a gas giant for fuel(if you can find one) or entering the station and going bankrupt. Trust me, I went bankrupt once. :P
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 15, 2010, 01:58:52 pm
Yep, you don't pay wages in bars. That was the idea.
Title: Re: Prospector, a roguelike in development
Post by: Orb on June 15, 2010, 03:58:01 pm
Question:

I have yet to figure out what lowering standard wages does besides saving you some quick bucks. Does it increase the chances for retirement for your crew members?
Title: Re: Prospector, a roguelike in development
Post by: BishopX on June 15, 2010, 05:10:06 pm
Yes and it also reduces your chances of hiring highly skilled crew.
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 16, 2010, 01:57:06 pm
Interesting Idea, Deon & Orb.
I was thinking that merchant captains would sell their sensor data for a particular leg for a few credits in bars.
Of course, such "Space truck stops" would be fun too, but they shouldnt make it too easy. Maybe they could charge exorbitant 3 credits per ton of fuel. There also could be a chance of "Something has happened"
...
Hmmm....
Title: Re: Prospector, a roguelike in development
Post by: BishopX on June 16, 2010, 04:00:00 pm
Short term I think the easiest way to do "truck" stops would be to allow colonies to sell fuel, in the same way the pirate bases do, although probably for more money. Of course not all (or possibly none?) of the colonies are known to the merchants at the start of the game, so as the player sells knowledge of the colonies to the corporations the routes might have to be re-calculated. This is probably too processor intensive though.

In the long term the introduction of more entities is going to require some fundamental questions about how the game universe operates.  Right now we're in a sector full of ancient ruins which are being exploited by 3 mega corporations. There are merchants who trade between the corps, pirates of prey on the merchants and pirate hunters(mostly corporate) who prey on the pirates. This whole setup is fueled by the bunches of cyberneticaly engineered mercenaries who fetishize alien artifacts and walk around surrounded by  cheerful octopi (I am of course referring to the eponymous prospectors). In this setting independent "truck stops" don't really make sense (why wouldn't they be bought out by the mega corps? How are they really different from the space stations?).

Magellan has already mentioned that he is adding in much more active, ftl capable, aliens. It seems like this might be a good time to expand the "universe" a bit. By shrinking the current game rectangle down to say 1/2 is current size and calling it "human" space, where most of the stars position are known, if not freely available, and there is a strong corporate presence. There might still be some pirate fleets here hiding in gas clouds and anomalies, but not many. Outside of this rectangle there would be eight other rectangles arranged around it. These would be full of pirates, aliens and independent colonies. Most of the real money in the game would be earned by venturing out of corporate controlled areas. Either via exploration, trading between the tiny colonies or fighting/stealing from all comers. In this setup it would make sense for there to be merchant owned "truck stops" away from the corporate influence. Some might even let pirates dock. All of this will move the game away from the mining and exploration and into meeting new races, finding cool crap and navigating among slightly less monolithic power structures. I think this outcome will make the game a little happier (It's really rather dark right now).
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 16, 2010, 04:27:39 pm
Interesting Idea, Deon & Orb.
I was thinking that merchant captains would sell their sensor data for a particular leg for a few credits in bars.
Of course, such "Space truck stops" would be fun too, but they shouldnt make it too easy. Maybe they could charge exorbitant 3 credits per ton of fuel. There also could be a chance of "Something has happened"
...
Hmmm....
Bar fights! :D

Also, I've made 24x32 tiles for you to test. I would really love to see the game in 24x32. It wouldn't make it too huge as 32x32 and also allow a good amount of detail for the game to look beautiful.

Scout, long range fighter, light transport, troop transport, pirate ship:

(http://i.piccy.info/i5/39/81/218139/scout.png)  (http://i.piccy.info/i5/42/81/218142/longrangefighter.png)  (http://i.piccy.info/i5/45/81/218145/lighttransport.png)  (http://i.piccy.info/i5/49/81/218149/trooptransport.png)  (http://i.piccy.info/i5/50/81/218150/pirate.png)
Title: Re: Prospector, a roguelike in development
Post by: Blacken on June 16, 2010, 04:32:46 pm
Short term I think the easiest way to do "truck" stops would be to allow colonies to sell fuel, in the same way the pirate bases do, although probably for more money. Of course not all (or possibly none?) of the colonies are known to the merchants at the start of the game, so as the player sells knowledge of the colonies to the corporations the routes might have to be re-calculated. This is probably too processor intensive though.

Really? Every game engine I've ever worked with could do something that trivial on the fly. Work-with-what-you-know isn't really all that weird.


I dig what Prospector's trying to do quite a lot. Not really very playable for me at present, but I'm keeping an eye on it to see how it progresses.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 16, 2010, 04:35:15 pm
Interesting Idea, Deon & Orb.
I was thinking that merchant captains would sell their sensor data for a particular leg for a few credits in bars.
Of course, such "Space truck stops" would be fun too, but they shouldnt make it too easy. Maybe they could charge exorbitant 3 credits per ton of fuel. There also could be a chance of "Something has happened"
...
Hmmm....
Bar fights! :D

Also, I've made 24x32 tiles for you to test. I would really love to see the game in 24x32. It wouldn't make it too huge as 32x32 and also allow a good amount of detail for the game to look beautiful.

Scout, long range fighter, light transport, troop transport, pirate ship:

(http://i.piccy.info/i5/39/81/218139/scout.png)  (http://i.piccy.info/i5/42/81/218142/longrangefighter.png)  (http://i.piccy.info/i5/45/81/218145/lighttransport.png)  (http://i.piccy.info/i5/49/81/218149/trooptransport.png)  (http://i.piccy.info/i5/50/81/218150/pirate.png)
They look nice, but the colors are not quite sharp enough for me. I mean, with their size it's somewhat hard to distinguish features.
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 16, 2010, 04:54:48 pm
Which feature do you want to distinguish? They are just ships :). Some direct suggestions would be nice.
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 16, 2010, 05:06:43 pm
Did you mean something like this?

(http://i.piccy.info/i5/49/81/218149/trooptransport.png)    (http://i.piccy.info/i5/79/82/218279/trooptransport2.png)

I tried to make it more saturated and add contrast with different colors.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 16, 2010, 05:12:28 pm
Well, the colors are too mixed, they need to be more distinguishing. The ships look somewhat blurry. A little sharpening can help.

http://www.bythom.com/sharpening.htm

Here's your scout run under a sharpening filter, and not run under sharpening. I used photoshop's un-sharp mask, Amount 100, Radius 2 pixels:
(http://img529.imageshack.us/img529/8642/sharpeneddeonsscout.png)(http://i.piccy.info/i5/39/81/218139/scout.png)

Prepostedit:
Did you mean something like this?

(http://i.piccy.info/i5/49/81/218149/trooptransport.png)    (http://i.piccy.info/i5/79/82/218279/trooptransport2.png)

I tried to make it more saturated and add contrast with different colors.
Little too much.
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 16, 2010, 05:29:57 pm
(http://i.piccy.info/i5/22/83/218322/scout2.png)  (http://i.piccy.info/i5/32/83/218332/longrangefighter2.png)  (http://i.piccy.info/i5/34/83/218334/lighttransport2.png)  (http://i.piccy.info/i5/35/83/218335/trooptransport2.png)  (http://i.piccy.info/i5/37/83/218337/pirate2.png)

Quote
Little too much.
Maybe, but note how the color range and brightness make it to appear much more "vivid".

Here's an example of a more "vivid" although more "arcade-like" light transport:

(http://i.piccy.info/i5/42/83/218342/lighttransport3.png)
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 16, 2010, 05:32:51 pm
(http://i.piccy.info/i5/22/83/218322/scout2.png)  (http://i.piccy.info/i5/32/83/218332/longrangefighter2.png)  (http://i.piccy.info/i5/34/83/218334/lighttransport2.png)  (http://i.piccy.info/i5/35/83/218335/trooptransport2.png)  (http://i.piccy.info/i5/37/83/218337/pirate2.png)

Quote
Little too much.
Maybe, but note how the color range and brightness make it to appear much more "vivid".
Much nicer. I can literally see the individual pixels now.
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 16, 2010, 05:34:09 pm
Yeah I prefer this palette too because it looks more "serious", but the colorful ones are quite "cute" for my taste too :).
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 17, 2010, 12:47:34 pm
Hum. If you look at how common it seems to be that people run out of fuel, I think it makes quite a bit of sense for the mega corps to have some mini stations/Truck stops/Fuel depots around. They could take various forms: planetside, mini-station, automated or run by corps, franchise, Mudds "Shop and tank-fly through" etc.
Of course life is cheap in prospector, but there might be cargo on those ships :)
Title: Re: Prospector, a roguelike in development
Post by: Orb on June 17, 2010, 04:38:40 pm
Interesting Idea, Deon & Orb.
I was thinking that merchant captains would sell their sensor data for a particular leg for a few credits in bars.
Of course, such "Space truck stops" would be fun too, but they shouldnt make it too easy. Maybe they could charge exorbitant 3 credits per ton of fuel. There also could be a chance of "Something has happened"
...
Hmmm....

3 credits sounds a tad too expencive. I mean, it be cheaper for a while(depending on your play style) to just pay the mission fee. Plus, its not like you can gain income from these depots, so you would eventually have to dock at a station or else run out of money to pay for fuel. Maybe 2 credits per fuel?

Also, are you eventually planning on creating a dynamic trading system? Such as the more stuff a station has, the cheaper it is? Perhaps stations create the more advanced goods, and planets create the simple goods, like food? So you could run trade routes from planets to stations, but not indefinately, and you would have competition fromm regular merchants.

Finely, I seem to be confused on how pirating works. You start with a ship that cant detect merchant ships, but the only way you can make money is selling materials at way too cheap prices. I think im going about it the wrong way...

"Edit" Like the sprites deon.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on June 17, 2010, 05:57:59 pm
Orb, you are going about it right (well mostly). You wander around in the approximate area merchants are going to to be (they travel mostly between stations) and you bumble around until you find them and kill them. Rinse and repeat until you have enough cash to to either a) buy some better sensors and a ship detection system or b) equip a ground team and go prospecting.
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 17, 2010, 06:59:27 pm
Dynamical trade would be really cool, with some events via space CNN news like "there's a disease on such planet so it requires medicals" or "there was a pest infestation on such station thus it requires food".

It's used in many good space-rpg games and adds to the gameplay. Could you make something like this with time?
Title: Re: Prospector, a roguelike in development
Post by: Duke 2.0 on June 17, 2010, 07:08:04 pm
 Heck, even having well-known colonized planets out there instead of three stations would be nice.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 17, 2010, 07:08:48 pm
Wars (both land and space) would also be interesting.
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 17, 2010, 10:34:17 pm

Also, are you eventually planning on creating a dynamic trading system? Such as the more stuff a station has, the cheaper it is? Perhaps stations create the more advanced goods, and planets create the simple goods, like food? So you could run trade routes from planets to stations, but not indefinately, and you would have competition fromm regular merchants.


This gets asked quite regularly, and always makes me go ???
Supply and demand. Yeah. Thats how prices are set. Have been set like that from ... erm... when I first put "Trading" into the space station menu.
Now, What am I supposed to do again? ;)
Title: Re: Prospector, a roguelike in development
Post by: x2yzh9 on June 17, 2010, 11:17:26 pm
After you put in [BEEP BOoP SECRET STUFF MAGELLAN TOLD ME IN A PM SO HE MIGHT WANT/NOT WANT TO TELL IT BECAUSE IT MIGHT SPOILER THE NEW UPDATE] try and put in the wars happening like random events, and stations could be captured. These stations would act like they would if you're banned from a station if you try to enter (ie. DEATH) and the Aliens/humans use pathfinding to attack enemy stations/planets and capture them, before you put in [BEEP BOoP SECRET STUFF MAGELLAN TOLD ME IN A PM SO HE MIGHT WANT/NOT WANT TO TELL IT BECAUSE IT MIGHT SPOILER THE NEW UPDATE].
Title: Re: Prospector, a roguelike in development
Post by: Tarran on June 17, 2010, 11:20:43 pm
Or, even add in a station fight. Imagine: You attack a station with allies, trying to size the control room. In your way are doors, walls, vacuum, and a butt load of guys. That would surely be fun.

Oh, and be sure to add lots of destructible objects. Gotta have them.
Title: Re: Prospector, a roguelike in development
Post by: Orb on June 17, 2010, 11:53:18 pm

Also, are you eventually planning on creating a dynamic trading system? Such as the more stuff a station has, the cheaper it is? Perhaps stations create the more advanced goods, and planets create the simple goods, like food? So you could run trade routes from planets to stations, but not indefinately, and you would have competition fromm regular merchants.


This gets asked quite regularly, and always makes me go ???
Supply and demand. Yeah. Thats how prices are set. Have been set like that from ... erm... when I first put "Trading" into the space station menu.
Now, What am I supposed to do again? ;)

Really? I guess I never noticed it. It seems like all the stations have the same priced goods....of course, I havent really bothered with the trading direction.

Also, I noticed an exploit. While its certainly not fun.....its still an exploit. Basically, when you press that one button(I forget :P) to "pass" a turn, your mining robots mine. But you use no fuel. Or 02 if your on land. So, basically you could get infinate money using mining drones if you got an hour.

[This may already be in and I havent noticed]

Perhaps mining robots should eventualy exhaust an area of minerals, and have to be moved.  Eventually,  the entire planet surface will be strip mined, and you will have to move your bots to another area. To take it a step further, perhaps certain areas are more rich in minerals, and are mined faster. You would detect these with a new device, like a "analizer", which would cost like, say, 2k?. Then it would work with the inspect command, informing you of deposits.

Finely, it be cool if you could pick the map size. Large sectors, small sectors, so on.
Title: Re: Prospector, a roguelike in development
Post by: Run Comrades on June 18, 2010, 06:38:16 am
Hello! Haven't been here in a while so there are a ton of pages that I have no time to catch up with! :P

Anyhow a quick search didn't bring it up, though I thought I reported a bug (at least I think it's a bug) about this before.

I've got a really great pirate game going again (always playing pirate, just can't get enough of it!) and I ran into the problem that one of my last good pirate games had.

I'm not sure what's causing it, but all of a sudden there are no merchant lines anywhere to be found. My old hotspots are dead, and I can't seem to find any traffic anywhere.
Well besides maybe
Spoiler (click to show/hide)
.

Has anyone else playing pirates run into this problem?

It's such a bad time too because I finally have my ship upgraded, staffed up, and armed with
Spoiler (click to show/hide)
that I want to give a try with!

One of my hunches is that it has something to do with docking with
Spoiler (click to show/hide)
.

Anyhow I'll send the savefile too, if you want to take a look at it. :)

Title: Re: Prospector, a roguelike in development
Post by: BishopX on June 18, 2010, 01:38:55 pm

Also, are you eventually planning on creating a dynamic trading system? Such as the more stuff a station has, the cheaper it is? Perhaps stations create the more advanced goods, and planets create the simple goods, like food? So you could run trade routes from planets to stations, but not indefinately, and you would have competition fromm regular merchants.


This gets asked quite regularly, and always makes me go ???
Supply and demand. Yeah. Thats how prices are set. Have been set like that from ... erm... when I first put "Trading" into the space station menu.
Now, What am I supposed to do again? ;)

This is broken on the pirate planets, I'm not sure about the station. It only updates prices on save load. I consider these a feature becasue otherwise the pirate prices get nuked into oblivion by the players continual selling. If there was a way to move goods from a pirate planet into the legal trade route, such as cargo laundering at a colony, this might not be a problem.
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 18, 2010, 01:52:36 pm
AI traders/smugglers should do it, it would solve the issue I think.
Title: Re: Prospector, a roguelike in development
Post by: Little on July 11, 2010, 02:07:45 am
Sad bump :/
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on July 11, 2010, 02:34:29 am
Sad bump :/

What? don't be sad, be happy!

If only the doctors came with anti-depressant skills
Title: Re: Prospector, a roguelike in development
Post by: magellan on July 11, 2010, 11:24:56 am
There is an unannounced, sorta preview version, with not everything working 100%:
http://code.google.com/p/rlprospector/downloads/list
I hope to turn it into non-preview by the end of the week (Mainly depending on the heat. Makes my brains dribble out the ears, and thats always such a mess, it keeps me busy cleaning up the place)
Title: Re: Prospector, a roguelike in development
Post by: x2yzh9 on July 11, 2010, 03:43:28 pm
What does the new preview have in it?
Title: Re: Prospector, a roguelike in development
Post by: magellan on July 11, 2010, 07:02:52 pm
The main new thing is alien spacefaring civilisations.
+ some miscelaneous small stuff.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on July 11, 2010, 07:26:51 pm
Bug: When exchanging ships (on planet when you repair a ship) if you leave the planet and come back your old ship will be the same type of ship you just repaired. This happened when I exchanged my Scout for a Heavy Explorer (Yep, I was that damn lucky), my Scout turned into a Heavy Explorer.

Also:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on July 11, 2010, 09:21:26 pm
Oh? Oh! Good point! If you change the tile according to the players hull, you should use the old hull, not the new one *slaps forehead*
thanks

And yes, that is their standard armament. Whats wrong with it? (Those are not the new space faring aliens. The new ones are a bit more varied as to ship design, weapons, and fleet composition)
Title: Re: Prospector, a roguelike in development
Post by: Tarran on July 11, 2010, 09:27:30 pm
And yes, that is their standard armament. Whats wrong with it? (Those are not the new space faring aliens. The new ones are a bit more varied as to ship design, weapons, and fleet composition)
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Orb on July 11, 2010, 09:33:12 pm
And yes, that is their standard armament. Whats wrong with it? (Those are not the new space faring aliens. The new ones are a bit more varied as to ship design, weapons, and fleet composition)
Spoiler (click to show/hide)

They're an advanced civilization. Scouts are probably expected to encounter dangerous lifeforms. Their larger ships -would- be even more deadly. Its like complaining that infantry today have assault rifles but in the 1800s they has muskets. Not the best comparison, but you get the point.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on July 11, 2010, 09:35:56 pm
And yes, that is their standard armament. Whats wrong with it? (Those are not the new space faring aliens. The new ones are a bit more varied as to ship design, weapons, and fleet composition)
Spoiler (click to show/hide)

They're an advanced civilization. Scouts are probably expected to encounter dangerous lifeforms. Their larger ships -would- be even more deadly. Its like complaining that infantry today have assault rifles but in the 1800s they has muskets. Not the best comparison, but you get the point.
Actually, it would be complaining that your enemy has repeating rocket launchers when you've only got repeating pistols.
Title: Re: Prospector, a roguelike in development
Post by: magellan on July 11, 2010, 09:37:22 pm
Yeah, thats the Idea.
A warship would be more like "The Vorlons are using their planet killer"
Title: Re: Prospector, a roguelike in development
Post by: Tarran on July 11, 2010, 09:41:46 pm
I think AT MAX they should have X-Ray lasers. I mean, a single X-Ray is already quite powerful. I'd consider Disintegrators overkill if I were the designer of the scouts.

Also: Dieing to anyone but pirates in a space battle (like the aliens we've been talking about) always leads to "Died while trying to be a pirate". Which makes no sense.
Title: Re: Prospector, a roguelike in development
Post by: Vertigon on July 12, 2010, 02:21:01 am
Played for 5 hours straight just now. It's my first time, and I love it!
Title: Re: Prospector, a roguelike in development
Post by: niltrias on July 12, 2010, 03:00:40 am
The main new thing is alien spacefaring civilisations.
+ some miscelaneous small stuff.

Hooray!
Sounds awesome!
Title: Re: Prospector, a roguelike in development
Post by: magellan on July 12, 2010, 06:56:09 am
I think AT MAX they should have X-Ray lasers. I mean, a single X-Ray is already quite powerful. I'd consider Disintegrators overkill if I were the designer of the scouts.

Also: Dieing to anyone but pirates in a space battle (like the aliens we've been talking about) always leads to "Died while trying to be a pirate". Which makes no sense.

I just renamed them "ancient alien scout ships" (It was indeed alien scout ship) you know what? I'll leave out the scout thing too! How would you know what it's original purpose was anyway? Ancient alien ship. You are right, Tarran, their current name is misleading.
Anyway: thats the reason they have disintegrators: because that was the weapon of choice of their civilisation
and for those who don't know why they are there in the first place:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Lordinquisitor on July 30, 2010, 01:27:16 pm
Oh, i haven`t played prospector in a while. It should be the right thing to kill my boredom.  :D
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 02, 2010, 09:29:03 am
Arise, my dead thread! Your master calls!
Ha! My necromancy powers are unparalleled.

Anyway i thought some folks here might want to know this: 0.1.13 is availiable for download. And I think i found and fixed the ghost doctor bug, and some others. Enjoy!
Title: Re: Prospector, a roguelike in development
Post by: Deon on August 02, 2010, 09:58:25 am
Sure we want! This game is awesome. I am just a bit busy with Shores of Hazeron, as a man who develops a space game you should definitely check it.
Title: Re: Prospector, a roguelike in development
Post by: Cheese on August 02, 2010, 11:20:29 am
This looks awesome, dling
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 02, 2010, 11:23:45 am
Cool, I was sad when this thread died. This month I do not have much time because of the crawl tournament but when that's over I will so get my game on.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on August 02, 2010, 02:15:41 pm
Glad to see you're not dead like the thread. :P

Anyway, keep up the good work.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on August 02, 2010, 04:46:16 pm
So far I like the new stuff. But how do you examine the stats on alien weapon you find? Also did you up play with the meteorite setting because I'm seeing 3-10 meteors per planet now.
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 02, 2010, 05:48:45 pm
If you press E for equipment on a planet, you can choose the weapon, and if you hit enter it's description will be seen in the message window. (Not the best way ever, i confess)
yeah meteroids are either none at all or all the time. Must take a look if I did anything there, and just can't remember :)
Title: Re: Prospector, a roguelike in development
Post by: AnalysisFailed on August 04, 2010, 12:04:53 am
Is there any way to repair your ship once you've gotten rid of all the pirates and the space stations have mysteriously disappeared?

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Orb on August 04, 2010, 09:03:07 am
Is there any way to repair your ship once you've gotten rid of all the pirates and the space stations have mysteriously disappeared?

Spoiler (click to show/hide)

If I understand what your asking....some planets have a shipyard, which can repair your ship(the last version, havent got this version yet). It should, anyway. Makes sense. Its sort of like the pirate shipyard but with less bars, and pirates.
Title: Re: Prospector, a roguelike in development
Post by: AnalysisFailed on August 04, 2010, 12:01:15 pm
Is there any way to repair your ship once you've gotten rid of all the pirates and the space stations have mysteriously disappeared?

Spoiler (click to show/hide)

If I understand what your asking....some planets have a shipyard, which can repair your ship(the last version, havent got this version yet). It should, anyway. Makes sense. Its sort of like the pirate shipyard but with less bars, and pirates.

Yeah, I found one of those, no repair building though, luckily, I found "my" pirate villa, and it's friendly enough to do some repairs.
I edited my message to that effect this morning, but apparently my internet cut out when I posted.
Title: Re: Prospector, a roguelike in development
Post by: Jetman123 on August 18, 2010, 03:42:25 pm
Augh. What happened to this game?

It's just frustrating to play now. I don't know what's up with this, but eight times in a row now I've been mobbed and killed by indeginous life that have killed me in one or two combat rounds. Oftentimes I don't have time to do anything but stand there and watch as every single one of my personnell is knocked out in one hit. I can never kill anything without casualties.

Eventually I just resorted to ship bombardment to sterilize the planet of life, but there were so many of them... ugh. I know it was somewhat like that before, but at least the mobs of life didn't kill you in one combat round.

Worse, just standing in proximity to one - even a herbivore - will make it go aggressive and ruthlessly attack you. Always. All the time. No exceptions, unless it's sentient. Then there's a slight delay.

I want to get one of those bloody alien bombs and blow the everlasting crap out of these life-filled worlds. A lot less aggravation for me.

Fix that. _Please_. Your game was hard enough.

Edit: To clarify, I don't have a problem with dying, I have a problem with dying to creatures that kill me in one round. I need to have a chance at victory - some way to turn the tide. At least let me hit a button a few times to make myself feel better.
Title: Re: Prospector, a roguelike in development
Post by: AnalysisFailed on August 19, 2010, 01:14:16 am
Stuff
I always tend to go towards the 0-30% chance of life planets so I don't get destroyed by a mammal with tentacles, but I enjoy the challenge later, when my 85 men armed to the teeth can still lose a man to some little mammal.

Which when you think about it, makes some kind of sense, there'd have to be herds of the animals there, your screen is the entire world you've visited, your little five man raiding party in the beginning just doesn't have much of a chance against an entire enraged ecosystem.

If they weren't overpowered there wouldn't really be much of a challenge, 85 people armed with disintegrator pistols and adaptive armor seem to take out everything but a really angry mammal with tentacles.

But, now that my e-mail has reminded me of the game, let me fight the alien ships in space... They keep killing my space stations.

edited for lack of adjectives being where they needed to be.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 19, 2010, 01:25:52 am
It is the game's scale that is sort of insane.

Your guns essentially shoot hundreds of miles, buildings are dimensional portals, and even science can't protect you from pathetic wildlife.

Kinda interesting that while creatures so large they could take on your spaceship are tough, creatures who cannot are still tough without super powers (though I guess the ability to bypass forcefields with ease and survive weapons that could take down tanks is a super power in it of itself)

Though this is a Retro-sci-fi game. So this is to be expected. (afterall the Stormtroopers did lose to rocks)
Title: Re: Prospector, a roguelike in development
Post by: Astral on August 19, 2010, 12:33:57 pm
Looks awesome, but I have a hard time with ASCII games. Will probably wait for a tileset, if it comes with support for it, or make one myself for shits and giggles.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 19, 2010, 12:35:00 pm
Looks awesome, but I have a hard time with ASCII games. Will probably wait for a tileset, if it comes with support for it, or make one myself for shits and giggles.

The problem is, if I remember correctly, that the person who is making the game, whos name I cannot spell off hand, isn't good at art so he would need someone to help him do it.
Title: Re: Prospector, a roguelike in development
Post by: ductape on August 19, 2010, 01:06:45 pm
this game has a tileset you can enable from the start screen. though the tileset isn't so great either.
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 20, 2010, 09:41:10 am
As for the game got harder:
No it didnt :)
It is just that autoinspect now uses time, and fighting with autoinspect on is a bad idea.
Also: the default config somehow switched to "start-easy off" (Greatly reduces HPs of critters for the first 500 turns)

Current status as for tiles is this:
After adding the more customizable resoulutions, i re-implemented tiles again, this time making sure that later aditions in the game would not cause colissions (Like walls being made of insects etc). Right now I am waiting for someone to pretty up these here:
http://prospector.freeforums.org/tiles-any-volunteers-t162.html

Also: Mammals cant have tentacles? Meet the Starnosed Mole!

(http://upload.wikimedia.org/wikipedia/commons/e/ef/Condylura.jpg)
Title: Re: Prospector, a roguelike in development
Post by: AnalysisFailed on August 20, 2010, 07:24:48 pm
Also: Mammals cant have tentacles? Meet the Starnosed Mole!

I'm perfectly fine with the tentacled mammals it's just that they always seem to be what kills me. Because I'm worrying about the sandworm coming at me from the other direction.
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 21, 2010, 04:34:04 pm
Oh, sorry, my bad then :)
Hey, any excuse to show a picture of Mole-Cthulhu!!!

Btw: i just looked at the code for background battles (as in: Guys attacking a station while you are away) and have to say ... oops... they weren't simulated very well. Any hit is a kill, and while that was good enough for "2 fleets meet, lets just get a quick result" it obviously doesn't work with attacks on a station.
Title: Re: Prospector, a roguelike in development
Post by: Jetman123 on August 21, 2010, 10:47:45 pm
Agh. Okay, new bug, not sure if it's been mentioned beforehand... but merchant ship escorts keep attacking me randomly (or I somehow manage to attack them), killing me instantly.

I have no idea what's happening, but it keeps saying I was blasted into atoms while trying to be a pirate. I had no such intention and didn't WANT to attach that merchant convoy, I just happened across it while I was heading back to the station and got dropped into a battle. I didn't even see any messages regarding it, and I certainly didn't press F to intercept.

Maybe moving counts as a Y on the intercept query.
Title: Re: Prospector, a roguelike in development
Post by: magellan on September 27, 2010, 08:30:15 am
... and again from the bottom of the board rises a new prospector version!
Got tiles now, got a new space combat system, and besides that: getting killed is so much more rewarding now!
Post mortems are a whole lot prettier, and the game saves bones files now,  so you can find the dog tag of your old Captain (and maybe even his disintegrator and battleship)!

So, here it is, for your consideration. And if you got feedback or bug reports, let me know!
http://code.google.com/p/rlprospector/downloads/list
Title: Re: Prospector, a roguelike in development
Post by: Drakale on September 27, 2010, 08:41:17 am
Nice!

Trying it out.

Edit: Mmmh there seem to be a problem with ship repairs, I have 400 credits and 2 hull out of 5 and it does nothing when typing in 3. Never mind forgot I had to type the total, it's working fine.
The rest look good so far.
Title: Re: Prospector, a roguelike in development
Post by: magellan on September 27, 2010, 09:33:19 am
Arghhh... I keep forgetting to change that!
It expects you to enter the new repaired total (so to repair to 5 you need to enter 5) (I know, makes no sense at all).
Title: Re: Prospector, a roguelike in development
Post by: puke on September 27, 2010, 10:52:31 am
pretty pimp, sir.  pretty pimp indeed.  it has been a while for me, but i'm looking forward to picking up this litte gem again.
Title: Re: Prospector, a roguelike in development
Post by: ductape on September 27, 2010, 11:41:16 am
yeah so I dock the ship at game start and I am at something i havent seen before, am I inside the ship?

edited out because I am stupid.

Title: Re: Prospector, a roguelike in development
Post by: magellan on September 27, 2010, 12:22:07 pm
You now start at the border, at a "truckstop". Sorta like a mini station, thats where the first docking takes you. Can't earn money there(or very hard to do so), but they don't take docking fees. It's mainly there as an emergency fallback, should you have trouble getting to a real station at the beginning of the game.
Title: Re: Prospector, a roguelike in development
Post by: yamo on September 27, 2010, 01:08:02 pm
i like the tiles.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on September 27, 2010, 01:23:22 pm
You now start at the border, at a "truckstop". Sorta like a mini station, thats where the first docking takes you. Can't earn money there(or very hard to do so), but they don't take docking fees. It's mainly there as an emergency fallback, should you have trouble getting to a real station at the beginning of the game.

Why does this make me laugh more then anything else? Hey Magellan I have a suggestion!

If the Fallback station can have a name, can one of them be "Desire"?
Title: Re: Prospector, a roguelike in development
Post by: Cheese on September 27, 2010, 02:15:19 pm
Tiles  :D
Title: Re: Prospector, a roguelike in development
Post by: ductape on September 27, 2010, 02:20:09 pm
i think i noticed that you can change the tile resolution in the config area. Hrm...

Hey DEON! make us some super sweet tiles man!
Title: Re: Prospector, a roguelike in development
Post by: magellan on September 27, 2010, 02:22:28 pm
i like the tiles.

Tiles  :D

Credit where credit is due: I stole & adapted most of them from here:
http://pousse.rapiere.free.fr/tome/index.htm

As for changing their size: actually, what you can change in config is text size for main/side windows. To change the graphical tiles you'd have to change 2 variables (_tix and _tiy) in the code and recompile. Though putting those 2 into config as well would be about 2 minutes work.

You now start at the border, at a "truckstop". Sorta like a mini station, thats where the first docking takes you. Can't earn money there(or very hard to do so), but they don't take docking fees. It's mainly there as an emergency fallback, should you have trouble getting to a real station at the beginning of the game.

Why does this make me laugh more then anything else? Hey Magellan I have a suggestion!

If the Fallback station can have a name, can one of them be "Desire"?

Erm... ok
erm. nope.
sorry, don't get it ???
Title: Re: Prospector, a roguelike in development
Post by: Cheese on September 27, 2010, 02:26:18 pm
I haven't really played this that much, it's actually kinda awesome.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on September 27, 2010, 03:16:41 pm
Quote
sorry, don't get it


It is a bit dated I know.

Though it is because of its status as some sort of weird bus stop that reminded me of it.

Clue: I've always depended on the kindness of strangers
Title: Re: Prospector, a roguelike in development
Post by: a1s on September 27, 2010, 03:36:38 pm
Are you referring to the "Tram called wanting" by Indiana Jones? ;)

Edit: actually I came here to report a bug, or indeed two of them.
a) when you sell stocks, you sell from all of the companies at once (even though the game asks you to chose one)
b) sometimes (rarely. Ok, just the one time) after selling stocks the game will crash with this message "0.1.14 Error #6 in  1939:PORTFOLIO D:/Prospector/src/Googlecode/cargotrade.bas"
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on September 27, 2010, 03:43:03 pm
Unfortunately I am refering to a Streetcar named desire.

Where the character Blanche enters the plot through said streetcar.
Title: Re: Prospector, a roguelike in development
Post by: Cheese on September 27, 2010, 03:58:02 pm
I just had an unconscious amphibian chase me around O.o

I found a heavy scout full of dead people in space, took it over, has some nice weaponry too  :D
E: Game crashed upon entering combat with a ship I discovered in an asteroid field. Fortunately it had autosaved.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on September 27, 2010, 04:11:43 pm
I'm liking what I'm seeing so far, with a couple of caveats:

1)I "Dove" into the sun, I did not "Dived" on the high score table
1a) despite being torn in half by meteorites, my science officer kept ranting at me about trying to get off this god forsaken rock.
2)Hiring crew at a truck stop decreases your oxygen (I hired 7 and it went from 200 to 60). I imagine this is the game simply re-calculating your current per capita oxygen, but it's still disconcerting for people to be sitting around in the temp agency without air.

3)I'm getting a whole bunch of cannot destroy nonexistent item (items 369-372, although this may not be constant) spam the first time I sell minerals (I have choose best and autosell off).

4) I'm liking the new quantity adjectives on minerals, do you think you could keep them for pick up and condense it in my item display? It's annoying to have to scroll through several pages of mineral to sell mud by spare pocket knife.

5) When landing on a planet owned by hostile star faring aliens, perhaps we could get a warning message like "Your gunner observes that the planet is beginning to open fire on us, are you sure you want to land?)

6) The truck stop is a colony if you listen to the inhabitants. This seems weird.

7)Why can I use alien guns and blades but not primitive handguns?

8) what is heat? and how does it effect space combat?

9)Where is the in game documentation? the help page doesn't contain any useful information.

10)The neural computer doesn't seem to help my captain gain experience any faster than normal, I haven't tested it on anyone else yet.

Title: Re: Prospector, a roguelike in development
Post by: a1s on September 27, 2010, 04:20:04 pm
more bugs:
Title: Re: Prospector, a roguelike in development
Post by: Cheese on September 27, 2010, 04:20:28 pm

9)Where is the in game documentation? the help page doesn't contain any useful information.

It seems to be messed up in the current version, I think all the stuff that was suppsoed to be in the ? help is in the readme file.

I bumped into "A huge ship on an intercept course", pressed n and then ended up in combat where I was killed by merchant escorts. Strange.
Is the light scout actually a decent starting ship? Are all planets worth exploring or should I only explore for minerals, quests and remarkable features?
Thanks, Cheese.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on September 27, 2010, 04:31:03 pm
I always start with the light scout (when I'm not a pirate). Start by exploring lifeless rocks with good minerals. Buy guns, then explore rocks with minerals. Don't start thinking about on planet quests (exept for the lizard people one), until you have at least 10 guys in heavy armor with at least laser weapons.
Title: Re: Prospector, a roguelike in development
Post by: a1s on September 27, 2010, 06:10:25 pm
just got 2 tons of computers confiscated... since when are those illegal? ???
also retiring sill says you got filthy rich, even if you retire dirt poor.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on September 27, 2010, 07:13:06 pm
I think you get stuff confiscated based on where you bought it, e.g. luxury goods from the insects are illegal.
Title: Re: Prospector, a roguelike in development
Post by: magellan on September 28, 2010, 05:34:48 am
Allright fixed the stock trading bug, and going to look into the item destroyed thingy.
Thanks for the reports, and keep them coming.

Heat: if your weapon gets really hot it might shut down or even be irreperably damaged.

I still do have no idea what a streetcar named desire has to do with truckstops in space, but thats propably just me :)
Title: Re: Prospector, a roguelike in development
Post by: Cheese on September 28, 2010, 10:25:53 am
Allright fixed the stock trading bug, and going to look into the item destroyed thingy.
Thanks for the reports, and keep them coming.

Heat: if your weapon gets really hot it might shut down or even be irreperably damaged.

I still do have no idea what a streetcar named desire has to do with truckstops in space, but thats propably just me :)
Something to do with this (http://en.wikipedia.org/wiki/A_Streetcar_Named_Desire) perhaps. And then that kind of stuff at a truckstop?
Title: Re: Prospector, a roguelike in development
Post by: a1s on September 28, 2010, 10:34:10 am
more bugs:
*you don't actually get paid for exploring wormholes and anomalies, it just says you do, but the credits are unchanged.
*it would seem that you always repair for the maximum amount (no matter what number you put in) even if you can't pay for it.
*finally, I might have just been lucky, but I never had a run-in with the pirates in 0.1.14. I did come across trade convoys and anti-pirate ships though.

edit: on topic of desirable truckstops, I've managed to dig up this Drew Carey quote: "So ends another evening of trailer park dinner theater. Join us tomorrow when we present Tennessee William's a truck stop named desire", I wonder if this is what Neonivek refers to?
Title: Re: Prospector, a roguelike in development
Post by: Cheese on September 28, 2010, 11:49:40 am
When playing the pirate cruiser start, how are you supposed to get fuel seeing as you can't dock anywhere?
Title: Re: Prospector, a roguelike in development
Post by: Drakale on September 28, 2010, 12:13:59 pm
Oh man this game is HARD. Also for some reason, 80% of the alien population have conic heads :p

Maybe you should make landing the craft a little easier, at the start i can barely repay the repair bills as my klutz pilot keep ramming it into the ground. Also I noticed that snow hides minerals that are underneath, is that intended? It look a little weird when you pick it up on radar and it disappear when in line of sight.
 
Title: Re: Prospector, a roguelike in development
Post by: a1s on September 28, 2010, 12:22:03 pm
When playing the pirate cruiser start, how are you supposed to get fuel seeing as you can't dock anywhere?
As a pirate you start in the pirate base system. just scan each planet and you'll find it. (Pirate bases offer most of the functionality of a starbase, and you don't have to pay your crew (for some reason....))
Title: Re: Prospector, a roguelike in development
Post by: Cheese on September 28, 2010, 12:23:54 pm
When playing the pirate cruiser start, how are you supposed to get fuel seeing as you can't dock anywhere?
As a pirate you start in the pirate base system. just scan each planet and you'll find it. (Pirate bases offer most of the functionality of a starbase, and you don't have to pay your crew (for some reason....))
Slave crew, epic.
Is that easy start thing on by default?
Also, is it known that unconscious creatures follow you around the planet while unconscious?
Title: Re: Prospector, a roguelike in development
Post by: a1s on September 28, 2010, 12:48:33 pm
Apparently you can't plunder alien vessels. why?
speaking of alien vessels, they are always hailing you, so is there a way to interact with them out of combat?
Title: Re: Prospector, a roguelike in development
Post by: Cheese on September 28, 2010, 12:53:41 pm
Apparently you can't plunder alien vessels. why?
speaking of alien vessels, they are always hailing you, so is there a way to interact with them out of combat?
All vessels seem to hail, but as far as I know there's no way to interact other than opening fire.
Title: Re: Prospector, a roguelike in development
Post by: magellan on September 28, 2010, 03:08:35 pm
Ah hell... i thought this thing wasn't quite ready yet, but then again i hadn't found any bugs for quite some time.
Ah well, off to debugging we go.

Oh, i just realized I forgot to answer the starting ships question:
Can't go wrong with a scout, though a troop transport gives you a nice HP advantage on exploring planets. LRF is propably the sucky one, and I am not really sure how to unsuck it.
Generally if you die a lot on your first steps might i recommend this:
http://prospector.wikia.com/wiki/Beginner%27s_Guide_to_Not_Dying
Title: Re: Prospector, a roguelike in development
Post by: a1s on September 28, 2010, 04:16:03 pm
there's a typo in readme.txt:
Quote
When you hire a new officer its skilllevel will be somewhat in the vicinity of the other 2 officers you have.
The game now has 4 officers, and I'm sure none of them appreciate being called an "it", no matter what you really think of those moochers.

also, in my latest game
Spoiler (click to show/hide)
I'm wondering if that is a bug...
The cow says 'moo', the sheep says 'baa', Smith Heavy Industries security team says ' '...
Title: Re: Prospector, a roguelike in development
Post by: magellan on September 28, 2010, 04:55:42 pm
Spoiler (click to show/hide)
Another question I forgot to answer: The neural comp doesn't increase XP gained, it adds a bonus to the dice roll, that decides if a crew member levels.
Title: Re: Prospector, a roguelike in development
Post by: Orb on September 28, 2010, 06:29:18 pm
If you keep crashing, keep this in mind(unless its changed)

A planets atmosphere density and gravity(+pilot skill and other factors) determines if you land or not safely. High gravity makes it hard. High density makes it hard. Landing on asteroid-like planets, piece of cake. In the beginning, avoid the big planets with dense atmospheres, and you should be fine.
Title: Re: Prospector, a roguelike in development
Post by: a1s on September 28, 2010, 07:51:26 pm
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: BishopX on September 29, 2010, 12:59:18 am
Spoiler (click to show/hide)

Maybe only the little ones fit through the door?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 01, 2010, 12:00:56 pm
Thats a good explanation BishopX! I will stick with that! ;)
Anyway: Just in time for the weekend: fixed most if not all of the bugs mentioned in the last 2 pages. Enjoy :)
Title: Re: Prospector, a roguelike in development
Post by: Drakale on October 01, 2010, 12:19:50 pm
I tried a lot of space combat, and it is much better than the older versions. There are still a lot of bugs though, especially in the move-fire timings.

If you hit 'f' before the game prompt you to fire, the enemy get free shots at you while you do nothing. In general I dislike that prompt dynamic, why not make it like in planet surface mode, hit f to fire at any time and finish your turn. The weapons are limited by their reload/heat mechanics anyway so it should be balanced.

Often I get damaged from invisible plasma trails(maybe not a bug?)

The heat mechanic is cool, but the weapons do not cool down outside of combat. Also, firing any weapon without a gunner will destroy it 100% of the time. This seem a little harsh.

Escaping from encounters is confusing, maybe a more descriptive log entry would help know what just happened.

There are a lot of things that would be cool to add for space battle, like spending a turn scanning a ship, weapons that disable instead of destroy, boarding.

Also there is a bug in surface mode where you can hit 'X' for examine and cancel it over and over, and every time your doctor will work on some wounds while no 'turn' actually happens. This let you pretty much regenerate to full between each turn.

Title: Re: Prospector, a roguelike in development
Post by: magellan on October 01, 2010, 12:46:14 pm
Those bugs have been fixed (Except for the firing passes time and Xemaing heals. Will have to look into those)
(Actually: Firing does advance the clock by 1 Tick. But cancelling fire should not. I've been thinking of adding a talent for your gunner, that makes that 1-tick time to aquire target/fire thing go away)
Scanning is definitely a good Idea! Thanks, I am going to steal that!
There are some things that have to be thought of for boarding though. Outlined here:
http://prospector.freeforums.org/boarding-ships-in-space-combat-t183.html
Feel free to add your insight!
I've been considering another thing: Twin Turrets (Maybe only able to hold weapons) Not sure though if those would make space combat much too easy. OTOH its propably pretty cool to fly around in a complete twin turreted Battleship :)
Title: Re: Prospector, a roguelike in development
Post by: BishopX on October 01, 2010, 01:00:57 pm
The bugs crawl in, the bugs crawl out
The bugs play pinochle on your snout!

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 01, 2010, 01:09:54 pm
the max is the max you can buy with your funds. But yes. Makes little sense to tell you you can buy 15 when your ship can't hold it.

Keys for changing weapons that should work:
+/-, 8/2 4/6 whatever you assign for north/south east/west Arrow up/down Arrow Left/Right

Ahem... well ok. gotta look at that again, i guess ...
Title: Re: Prospector, a roguelike in development
Post by: BishopX on October 01, 2010, 01:30:30 pm
It would also by nice if you could rebind it...

Also, having 4 or more weapons (e.g a destroyer) covers up your fuel gauge. This can be a problem.
Title: Re: Prospector, a roguelike in development
Post by: Little on October 03, 2010, 02:54:49 pm
Played the new version, it's pretty fun :)
Title: Re: Prospector, a roguelike in development
Post by: darkedone02 on October 04, 2010, 04:18:06 am
played this game, don't like it, delete it, put on my "worst games" list.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 04, 2010, 01:58:09 pm
played this game, don't like it, delete it, put on my "worst games" list.
What's wrong with it, sir? I don't see why the hell it would be that bad.

Edit: Bug, I got the giant rain forest semi-special on a rogue planet, there were no plants, too. So I'd guess two bugs.

Edit2: Never mind, there are plant creatures (but still no actual plants). Proceeding to run the hell away now.
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 04, 2010, 03:10:41 pm
played this game, don't like it, delete it, put on my "worst games" list.
What's wrong with it, sir? I don't see why the hell it would be that bad.

Edit: Bug, I got the giant rain forest semi-special on a rogue planet, there were no plants, too. So I'd guess two bugs.

Edit2: Never mind, there are plant creatures (but still no actual plants). Proceeding to run the hell away now.

Still, the description makes no sense there. You are right, it doesn't check if its a rogue planet. It will do.

As to whats wrong with it:
The Font is ugly, the tiles are even uglier.
It's grindy, unimaginative, bland,
The UI sucks, it's bugy.
The attempts at humor are more embarassing than anything else.
Threre are no characters.
Title: Re: Prospector, a roguelike in development
Post by: cartmann on October 04, 2010, 03:24:42 pm
Yet it's still awesome. How do you do it?
Title: Re: Prospector, a roguelike in development
Post by: puke on October 04, 2010, 03:26:02 pm
i dont think this is true.  the humor is spread evenly between modern and 30 year old classic sci-fi.  the characters are there to develop, you gain attachments to that latest doctor you recruited to replace the one that unfortuneatly died.  you feel a rivalry with the pirate captain that you are not quite ready to duel yet.  this is a unique and honestly quite fucking bitchin roguelike.

the complaints that I have are that is isnt realistic enough, or "hard sci-fi" enough.  i get frustrated that things we can learn from a modern orbital survey are not known in this far future setting.  that ships dont stay in orbit to provide comm and fire support.  but that is not such a big deal.  the tech level is more like that of Firefly, which is not modern hard-sci-fi but rather some sort of classic sci-fi pastiche.  not so bad, just have to suspend disbelief a little.
Title: Re: Prospector, a roguelike in development
Post by: Fikes on October 04, 2010, 03:36:12 pm
Ahh, it is too bad that page 96 will begin with such a silly quote. Worst game he ever played? That seems silly.

I played Prospector back a few months ago, but gave up on it because I'd spend an hour walking around boring planets to generate credits only to land on the wrong planet and die in seconds. I'll pick it back up some time.

If I ever made a game that someone decided to put on their "worst games" list, while a bunch of other people liked it, I'd feel pretty honored, honestly. Really? You hate my game more than Lords of the Realm 3? What an honor!
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 04, 2010, 03:37:36 pm
magellan, when you are at a star near the right of the map you can't see the system map.
Title: Re: Prospector, a roguelike in development
Post by: puke on October 09, 2010, 08:08:52 pm
holy WOW things have changed in the last few versions!  new equipment, cybernetic enhancements, walking on stations, all kinds of cool stuff to discover.

do the retirement properties do anything for you?  like mud's franchise or life insurance?  or do they just help your score?
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 09, 2010, 08:35:49 pm
Well I have to admit it would be interesting Puke if having retired characters who bought these benefits allowed you to either

Suggestion Spree!

A) Play as the Son/Daughter of said character
or
B) Hire said character's sons and daughters

-Retired characters should be saved in some format and the game should with that data randomise things based on what they did. For example
1) Space Stations (or Pirate Stations for villains) should have a small chance to be named after them
2) Planets, if they saved locals, should have a chance to have a statue in their honor
3) Crashed or stranded ships should have a chance to have them aboard.

In otherwords... Do something with your characters dead or alive. Heck perhaps even take dead characters in consideration.

What do you think?

I think there is a 80% chance this is either already in the game or already thought of.
Title: Re: Prospector, a roguelike in development
Post by: puke on October 09, 2010, 09:19:16 pm
indeed.  a "bones file" would be nice.  even randomly generated roguelikes often keep remains from past adventurers to be stumbled upon, there does not need to be continuity in the universe to have a few remains scattered around, either settlements or crashed ships, or derilects.

on the other hand, it might also be nice to play this on a persistant map with new characters able to visit the same places and see the same charts (exploration data is sold to the stations, after all) and have direct continuity like in DF.

either one would be nice, i guess.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 09, 2010, 10:33:16 pm
Uh... Magellan, I don't think the game differentiates between normal planets and rogue planets, as I somehow have Avian birds on a atmosphere-less rogue planet.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on October 10, 2010, 08:14:23 am
Yeah, I've found jungle worlds on rogue planets. I just assumed it was some RAMA-type ecosystem which periodically sped through a solar system sucked up a bunch of energy and then went dormant again.

Also, new bug: Sometimes when you select 1 planet in a system (this includes gas giants) multiple planets are highlighted. There all apear to have the same map and there are never any resources present.

Also, the ability to vent the atmosphere from a drifting space craft makes all the gribblies you put inside redundant. Could you turn space craft doors into airlocks? Or at least have militray type craft have this redundant design. I can imagine merchants skimping on the cost, but a battleship?
Title: Re: Prospector, a roguelike in development
Post by: Saint on October 10, 2010, 08:29:04 am
At first when I played it, around build 1.08 or 9 or something, I fell in love and wasted countless days, I hope this new version that I am about to find will be able to tide me over until monday when I get dead rising 2 and further after I get done with that until christmas.
Rogue likes always do that for me, last too damn long.
Title: Re: Prospector, a roguelike in development
Post by: Ricky on October 10, 2010, 02:42:49 pm
 -starts twitching-

i dont understaaaannnd

ok, the tileset helps. ALOT
it still  doesnt help me though
how do i sell minerals
how do i kill things?
how do i scavenge ships?
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 10, 2010, 03:36:27 pm
Kill stuff as in any rogulike by bumping into them.
Selling minerals: In the main stations (the three spindly things in tiles or uppercase white S in ASCII mode) there is the a menu with the first position "Office of xy-corporation" Those buy minerals (And other stuff).
Scavenge ship: Erm. not sure. You can pick up stuff. You can talk to whatever is on it. You can kill everything on it and find the bridge and jump ship.

@BishopX
I've seen the double planets too. I have no idea what causes them (And must remember to save the game next time I see one, and take a better luck at it)

Shooting holes into the hull: I see your point. But there are 2 buts:
1) You think so, now that it has become your standard tactic. (Hmmm... actually, shooting at the outer hull should trigger the alarm. That already would make that tactic less "ubergood")
2) I would have to expand on the current model doing that right now quite a bit to implement that.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 10, 2010, 07:43:50 pm
Well, I've found a display problem, on 28 lines and with 5 weapons/devices of any kind in place causes everything from the cargo types (beneath the text that says "Cargo") to fuel to be pushed down off of the screen. While this isn't really a extremely vital problem as it can be fixed by changing the numbers of lines on-screen, it is somewhat annoying because it basically forces you to change your display if you want to see your fuel.

I think the easy way to fix this would be to shorten the amount of space each weapon takes, meaning change something like

(Weapon)(damage)
R X/Y/Z
Heat: W

to just

(Weapon)(damage)
R X/Y/Z - H: W
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 10, 2010, 08:01:48 pm
Actually abnormal signs of life on planets where life is impossible is normal.

I found an oasis of life on a planet with a 0% chance of life. Much earlier in the thread I spoke to Magellan (sorta) about possibly giving bonus points for finding life on planets where it would otherwise be impossible.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 10, 2010, 09:58:43 pm
I've found a minor bug;
Title: Re: Prospector, a roguelike in development
Post by: Pnx on November 26, 2010, 10:45:55 pm
I've gotten back into this... I only really tried when it was in it's earlier days so a lot has been added. I have to say making super soldier security officers with speed enhancements, exoskeletons, targeting, and metabolism boosters makes for some interesting gameplay... and exploring the various planets and their dangers is fun.

I did manage to run into a snag... though.
Spoiler: BIG spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: puke on November 28, 2010, 10:20:45 pm
I did manage to run into a snag... though.
Spoiler: BIG spoiler (click to show/hide)

yeah, i reported the same one several versions back.  you can actually get out of there if

[spoileryou go to the bottom of the caves and kill the brain (which may require an excessive lot of firepower if my experience was any indication) but the ordering the ship to "launch" thing is definitly a bug.[/spoiler]

Magellian has an official forum for the game somewhere, I think the link is in his sig or in this thread or at a minimum it is on the project homepage.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on November 28, 2010, 10:31:14 pm
The prospector forums can be found here: http://prospector.freeforums.org/ (http://prospector.freeforums.org/).

Despite the apparent lack of activity, Magellan is still slowly working on the game.
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 05, 2010, 10:12:07 am
Indeed I am still working on the game.
In fact, I just released 0.1.15


New in 0.1.15

* 3 New types of crewmembers
* New Items
* New radio command
* Ship Designer allows you to create your own hulls
* Crewmembers voice their displeasure at your command
* Fixed biodata and some other bugs

http://code.google.com/p/rlprospector/downloads/list

Enjoy, and please report any bugs you may find!
Title: Re: Prospector, a roguelike in development
Post by: Lordinquisitor on December 05, 2010, 11:24:31 am
Oh yeah! I just remembered that game. Now i know what i`ll play tomorrow. ;)
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 05, 2010, 11:40:43 am
Oooh, ship designer? I'm going to have to get back into this.

Also, one bug right off the bat. When I start out the game as a scout and go to a major spacestation, then check out the new ship section, then try to exit, it tells me the ship I will be swapping with(despite me selecting exit) will have lower sensor capacity, lower shield capacity, lower engine capacity... etc, basically everything will have a lower capacity. Then it asks me if I want to change to that ship type, I say no. Then I end back in the new ship section. When I try to exit again and again the same thing happens. When I pressed the X(close window button) it asked me if I wanted to exit. I said yes. However, nothing happened. I tried two more times with the same result. Then when accepting the new ship type and escaping myself out of it I managed to get the game into a gigantic loop of errors("You already have this hull") which currently has a lovely multiplier of 26 thousand or so at the time of typing.
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 05, 2010, 12:20:44 pm
OH boy.
Thanks Tarran!
Fixed an uploaded.
This time really really with Ship Designer.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 05, 2010, 12:55:56 pm
Got the new-0.1.15 and the bug's still there. And as far as I know there's no way to get around it. From what I've gathered while fooling around apparently exiting itself is considered a ship. That may be the cause of this game-ending bug.
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 05, 2010, 01:31:37 pm
Ahhh... how embarrassing!
It was indeed still bugged on the pirates world.
That is fixed now too.
3rd times the charm eh?
I will now go and crawl under a rock or something...
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 05, 2010, 01:42:33 pm
Heh, don't worry, we all make mistakes... *looks at scoreboard of fail*

Thanks for finally fixing it.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on December 05, 2010, 02:05:47 pm
Indeed I am still working on the game.
In fact, I just released 0.1.15

Enjoy, and please report any bugs you may find!

Whee! Will enjoy. Thanks for working on the game, it would certainly deserve larger audience.

Edit- Like every other or every third planet has a mining station sending distress signal due to medical emergency.....
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 05, 2010, 02:37:44 pm
Magellan, another bug; weapons don't cool down or recharge after combat. I've got a Laser Bank that's been fired a couple times in combat and it's stuck at Recharging: 2, Heat: 3.

Edit: And yet another bug. I apparently got killed by a "merchant's escorts", when I was informed that
Spoiler (click to show/hide)

Edit2: Yet one more bug. After repairing stranded ships they turn into different ship types. For example, I had repaired a stranded Explorer and the next thing I know it says "Troop carrier".
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 05, 2010, 04:25:25 pm
This is wierd. The one about the death message I found, but the other ones I was unable to reproduce.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 05, 2010, 04:32:27 pm
About the stranded ships turning into different ships: I was wrong, the explorer didn't change into another type of ship. However, it's name did. Also, by troop carrier I meant dropship. I got them wrong.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on December 05, 2010, 05:47:22 pm
Is there a way to get more messages in the game? In the older versions, upon picking something up the game would tell me what it was and so forth. I don't get those messages in this version. I'm wondering if I can turn it back on somehow, but I didn't notice anything in the options.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 05, 2010, 06:26:34 pm
Is there a way to get more messages in the game? In the older versions, upon picking something up the game would tell me what it was and so forth. I don't get those messages in this version. I'm wondering if I can turn it back on somehow, but I didn't notice anything in the options.
I've got the same problem. Whenever I pick up any metals that are on a tile that gives you a message as soon as you move onto it, it overwrites the picking up of the metals. I'm sure that's the problem because whenever I pick up metals that aren't on tiles that would give you messages I get the message of picking up the metals normally.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on December 05, 2010, 06:29:26 pm
I've got the same problem. Whenever I pick up any metals that are on a tile that gives you a message as soon as you move onto it, it overwrites the picking up of the metals. I'm sure that's the problem because whenever I pick up metals that aren't on tiles that would give you messages I get the message of picking up the metals normally.

Well, I have the same problem regarding combat messages and other planetside messages, like acid rain etc. This even when I'm not moving.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on December 05, 2010, 06:38:31 pm
Majestic, is your auto-inspect on?
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 05, 2010, 06:59:28 pm
Also, magellan, targeting in ground combat(pressing 5 on the numpad) is worthless. No matter what, I my guys always miss. Well, either that or I'm not getting messages.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on December 05, 2010, 07:42:37 pm
Majestic, is your auto-inspect on?

Nope. Auto-pickup is on, but auto-inspect, nope.
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 05, 2010, 11:35:34 pm
Boy, looks like I really was a bit premature releasing this one.
At least the message problem is easily solved: Just add some lines in config->resolution.
Looks like prospector can't believe that the message window could be this small.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 05, 2010, 11:47:56 pm
I've also noticed something somewhat strange. I think it's also a bug. It's somewhat of a spoiler though so those that have read that have yet to read a spoiler don't open this.
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: puke on December 05, 2010, 11:52:52 pm
I've also noticed something somewhat strange. I think it's also a bug. It's somewhat of a spoiler though so those that have read that have yet to read a spoiler don't open this.
Spoiler (click to show/hide)

maybe something changed in a recent version, but i think thats the way its always been.  you can destroy them (and sometimes find things in the wreckage) but otherwise there is no interaction.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 05, 2010, 11:57:30 pm
I've also noticed something somewhat strange. I think it's also a bug. It's somewhat of a spoiler though so those that have read that have yet to read a spoiler don't open this.
Spoiler (click to show/hide)

maybe something changed in a recent version, but i think thats the way its always been.  you can destroy them (and sometimes find things in the wreckage) but otherwise there is no interaction.
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 06, 2010, 12:05:00 am
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 06, 2010, 12:11:54 am
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler: Edit (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 06, 2010, 12:35:17 am
Spoiler (click to show/hide)
Can you send me the savegame, so I can check?
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 06, 2010, 12:46:45 am
Here. (http://www.mediafire.com/?2i702d8ev2jwg6j) The planet-o-doom is in the exact same system that my ship's currently sitting on, second planet.
Title: Re: Prospector, a roguelike in development
Post by: Captain Mayday on December 06, 2010, 06:36:47 am
Getting a bug when I try and exit the ship hull purchase screen without upgrading.
I have 'easy start' on, so that might do it.
Apparently, when I exit, it says "The new ship will have a lower max armor capacity than your current one. You will need to downgrade your engine for the new hull.... etc for everything'
It asks me to confirm. If I say no, I am stuck on that screen.
If I say yes, it purchases the 'exit' hull.
I cannot then exit the page, because it informs me that I already have that hull.
esc doesn't work for this either.

Edit: still does it even without easy start being enabled.
Title: Re: Prospector, a roguelike in development
Post by: Captain Mayday on December 06, 2010, 07:54:27 am
I was immediately killed on the first little station, by a giant flying arachnid. I'm sure this isn't intended.
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 06, 2010, 08:32:13 am
@ Cpt Mayday:
There was a bug, that I (thought) I fixed. the one that says "Prospector 0.1.15 With Hull Designer Bug Fixed" shouldn't have it anymore. If that is the version you have, and it still does do that, I need to look into it again...

Things like that *can* happen on space stations, though very rarely. And there should be a warning if they do.

@Tarran
Ahhh I see what happened here.
Stupid map generator added some caves underneath the complex, putting the sought after computer somewhere down there. Thanks! Consider it fixed.
Title: Re: Prospector, a roguelike in development
Post by: 1freeman on December 06, 2010, 10:41:07 am
I am really enjoying the game but i have some questions.

What do squad leaders do?, is there some sort of bonus or something.

same with sniper's, i assume they are better with guns than a regular red shirt.

also i have never seen my paramedic's heal people, just the doctor.

thank's to anyone that can answer my question's

Title: Re: Prospector, a roguelike in development
Post by: magellan on December 06, 2010, 10:59:18 am
Yeah, someone somehow just didn't write anything about them, anywhere...

Squadleaders give a +1 to hit to up to 5 normal crewmen.
Snipers get a +3 to hit for themselves
Paramedics add to the doctors healing ratio

Sorry, Crewmembers will get blue explanatory boxes in the future.
Title: Re: Prospector, a roguelike in development
Post by: 1freeman on December 06, 2010, 04:29:22 pm
Thank you for the answer's.

but why would i bother hiring regular red shirts when i can get snipers for the same price, or is there something i am missing.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on December 06, 2010, 04:55:06 pm
@Tarran
Ahhh I see what happened here.
Stupid map generator added some caves underneath the complex, putting the sought after computer somewhere down there. Thanks! Consider it fixed.
So it's somewhere in the caves?

No matter, I will push buttons on that computer no matter what it takes.

but why would i bother hiring regular red shirts when i can get snipers for the same price, or is there something i am missing.
Yeah, what do normal security members have that snipers don't? Melee bonuses?
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 06, 2010, 05:02:24 pm
Snipers (and the other lower rank officers) take 1.5 times the pay compared to regular redshirts.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on December 06, 2010, 08:51:09 pm
Do squad leaders improve snipers to hit? Also, how high of a bonus to you need to generally autohit?
Title: Re: Prospector, a roguelike in development
Post by: 1freeman on December 07, 2010, 01:02:46 pm
What does it mean when a crewmember has Improvise Mine in the (A) menu in the same place where augments and stuff is

thanks for all your answers so far. am absolutly Loving the game.
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 07, 2010, 04:26:28 pm
To hit roll is 1d6+1d6+boni-range>9
So to get a 100% autohit at point blank you need a +8
And squad leaders do add to anybody, snipers included.

Improvise mines allows you to drop ship mines in space combat without having any. You are rigging some extra parts +5 units of fuel into something that goes boom when an enemy ship hits it (or you fire at it)
Title: Re: Prospector, a roguelike in development
Post by: 1freeman on December 07, 2010, 09:14:43 pm
cool, can you buy skills like that or is it just a random attribute given to crew members when they are hired?

just lost everyone but my gunner with the improvised mines while investigating a derelict battleship floating in space.

is it even possible to kill everything on a ship because I was killing them non-stop for 2 minuets but they just kept coming.


*shudders in horror*

EDIT: i returned to the infested battleship with a squad leader and 4 security members accompanying myself, Doc, and the scientist, we managed to clean the ship but not without loss, only myself, doc and a red shirt made it out alive. on the bright side i am now cruising the galaxy with a free battleship which is awesome.
Title: Re: Prospector, a roguelike in development
Post by: puke on December 07, 2010, 11:21:40 pm
cool, can you buy skills like that or is it just a random attribute given to crew members when they are hired?

just lost everyone but my gunner with the improvised mines while investigating a derelict battleship floating in space.

is it even possible to kill everything on a ship because I was killing them non-stop for 2 minuets but they just kept coming.


*shudders in horror*

EDIT: i returned to the infested battleship with a squad leader and 4 security members accompanying myself, Doc, and the scientist, we managed to clean the ship but not without loss, only myself, doc and a red shirt made it out alive. on the bright side i am now cruising the galaxy with a free battleship which is awesome.

I dont know if this still works, but on the ships that are infested with quickly replicating aliens, you used to be able to blow a hole in the hull and kill them by exposing them to vaccuum.
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 09, 2010, 10:08:08 am
Of course that still works.
Also, some bugs have been fixed an 0.1.15a has been uploaded. Enjoy.
Title: Re: Prospector, a roguelike in development
Post by: hawkeye_de on December 11, 2010, 08:19:25 am
That games looks interesting...does it provide already deep gameplay?
Title: Re: Prospector, a roguelike in development
Post by: Orb on December 11, 2010, 01:23:40 pm
That games looks interesting...does it provide already deep gameplay?

Its got a lot of content, that's for sure. Deep? Maybe not, you can't get too deep with mostly randomized gameplay. However you can form strategies so your games last longer, but sometimes you are just going to die because you got overconfident.

Had a question of my own.

First, do auxiliary O2 tanks stack? If so, how many can I have that will remain in use? Is it one per person?
Title: Re: Prospector, a roguelike in development
Post by: BishopX on December 11, 2010, 03:00:19 pm
I think the max is still 250 O2, you will need a different number of tanks to achieve that depending on crew size.

So I've been messing around with 1.15a, and there are a couple of new features. You can now buy autopsy and botanical kits at the sick bay to improve bio-collection, lava now seems to less damage, and you can now find alien ship components in the giant worm corpses. I'm not sure if finding a disintegrator cannon in the thorax of a giant magma worm is a bug or just pure awesome.
Title: Re: Prospector, a roguelike in development
Post by: Captain Mayday on December 12, 2010, 04:38:55 am
Got a massive memory leak on one of the ancient scoutships, the one that's pock marked with little meteor craters.
I'm having trouble seeing what happens, exactly, but I think when a single blast kills my entire boarding party, the game goes nuts and spends all available processor power on... doing nothing.
edit: It only appears to occur when the Captain is killed by that weapon.
Title: Re: Prospector, a roguelike in development
Post by: boatie on December 12, 2010, 12:21:48 pm
I've just been roaming around but I like what I've seen a lot. The only problem I have is figuring out who to sell map data to. I went through the first 10 pages of the thread hoping it'd be answered but maybe I'm just an idiot.

So I have mapdata from an entire planet and dock in a space station but none of the stores seem to offer to buy mapdata?
Title: Re: Prospector, a roguelike in development
Post by: 1freeman on December 12, 2010, 01:02:52 pm
You need to talk to the company office at that space station, It will be the first option when you dock assuming it isn't abandoned.I would suggest Eradani Exploration but any of them will buy it for varying amounts.
Title: Re: Prospector, a roguelike in development
Post by: PMantix on December 12, 2010, 01:06:38 pm
....but none of the stores seem to offer to buy mapdata?

As far as I can tell, you can't sell map data at the starting space station (is this true?)... try one of the other space stations symbolized by an 'S' on the galactic map.

Title: Re: Prospector, a roguelike in development
Post by: 1freeman on December 12, 2010, 01:13:18 pm
the one that you start at is abandoned so you have to go to one of the ones that that give you a menu instead of actually walking around the station.
Title: Re: Prospector, a roguelike in development
Post by: boatie on December 12, 2010, 02:30:14 pm
D'oh. That's definitely my problem. Thanks guys.
Title: Re: Prospector, a roguelike in development
Post by: Orb on December 12, 2010, 06:29:59 pm
I'm pretty sure they aren't abandoned, because I remember discussing the idea of them before(and I suppose he took the idea).

Basically, they are the gas stations of space. When docking at them, you can get repairs, new crew members, fuel, ammo, and so on, without paying wages for the crew. You can even sell fuel at them, if you can safely extract it from gas giants(there are ways...). But, you can not sell your map data, bio data, or resources at these stations, so credit income in null. You also can't buy new equipment, unless you want to pay overpriced at the local bargain store. So, these "pitstops" are ways to help you keep afloat if you don't believe you can afford another "wage" payment, and want to refuel.


If you guys have any other questions, just ask, I think I got a pretty good feel of of the game. I've gotten to a point where credits don't matter(you make so much you can't spend it all) at several points, and I just explore the galaxy till some random spaceship blows my face off.

Also, some bugs I've had, they may have been reported before....

Spoiler: Bugs (click to show/hide)

Spoiler: Exploit (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Captain Mayday on December 21, 2010, 05:24:09 am
found a few problems, spoilered for spoilers
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 25, 2010, 05:50:34 am
The bomb thing and the grenade thing are solved in the latest version (Posted yesterday)
Title: Re: Prospector, a roguelike in development
Post by: PMantix on January 22, 2011, 04:29:05 pm
oooOOOOoooo..   shiny new probes in the recent update.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on January 22, 2011, 04:43:17 pm
"I guess the steel must be really thick? Really really thick"

Actually yes. Miles thick in fact.

Do Captains Currently have traits?
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 01, 2011, 02:46:32 pm
I have a problem, I can't figure out how to use *bu.bmp files properly.

I want square graphics, but the game seems to set it to elongated vertically tiles no matter what I try to do. I would really like to make a good tileset for it, but I want to know how to make it read square tiles first :).
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 02, 2011, 01:56:08 am
in config.txt there is _tix= and _tiy=
Those are x and y dimensions for graphical tiles.
And if X=Y they are square.
Looking forward to seeing your tiles deon. :)
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 09:39:18 am
If I set it to _tix=24 and _tiy=24, the text becomes unreadable :(.

Also could you swam Q and SHIFT-Q keybindings?

P.S. I think the problem is with the font, should I tweak it to be 24x24 too?
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 09:45:40 am
Okay, these are my settings:
_tix:24
_tiy:24
tilefont:24
textfont:24

And this is how it looks:
(http://i54.tinypic.com/28hgylz.png)

P.S> Any chance to see "what is what" for the tiles? I cannot understand some pictures at all.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 10:16:17 am
It looks like it only reads a very limited amount of colors. Would it be possible to expand it to read RGB values?

When I add this:
(http://img.ie/48ba5.png)
to the game, it screws up colors.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 02, 2011, 10:21:15 am
Actually if you turn on graphical tiles textsize gets ignored. Of course with 24x24 the screen is 1920 pixel wide. Since it works fine here (Besides the window being larger than the screen) I have only one theory at the moment:
Window is forcing the window to be as large as the desktop, and squashes the letters.

As for what is what there are 2 possibilities:
One list is here:
http://code.google.com/p/rlprospector/source/browse/trunk/tiles.bas
And it is almost human  readable
The other possibility is you show me which tiles you cant make out, and I tell you.

Oh, and btw: Just released 0.1.17

And yes, it would be possible to up the color range, but it would be a major PITA.
Title: Re: Prospector, a roguelike in development
Post by: ductape on March 02, 2011, 10:40:35 am
how major? Deon making a tileset could be a huge boon to the game! think about it!
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 02, 2011, 10:46:43 am
converting all color assignments from palette entries to rgb. A quick grep tells me there are about 2047...
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 02, 2011, 11:29:23 am
how major? Deon making a tileset could be a huge boon to the game! think about it!

Yeah but Deon isn't going to be around forever to add tiles for every single creature Magellan adds to the game.

Which is only a big deal because Magellan really adds to his game and makes an expansive galaxy really feel like it has variety.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 11:44:45 am
I will replace all current tiles in no time, and he will be able to make any creatures as well. I think it would be a good upgrade. But take your time man, you deserve it. Thank you for the quick replies!
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 11:47:36 am
Actually if you turn on graphical tiles textsize gets ignored. Of course with 24x24 the screen is 1920 pixel wide. Since it works fine here (Besides the window being larger than the screen) I have only one theory at the moment:
Window is forcing the window to be as large as the desktop, and squashes the letters.
Actually the textsize is ignored from config.txt, but NOT ignored from game options for some reason.
Basically with 24x24 tiles I was able to set the configuration text to 24 in the game, and it made it 12 in config.txt (wtf?) and the text became readable.

If you can explain why it happens, it would help a lot.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 12:20:51 pm
My resolution is 1280x1024, and the game "squishes" the tiles on X and makes them rectangles.

Is there a way to make it always display squares and reduce the amount of X squares instead?

An example:
(http://i53.tinypic.com/vf8hsx.png)


P.S. It looks like I can dodge the color limitation:
(http://i52.tinypic.com/2qkjfwo.png)

Now if I only could have it to stay square :P.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 12:32:23 pm
Quote
As for what is what there are 2 possibilities:
One list is here:
http://code.google.com/p/rlprospector/source/browse/trunk/tiles.bas
I am mostly interested in the creature sprites. Some of them are even letters. If you could say what are those "P" and different-colored similar people icons, it could help a lot :).

P.S. Some early work:
(http://i53.tinypic.com/152gis1.png)
I won't change the style of critters, only fine-tune and redraw the existing sprites.

P.P.S. Some creatures have no sprites, so I will have to fantasy...

A generic pirate sprite:
(http://i53.tinypic.com/ojifdh.png)  (http://i56.tinypic.com/dfiv4k.png)
A skull-shaped helmet should be distinguishable enough.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 02, 2011, 01:28:46 pm
Wow.  those really look awesome.
Do i sense a slight Firefly influence here?
The squishing thing is wierd. I will treat that as a bug report from here on out and look into it.
Besides you got a PM from me.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 01:33:35 pm
Oh my god, Magellan! Thank you so much for that list, you made my job 1000 times easier!

Sadly I haven't watched Firefly, but I always wanted and maybe I will in a few months :).
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 02:42:07 pm
More work on critters:
(http://i55.tinypic.com/2wqep8m.png)
Awayteam, arachnid, insect, reptile, worm, snake, humanoid, cephalopod, centipede, pirate.

Damn, it will take a while. I will try to finish critters today though :).
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 02, 2011, 07:36:51 pm
The first two lines of critters are almost ready:
(http://i55.tinypic.com/2eezakg.png)
The blue ones are unfinished, the red one is not used.
Title: Re: Prospector, a roguelike in development
Post by: freeformschooler on March 02, 2011, 07:50:32 pm
Wait what? The creator of prospector posts on Bay 12? Magellan, I love your work on the game. It's a fun roguelike that I can play for a few minutes at a time on break from other things, with full return. There aren't too many of those that I've found. Plus, the creature generation is superb; I love collecting biodata.
Title: Re: Prospector, a roguelike in development
Post by: Captain Mayday on March 03, 2011, 10:48:50 am
The game first came out here.
Title: Re: Prospector, a roguelike in development
Post by: ductape on March 03, 2011, 10:59:42 am
not exactly true, just go back and read the first page of this thread. At any rate, a lot of us have been through many of the changes and growth of the game. At one time I even accused Magellan of secretly being Toady and that prospector was the secret month end project.
Title: Re: Prospector, a roguelike in development
Post by: Captain Mayday on March 03, 2011, 11:01:49 am
I stand corrected, clearly I misremembered. Either way, yes, Magellan is quite active here. And his game rocks.  :D
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 03, 2011, 11:26:03 am
   Don't know if anyone has mentioned it but when you
die by your own plasma trail when fighting pirates it
records it as having been blasted into atoms by pirates.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 03, 2011, 12:16:01 pm
   Don't know if anyone has mentioned it but when you
die by your own plasma trail when fighting pirates it
records it as having been blasted into atoms by pirates.

The "Got blasted to atoms by pirates"-bit is for the eulegy.
What really happened is what they laugh about later at the dinner.

... guess I could exactify that message a little.

Anyway:
If any of you are interested in ancient history:
This was the first place Prospector got mentioned in public:
http://www.adom.de/forums/showthread.php?t=813
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on March 03, 2011, 01:18:42 pm
   Don't know if anyone has mentioned it but when you
die by your own plasma trail when fighting pirates it
records it as having been blasted into atoms by pirates.

The winners/survivors are typically the history makers. The Truth doesn't matter.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 03, 2011, 01:27:34 pm
   But I want it to record that I was stupid enough to
backup into my own plasma trail!
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 03, 2011, 06:07:34 pm
Magellan is a really nice guy. He chats with me, helps with spriting info and he is so quick to respond :).

Really, people, do not let this thread to sink again.

This is a current work on terrain. I know that the sprites are quite basic, but I wanted it to blend together, and with such low amount of colors it's a very hard task.

Here we are in a fern forest, near a small geyser.

(http://i52.tinypic.com/5513it.png)

Also note that it would look 10 times better if the tiles were not deformed :P. The deformation removes a lot of details.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 03, 2011, 06:22:17 pm
Here's how it will look without the deformation:
 (http://i51.tinypic.com/n3uo0w.png)
Title: Re: Prospector, a roguelike in development
Post by: Asra on March 03, 2011, 07:06:15 pm
Looking good. Are these tiles already available on 1.17?
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 03, 2011, 07:09:37 pm
No, it's the work in progress, so it will take me at least a few days to do it. I underestimated the amount of tiles :).


I've finished all creatures though, so it's just the terrain and items now. Ships are almost done too.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 03, 2011, 07:21:39 pm
   Definitely nice, don't worry about a low number of
colors, as long as you use them well then its fine. Take
a look at the grass in this picture from Secret of Mana 3:
Spoiler (click to show/hide)
The grass looks awesome yet if you look closer:
Spoiler (click to show/hide)
You notice it only uses 3 colors. I have the game and
did not notice this. It took this (http://gas13.ru/v3/tutorials/sywtbapa_de-mystifying_greats_1.php) and this (http://gas13.ru/v3/tutorials/sywtbapa_de-mystifying_greats_2.php) page from a
pixel art tutorial to find it out.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 03, 2011, 08:10:30 pm
You can also have manually arranged tiles here, and tile transitions: somethings I cannot have, also this grass would look like a tree on 24x24 sprite :P. So many limitations.

And yeah, this tutorial is one of the first I've ever read.

Anyway, I've done about 1/7 of all land tiles. Yay me :).
Title: Re: Prospector, a roguelike in development
Post by: BishopX on March 03, 2011, 08:23:33 pm
Deon you rock!

Prospector is seriously pushing the amount of information that can be contained in Ascii.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 03, 2011, 08:28:20 pm
Yeah, in this game some misunderstanding can lead to a quick death :).

I've started to work on the station facilities. Here's the personnel office:
(http://img.ie/2a585.png)

Also here's an abandoned mining town near mountains and forests. I dislike how shrubland looks, it looks like green boulders rather than bushes, so I will redraw it:
(http://img.ie/3c9c1.png)
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 03, 2011, 08:34:35 pm
   Well if it is "bushes" then maybe instead of one big blob
you could have a few small ones to a tile.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 03, 2011, 08:42:59 pm
Will there be a seperation between creatures and sentient creatures visually?
Title: Re: Prospector, a roguelike in development
Post by: The Scout on March 03, 2011, 08:54:08 pm
Deon is a God. On the level of Toady except instead of programming, it's art. Good art with alot of limitations.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 03, 2011, 09:23:30 pm
   Well if it is "bushes" then maybe instead of one big blob
you could have a few small ones to a tile.
Yes, I already did it this way, we think similar :).

Will there be a seperation between creatures and sentient creatures visually?
Well, there are "sentient centipedes" and "centipedes", as well as other sentient species. And each specie has its own sprite. So yeah, each specie looks different.

Deon is a God. On the level of Toady except instead of programming, it's art. Good art with alot of limitations.
To reach the level of Toady one must dedicate his whole life to it. Sadly I am still confined by my family, work and university, but I try hard to meditate and concentrate on what is truly important :P.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 03, 2011, 11:08:53 pm
   I just thought of something that would be nice,
The game should remember what your last ship
was named at the start and offer that as a default
because having to keep typing the same thing in,
especially if you get into a dieing steak is annoying.
I just always call my ships Blueshifter.
   Also a question, if one of the main 4 die is there
level number supposed to stay the same? Its kind
of irritating to not remember who died when trying
to recruit replacements.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 03, 2011, 11:37:54 pm
You already have that option (and several more)
Ways to name your ship:
1) Type a name in each time (you already discovered this one)
2) Just hit enter. Your Ship will be named NNC- and a increasing 4 digit number
3) in the game folder there is a file called register. you can open it with any text editor. There is a number in there (That is the incrementing number for stanard ship names.)
Below that you can enter your own numbered naming scheme if you don't like NNC -
Just type the Name like you want it to be and 4 #### for the number part.
Or
You can put there a text file name, in which case if you don't name your ship prospector will choose a line from that file at random. (Thats what the file B5Shipnames.txt is for.)

As for your other question i am not sure I understand. Dead people get replaced. It's a question of luck if the replacement is worse/equal/better than your old crewmember.

Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 03, 2011, 11:43:54 pm
   Cool about the rename thing, did not notice it. With the
crew thing I mean that if say I have the gunner skill 1 die, when
I go to hire a new one it says (current:1) and the little side pannel
says Gu:1
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 04, 2011, 12:04:20 am
Quote
Well, there are "sentient centipedes" and "centipedes", as well as other sentient species. And each specie has its own sprite. So yeah, each specie looks different

Hmmm... So I'll take that as a no.

Well looks like there just ain't no way around looking.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 04, 2011, 12:05:13 am
Oh, zombie gunner. That shouldn't happen. When he is dead it should be Gu:- Will look into it.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 04, 2011, 12:10:44 am
Quote
Well, there are "sentient centipedes" and "centipedes", as well as other sentient species. And each specie has its own sprite. So yeah, each specie looks different

Hmmm... So I'll take that as a no.

Well looks like there just ain't no way around looking.
What do you mean? The sentient beings have their own sprites because they are specific species, so once you learn who is who you will see it at glance.

   Cool about the rename thing, did not notice it. With the
crew thing I mean that if say I have the gunner skill 1 die, when
I go to hire a new one it says (current:1) and the little side pannel
says Gu:1
Do you have a 320x240 desktop resolution? :)


P.S. I've done 60% of all land tiles. Damn that's hard, I stayed up all night.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 04, 2011, 12:20:36 am
Quote
What do you mean? The sentient beings have their own sprites because they are specific species, so once you learn who is who you will see it at glance

Ohh I see. For a second there I thought you misunderstood my question (which is very common) sorry about all that.

There are a lot of things you guys could do with art and coding such as attractive menus, sprites for characters, and stuff... buuuuuuut yeah... work...

The only thing I REALLY want to see once the sprites are done and working correctly are green planets. Dang Leafs.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 04, 2011, 12:34:30 am
   I think I figured out my problem. The game I think was
corrupted on my end because when I deleted it and downloaded
a fresh game it works fine now.

Edit: I examined what I deleted and despite the folder saying it was
the correct version on further inspection it was an older version. Do
not know how I managed that one.

   Also now that I have the correct game and all its not responding to the 'y' or 'n' key after I die.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 04, 2011, 06:49:30 am
I've done more than half of the items:

(http://img.ie/84055.png)

The problem is that I cannot finish it until I get the list from Magellan for the remaining stuff because it's different from the source file contents. There will be more items too.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 04, 2011, 01:40:21 pm
Look into your mailbox deon, there are some answers in there.

As for the "identifying critters by sight" thing:
There is some information hidden in the Ascii. One could add that to the sprites as well, but would be quite a task for deon.
The additional info is uppercase/lower case and color. To put all that in, we would need 2x8 sprites for each of the standard critters, instead of just one. (those would be from avian to fish)
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 04, 2011, 01:59:04 pm
It would be okay for me :).

Also my first attempt at 8-dimensional ship:
(http://img.ie/238a0.png)
Diagonals are a bitch :D.

P.S.

Scout, fighter, heavy scout:

(http://img.ie/482a6.png)
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 04, 2011, 03:50:18 pm
   So, the layered p. forcefield and adaptive bodyarmor
seems to have the same armor value yet in this store on
the planet with the art guy I can by the forcefield for
1575 and the bodyarmor for 19000...
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 04, 2011, 04:10:19 pm
Ooops.
You are right.
Thanks for pointing that out. *blushes*
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 04, 2011, 05:36:28 pm
   Also is the boring planet supposed to gen resources?
In a recent game I earned way to much from a bunch
of resources on it where the only challenges was walking
to them.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on March 04, 2011, 09:21:36 pm
   Also is the boring planet supposed to gen resources?
In a recent game I earned way to much from a bunch
of resources on it where the only challenges was walking
to them.

Resources are determined mostly based on star type and distance from the stations. If you find the boring planet tucked into a corner it'll probably be loaded.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 05, 2011, 12:59:59 am
   When you are in an abandoned ship on a planet
and you go to leave it uses the same message as
when you go to enter it.
"abandoned ship Enter?(y/n)"
   Probably should ask about leaving and rephrased
so it asks:
Enter/Leave abandoned ship?(y/n)
Title: Re: Prospector, a roguelike in development
Post by: ductape on March 05, 2011, 01:23:26 am
   When you are in an abandoned ship on a planet
and you go to leave it uses the same message as
when you go to enter it.
"abandoned ship Enter?(y/n)"
   Probably should ask about leaving and rephrased
so it asks:
Enter/Leave abandoned ship?(y/n)

with you paragraph formatting and were there new lines created, it reads like a weird poem. I like it.

Critics of Carl Sandberg said that he wasnt writing poetry, just arranging regular paragraphs on a page. Personally I love his poetry.
Title: Re: Prospector, a roguelike in development
Post by: niltrias on March 05, 2011, 01:41:58 am
Wow, looks like I missed some updates to the game!  Looking forward to your tilesets, Deon, they look fantastic.
Title: Re: Prospector, a roguelike in development
Post by: beorn080 on March 05, 2011, 07:20:07 am
Deon, absolutely amazing sprites. A minor critique though. The shadow on that ship you just posted is always on the same side of the ship. It should be mirrored between left and right. The rest are all good.

Amazing work. All of it, including the RS sprites.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 05, 2011, 03:27:25 pm
   If you leave your science officer on the ship and try
to "I"nvestigate something it says he is dead.
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 05, 2011, 04:09:50 pm
   If you leave your science officer on the ship and try
to "I"nvestigate something it says he is dead.


You can leave people on the ship?  :o
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 05, 2011, 04:12:37 pm
   Only when in space and not your captain. You use
"A" and move the selection to who you want to leave
and press enter and some green text that says Awayteam
will switch to yellow text saying On Ship
Title: Re: Prospector, a roguelike in development
Post by: Bitoru on March 05, 2011, 05:30:31 pm
It would be okay for me :).

Also my first attempt at 8-dimensional ship:
(http://img.ie/238a0.png)
Diagonals are a bitch :D.

P.S.

Scout, fighter, heavy scout:



(http://img.ie/482a6.png)


Oh, wow. Is there anything you can't do?
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on March 05, 2011, 09:45:41 pm
It would be okay for me :).

Also my first attempt at 8-dimensional ship:
(http://img.ie/238a0.png)
Diagonals are a bitch :D.

P.S.

Scout, fighter, heavy scout:



(http://img.ie/482a6.png)


Oh, wow. Is there anything you can't do?

Insert it directly into my game folder right this second.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 06, 2011, 09:29:18 am
I'm not doing ships yet because it takes tons of time and Magellan is attached to his own ships.

However I will fine-tune them, so don't worry :). I am more worried about the fact that I should make all space monsters to rotate the same way (8 directions), but I've already done 3 of them :).

The main problem is that the game did not work with square tiles. But Magellan is working hard to make it possible. He already has a version which allows it, but there are some interface issues which should be fixed.


2 Magellan: with the new "scrollable map" issue, would it be possible to modify the game to allow planets to be seamless on "x" axis? If we could circumvent planets from east to west it would be awesome :). Can you do it?
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 06, 2011, 12:51:50 pm
Awesome tile set Deon.  :o


Anyway, some bugs I got.


1. If your captain gets sick and "stays" on the ship, you can't get him back into the awayteam because it says you can't take him off  the away team(?).


2. I've had two crashes related to the 0 key when you use it to fire at all aliens. Lost a really good save with tons of alien tech.  :-\

Spoiler: Bug (click to show/hide)

Title: Re: Prospector, a roguelike in development
Post by: magellan on March 06, 2011, 11:39:38 pm
Awesome tile set Deon.  :o

It looks even more awesome when you play the game with it. I get killed all the time distracted looking at the pretty tiles... but you mere mortals need to wait a bit longer before you can enjoy that  8) (I am thinking wednesday atm)


Anyway, some bugs I got.


1. If your captain gets sick and "stays" on the ship, you can't get him back into the awayteam because it says you can't take him off  the away team(?).


2. I've had two crashes related to the 0 key when you use it to fire at all aliens. Lost a really good save with tons of alien tech.  :-\

Spoiler: Bug (click to show/hide)

Hmm... thought I had fixed the captain bug.
The laying fire thing you are the second to report that.
And it bugs me because i can't reproduce it.
Got a hunch it might be the sound effects.
Anything you can tell me, maybe a savegame even?
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 07, 2011, 05:10:16 pm
Hmm... thought I had fixed the captain bug.
The laying fire thing you are the second to report that.
And it bugs me because i can't reproduce it.
Got a hunch it might be the sound effects.
Anything you can tell me, maybe a savegame even?


Sadly, the saved game is gone since I died in it already. Though I did get the bug a few more times. After that I got it into my head to stop pressing the button and used "5" instead. I have a hunch it might have to do with the alien scanner, and it tries to fire at aliens you can "see" and not "see" at the same time. I'll try regenerating the bug. I also got the bug when the fire happened to go through a wall.


Also, is there a way to make space battles more efficient processor wise? It seems when there are more than 1 ship you can lag and cause you to fly 10 tiles when you only wanted to move a few, causing you to fly into the pirate battleship and essentially blow up.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 08, 2011, 02:30:34 am
   I just ran into some creatures that left trails of ammonia
behind them. That is so cool, since when has that been in?
Title: Re: Prospector, a roguelike in development
Post by: Tarran on March 08, 2011, 02:49:56 am
   I just ran into some creatures that left trails of ammonia
behind them. That is so cool, since when has that been in?
A while. I posted about Magma worms a long time ago.

Anyone else encounter a magma worm yet? I have. :P

Too bad that guy is dead.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 08, 2011, 11:50:27 am
   They must be rare. I have been playing this game
quite a bit and this is the first I saw any like it.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on March 08, 2011, 01:12:25 pm
   They must be rare. I have been playing this game
quite a bit and this is the first I saw any like it.
Yeah, they are rare. But extremely obvious once you enter a planet.

Also:
Spoiler (click to show/hide)

Also2: Why are you typing like that? Small screen or something?
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 08, 2011, 01:14:16 pm
   It is a preference that I have. I started doing it a bit
ago and never stopped. Also they do not drop artifacts.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on March 08, 2011, 01:15:42 pm
   It is a preference that I have. I started doing it a bit
ago and never stopped. Also they do not drop artifacts.
Ah, I thought I saw them dropping artifacts before. Guess not.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 08, 2011, 01:19:10 pm
   It would be cool to have uniques that drop artifacts
but the creatures that leave paths are not unique. They
are just not that common. I had one spawn practically on
top of my ship and only made it out of there because it
was slower then me and stayed in sight of my ship so I
could plasma it over and over.
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 08, 2011, 05:07:35 pm
Worms digest "items" and these items are "liberated" when you kill it. I'm surprised you found an alien artifact though. Must have been really late game.


Also, I find worms all the time. About 1/15 planets. They usually kill me because I walk around like I'm on top of the world and move 3 times before I see it.



Also, suggestion: Give the LR Fighter a higher scanner max because its difficult to find enemy pirates with a lv 1. Unless I'm going about it wrong.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 10, 2011, 07:59:10 pm
   I think the sensor only works for the battle screen and
scanning a planet. You need the ship detection system or
the improved version to find ships. They cost 1500 and 3000
respectively and are in the sensor category of ship upgrades.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 10, 2011, 09:17:53 pm
OHh here is a suggestion for a planet

How about a planet that takes all your lost crew members ever lose, and possible slain sentients, and sends them after you!

and the plot twist is that there is a huge psychic trying to drive you insane so you die from shock.
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 10, 2011, 09:51:55 pm
   I think the sensor only works for the battle screen and
scanning a planet. You need the ship detection system or
the improved version to find ships. They cost 1500 and 3000
respectively and are in the sensor category of ship upgrades.

Sorry, but you are wrong in several ways.

1. I've noticed late game a lv 5 sensor will detect a lot more ships, and farther out at that too, than lower lvs.
2. Scanners "scan" farther the higher their lv, I know this from the nav computer and how it lays out blue dots.
3. The LR fighter starts off with a ship detection system, and I've seen maybe one ship on my screen, once, I think.

...and Neo, that doesn't really sound like a fun planet. And you would get murdered, rather quickly.



Possible bug: You can throw as many grenades as your heart pleases in one "turn", therefore you can kill anything, with enough grenades. That might be intended, but meh.

Something overlooked: If you find a friendly creature, you can talk to them for pretty much hours and get random art items for free, which you can then sell for big bucks. Perhaps after a while the animal says "leave me alone", and if you don't it attacks?


Also, I can't find a use for rovers. They don't work when you are off planet(maybe a bug), and can be destroyed by aliens which makes them a pretty heavy investment to just wait around your ship while your rover explores.
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 11, 2011, 10:21:04 pm
Uh, is there an easy way to find the destination folder for screenshots? I'm having difficulty finding it. I run Vista, btw.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 12, 2011, 04:30:56 am
Ahhhh....
The game is talking nonesense.
It says "screenshot.bmp" but actually saves it to "shipname.bmp"
It's right there in the main folder, otherwise.
Will fix that.
As a side note:
I am mainly waiting for the last sprites, and trying to remember what else I wanted to fix before letting this thing out into the wild.
We are talking about hours here... :)
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 12, 2011, 04:45:04 am
oh nice game , .... wonder if someone has a tilepack :3?
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 12, 2011, 04:49:03 am
Yes, I do, and tomorrow, at the latest, you can have one too :P
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 12, 2011, 04:52:44 am
   It was made by Deon, which if that doesn't already
tell you enough it means that each pixel will be like a
god to you.
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 12, 2011, 10:10:34 am
Well just tried , the game is heck of hard but well its awesome... can we haz titanium and vanadium?

Gah this game takes allot of procesing power ... I like it!
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 12, 2011, 11:18:28 am
Sorry for the delay, I was REALLY busy here.

He agrees: (http://img.ie/5ac26.png)

Business is business.

Anyway, now it's Magellan's turn, because he has all required tiles now :).
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 12, 2011, 12:20:46 pm
I actually wanted to write a new readme/manual thing (since the one that ships with it is horribly out of date) but meh, who cares, will do that later.
Enjoy Prospector 0.2.0 The Deonified version

And yes, it is still here
http://code.google.com/p/rlprospector/downloads/list
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 12, 2011, 12:22:08 pm
Cool! I wanted to ask, why is your starting group 3/3 and those you hire are 2/2 in hp?

P.S. Did you include the sounds I've sent you? :) I've got a couple more.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 12, 2011, 12:29:31 pm
Hey, I've already spotted some problems.

Why are space stations now "F"? I have a graphic for that. Also you seem to use wrong tiles for gas could. That for density 1 should be to the right of the currently used.

P.S. I SEE!

Guys, go into config.txt and change:
_tix:24
_tiy:24

Otherwise you will get wrong graphics.

Magellan, fix it in your archive, please :).
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 12, 2011, 12:35:53 pm
Troop transport comes with 5 vets. New ones you hire are green.
And yes, i included the sounds you sent me.
Ooops....
Fixed.
Thanks for spotting and pointing that out Deon!
Title: Re: Prospector, a roguelike in development
Post by: Bitoru on March 12, 2011, 12:41:31 pm
It's....it's beautiful.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 12, 2011, 12:48:35 pm
Hmm, you didn't change the inventory system yet? Or do I miss something?
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 12, 2011, 12:50:20 pm
Sorry, that is still on the todo list.  :(
Title: Re: Prospector, a roguelike in development
Post by: BishopX on March 12, 2011, 01:13:12 pm
I'm enjoying V2 so far, with a couple of caveats

1) Any purchase screen where it should prompt you for a number to buy/hire doesn't actually display the prompt, it still wiats for the input though.

2) When you turn the display star systems on bar option on, the bar is now shunted all the way to the right. Which is kinda annoying.

3) The tile for gravitational anomalies is too similar to normal space, I often wander into it because I can't tell the difference.

4)I'm stuck in a space elevator. There doesn't seem to be an exit tile. Help?
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 12, 2011, 01:16:14 pm
1) Hm, it prompts me just fine, strange.

3) It's kinda intentional, but I can change it :). Colorful stars seemed pretty distinguishable for me.
Title: Re: Prospector, a roguelike in development
Post by: BishopX on March 12, 2011, 01:34:12 pm
1) Hm, it prompts me just fine, strange.

3) It's kinda intentional, but I can change it :). Colorful stars seemed pretty distinguishable for me.

I like the stars, I just think the blue/red distinction is too small... maybe brighter anomaly colors?
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 12, 2011, 01:38:30 pm
I can make them to look like colored gas clouds.
Title: Re: Prospector, a roguelike in development
Post by: freeformschooler on March 12, 2011, 01:48:07 pm
I'm just here to say congrats on reaching 0.2.0. Keep up the good work, I'm playing now.
Title: Re: Prospector, a roguelike in development
Post by: yamo on March 12, 2011, 01:48:14 pm
Would a grav anomoly be a black hole?  if so a deep(er), filled  black circle surrounded by a halo of Hawking radiation, maybe?
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 12, 2011, 01:49:31 pm
Would a grav anomoly be a black hole?  if so a deep(er), filled  black circle surrounded by a halo of Hawking radiation, maybe?
Yeah, except for the fact that they cover hundreds of tiles, so seeing hundreds of black holes... yeah.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 12, 2011, 03:50:10 pm
   The graphics are awesome and the game is fun even if
it does take a little to relearn what everything is again.
To start I wondered why it was so easy till I noticed
the easy start was on. Needless to say I was not getting
the proper amount of vitamin beat-down with that on so
I promptly turned it off.
Title: Re: Prospector, a roguelike in development
Post by: baruk on March 12, 2011, 05:24:52 pm
 Just started playing this the other day (on 0.17) - so far I've had 2 different crashes when shooting at aliens with my away team. Is this a known issue? Will try out 0.20 and see if it happens again.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 12, 2011, 05:45:12 pm
   I can't seem to get a hull I designed. Its in the list
but nothing happens when I try to select it.
   Also when in space and you try to take over a ship
the thing that shows you the comparison between your
ship and the new one is so far to the right that you only
see the first letters of some of the words.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 12, 2011, 06:28:03 pm
   I can't seem to get a hull I designed. Its in the list
but nothing happens when I try to select it.
   Also when in space and you try to take over a ship
the thing that shows you the comparison between your
ship and the new one is so far to the right that you only
see the first letters of some of the words.
Yeah, probably another interface bug of resolution transitions. Magellan will be able to fix it quick. Thanks for finding it :).

Just started playing this the other day (on 0.17) - so far I've had 2 different crashes when shooting at aliens with my away team. Is this a known issue? Will try out 0.20 and see if it happens again.
With "f" key, or that option which allows you to redirect target to different aliens?
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 12, 2011, 06:55:13 pm
   Tunnels don't appear in the graphic mode or at least
the place with the people complaining about the mushroom
cave having a monster it doesn't appear unless you are
in ascii mode though you can still enter it even if you don't
see it.
   And I was just ambushed and the screen went black and
crashed. the save file also disappeared.
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 12, 2011, 11:46:23 pm
One another question : Why we can desing only small ships and medium ships? Why not larger or even larger
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 13, 2011, 12:48:44 am
   Tunnels don't appear in the graphic mode or at least
the place with the people complaining about the mushroom
cave having a monster it doesn't appear unless you are
in ascii mode though you can still enter it even if you don't
see it.
   And I was just ambushed and the screen went black and
crashed. the save file also disappeared.
There is a "tunnel" graphical tile... Magellan?!!!

:P
Title: Re: Prospector, a roguelike in development
Post by: SniHjen on March 13, 2011, 06:43:53 am
So:

"???" invisble enemies, other peaceful explores suddenly attacking like animals and "Destroy 20 of my men in one combat turn" bullshit.

remove these things from the game and it's be playable.
the worst is when it's a group of "smith and Weston security" teams.

"we are fighting the pirates over control of these ruins want to help?"
"sure."
"the security team suddenly seems aggressive"
"you have been struck down."
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 13, 2011, 07:47:08 am
Sorry, was celebrating Prospector 0.2.0,  8)
And then I was hung over
Anyhows: Fixed the bugs mentioned here with invisible portals, and some stuff being to far right.

As for Smith sec teams getting agressive: Yeah, I know. they tend to blame the player when they see a dead comrade. Faction system needs a little more work.
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 13, 2011, 08:01:50 am
GAAAH , how do i get off a planet that has a sticky surface?
The ship landed on such a surface and i do not have the smallest idea of how to get it out of it
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 13, 2011, 08:04:38 am
http://prospector.wikia.com/wiki/Planet_Monster
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 13, 2011, 08:09:48 am
so the planet i landed on might have one of those?
Oh other stranded ships , i am so ... perhaps or not

PERFEECT , i found a security drone den , my team got completly oliberated
... that was bad.. very bad
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 13, 2011, 09:08:28 am
Yeah, there're quite obvious tips when you scan this planet... There's a lot of stuff like that in Prospector. By "like that" I mean stuff which means you die 99% time if you don't know what you deal with (and it comes either from reading Wiki a lot, which is not always help, or from personal experience) :).

Sometimes the game is close to Ivan in this matter, but I enjoy it :P.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 13, 2011, 11:04:37 am
The problem designwise is, that you can go anywhere you like from the start.
If you look at DCSS, most new caracters will start dungeon level 1, and will have passed 2-9 before arriving at 10.
The only way I can think of to improve this would be to calculate a point system for planets, based on their distance to a station, and being in a gas cloud and then assign the special planets with more dangerous ones being further away, and harder to reach, putting them in the mid to endgame.

Oh: And the question about the Ship designer: You can build larger ships at the planetside shipyard.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 13, 2011, 11:19:00 am
I love the randomness of the game. That "point system" could stay for the "easy" mode, but don't include it in standard "redshirt survival" program please :P.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on March 13, 2011, 11:24:28 am
I like running around in a big universe and coming across what I come across. You're going to meet some hostiles. What do you do when the Borg steal Picard? One foot in front of the other, son. Go get your Captain using the tools and intel at hand and then think about the next step.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 13, 2011, 11:52:50 am
Hehe.
But how did we first meet the borg? Q threw us halfway across the galaxy just to watch the enterprise in a non level-appropriate encounter :)
Title: Re: Prospector, a roguelike in development
Post by: beorn080 on March 13, 2011, 12:16:29 pm
Depending on how you wanna rig timelines, technically we first met the Borg when they went back in time to assimilate the earth in the 21st? century. But yeah. Gotta love those railroading GM's.

Idea for a game mode. Xom mode. Basically there would be a Q like entity, similar to Xom from DCSS and Q, who would mess with the PC whenever it got bored.
Title: Re: Prospector, a roguelike in development
Post by: MasterFancyPants on March 13, 2011, 06:35:09 pm
I just found some Elves!  >:(
"Our tradition is to eat those that have died. Usually only the closest family gets a piece though"
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 13, 2011, 07:45:29 pm
I think they are in the game folder, with the name of your ship.
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 14, 2011, 12:04:03 am
wait , there only humans and space pirates , but actually i never saw a space alien civilization , are any of them anyways?
Btw there should be more ships...
Title: Re: Prospector, a roguelike in development
Post by: scout890 on March 14, 2011, 01:43:52 am
By the time I manned up enough to land on a planet monster in this one game I had disintegrators for my entire crew off about 50, adaptive bodyarmor for everyone, an alien ship, a teleporter, a portable medical nanobot facility, and implants to the max. When I got there at first I was all like meh whats so scary 'bout this, but then I was all like get these fucking blobs outta my face they're everywhere and I can't see anything, but after that I was all like oops i shot its brain time to gtfo. (this was back when prospector had this bug where biodata would never go down only up allowing infinite profits)After this I teleported off a re-fueling platform on a gas giant using my teleporter. I soon ragequit playing for several months.
Title: Re: Prospector, a roguelike in development
Post by: yamo on March 14, 2011, 02:38:42 am
yeah, i don't think scaling would be good for this game.  When you're a twinkie you should live like a twinkie...until you can make yourself not a twinkie.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 14, 2011, 04:47:47 am
http://www.youtube.com/watch?v=6LuwOpbM1H0&feature=feedu
An awesome let's play!

Magellan, look at 29:25. An explored ship turns into a "fortress" graphic for some reason (as well as its doors). Fix please? :)

P.S. Also there's no atmosphere in that ship even when you walk in from a planet with an atmosphere. And ice/snow around it for some reason.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 14, 2011, 06:09:57 am
Magellan, please fix the "how many do you want to buy" query. It doesn't appear in the string, so I've just bought 14 binoculars during making of let's play and it took all my money so I had to retire :P.
Title: Re: Prospector, a roguelike in development
Post by: niltrias on March 14, 2011, 06:50:31 am
Magellan, if you liked the style of my last starter guide, I'd be happy to re-write it for the latest version.  Just give me a couple days to aquaint myself with it.  Say the word and I'm on it.
(Well, I'll be "aquainting" myself with the new version regardless, heh)
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 14, 2011, 10:40:27 am
Fixed the glitches mentioned by deon.

@Niltrias: Your quickstart guide was, as far as i could tell, very popular and well written too. I meant to update it myself time and time again, but If you want to do it: Go ahead!
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 14, 2011, 10:54:53 am
http://www.youtube.com/watch?v=wQtDDbLpugE&lc=zjgvZuFmzZFCYMTlzGlnQm4l28O9P0XPpA4HqwuW9fo&feature=inbox
Here's my first attempt. It didn't go well, but I will make more and make sure they are without faults likes those :).

Let's spread the word about this cool game!
P.S. Magellan, if you check it, you see that I couldn't assign a picked up alien knife to a specific crewmember :). Please fix the inventory system when you have time :).

And I think I can't read items' descriptions from the 'E' menu.

P.P.S. Around 25 the buildings change tiles for some reason.
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 14, 2011, 11:17:17 am
I have a question , well more , the first one is : Is anithing worth defeating a Planet Monster?
Secondly: Why the alien scoutship i found got screwed right when i had only 4 hours left to repair? Damn thats bad luck
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 14, 2011, 11:32:15 am
Well, there are 2 free 4th tier ships down there.
But other than that, (And the warm fuzzy feeling to have made the galaxy a saver place), not really...
Title: Re: Prospector, a roguelike in development
Post by: BishopX on March 14, 2011, 12:03:48 pm
You used to be able to get a massive trove a biodata from the planet monster(10,000+ easy), which can be pretty nice if you sell to the right people.
Title: Re: Prospector, a roguelike in development
Post by: baruk on March 14, 2011, 01:37:36 pm
Quote from: Deon
Just started playing this the other day (on 0.17) - so far I've had 2 different crashes when shooting at aliens with my away team. Is this a known issue? Will try out 0.20 and see if it happens again.
With "f" key, or that option which allows you to redirect target to different aliens?
After you press the f key, you get a choice of choose target or divide fire.
Crash no.1 was from using the divide fire option, the combat system seemed to go into an endless loop of the same two messages over and over (luckily I was able to reload from the auto-save). Here's a screenshot:
(http://img688.imageshack.us/img688/4537/bugpros.png) (http://img688.imageshack.us/i/bugpros.png/)

Crash no.2 was from using the choose target option, which I usually have no problem with. The game just froze as it was displaying the stars representing my line of fire (as above, but without any obvious looping of combat messages). I had to close the game manually, and afterwards discovered that my save game had also been deleted.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 14, 2011, 02:01:58 pm
0.0.17? Yeah, it froze if you would lay down fire and hit a square with shootable terrain.
Fixed in 0.2

Edit to add: Also that should be "too strong", not "to strong". ... why do I only see stuff like that in screenshots, and never while testing? :)
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 14, 2011, 02:03:59 pm
Some other question : Sometime in the future will we able to dig basses and estabilish colonies during gameplay?
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 14, 2011, 02:08:51 pm
Erm.... about a year ago I was toying around with that, shelfed it to get some direly needed Bugfixes out, and it's been on the shelf since.  :-[
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 14, 2011, 02:33:21 pm
You will figure how to fix them..
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 14, 2011, 02:53:45 pm
A few bugs I encountered:


1. Graphics for some alien ships go wonky and show a "Space Station". Literally.

2. Key configuration(messing around with it) starts to really mess with the game when you change it. I had this downloaded on a laptop, and I changed the key configuration around, and eventually I reached a point where if I pressed the up arrow a wormhole map would appear(even on the main screen), and if I press "right" I would dock(if I was one tile left of the thing I wanted to dock at). The dock key I assigned didn't work.

3. When I boarded a drifting ship, I swear I saw that alien "crystal" in space. It then plopped itself on my ship and, being only a 5 member crew, died promptly.


Some suggestions:

1. To make space combat more interesting, perhaps the ability to individually target systems? Like shields, for example. Or weapons. It would have a low chance, depending on the damage and the skill of your gunner. It would have a lower chance to "hit", and do general damage also.

2. Going with 1., the possibility to board a ship once its weapons, shields, and engines are knocked out, and all other enemy ships are dead. You would have to fight and kill whatever crew it has.
Title: Re: Prospector, a roguelike in development
Post by: Qinetix on March 14, 2011, 03:01:47 pm
duno if someone reported but i think its a bug , not sure(i was fidling with cheat engine): My credits turned into negative values somehow...
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 14, 2011, 03:08:05 pm
   If you stopped at a space station then you had to
pay your crew more then you had.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 14, 2011, 04:22:37 pm
Erm.... about a year ago I was toying around with that, shelfed it to get some direly needed Bugfixes out, and it's been on the shelf since.  :-[
Just today I thought how cool would it be to make "castle"-type structures with an environement close to that of a small space station on random planets; and make you to be able to buy a colony module and build one (and slowly recieve some revenue if it's not too far from trading routes) :).
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 14, 2011, 04:24:23 pm
Meanwhile, a geological status for planets would be nice. I mean it's cool to see random resources laying around, reminds me of Mass Effect :P. But it would be nice to have just a bit more complex geology system, with "natural resources" data for planets (even if purely cosmetic which would just define mining bot output rate) if you use a geological scanner..
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 14, 2011, 06:59:14 pm
Repair Robots appear as corpses. Which can cause lots of fun....


A lot of tunnels I am unable to see, such as the "green alien with mushrooms in cave" one, and the centipede planet. Also on the planet with the scout ship behind the force field.
Title: Re: Prospector, a roguelike in development
Post by: niltrias on March 14, 2011, 09:18:19 pm
Magellan: I should be able to finish an update by this weekend.  Anytime you feel it's getting outdated, let me know.  I like doing this sort of thing.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 15, 2011, 05:02:38 am
Yeah, repair bots are corpses... Crazy :P. I think you shifted them 1 tile to the left. Lots of FUN this way.

Maybe you should stop, take a breath and check all existing types of entrance/exit tiles? If you by chance need more types, I can draw them ASAP.
Title: Re: Prospector, a roguelike in development
Post by: Robsoie on March 15, 2011, 07:46:38 am
I just give a quick test to Prospector and i'm very impressed, it's really great as a concept and has a nice atmosphere to it. I think i'm going to explore the universe for a long time.

Congratulations to the author.
Title: Re: Prospector, a roguelike in development
Post by: vikingefar on March 15, 2011, 05:57:55 pm
Just got my first crash after a few hours of exploring. I was refuelling in a gas cloud when i got attack by a living blob of plasma, right after getting that message the console stuck for a few moments, then terminated. just thought youd like to know magellan. really good game though! thx!
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 15, 2011, 06:15:03 pm
A few more things of note I forgot to tack on the last post:

The "smoke" clouds that form when shooting space ships and the like never seem to actually be on the spaceships. More like 3 tiles away.

I've gotten a crash at least twice by scanning an asteroid belt and being attacked by a fission reactor station thingy. Save isn't deleted, though.

Worm Division Creatures(WDC's) seem to be able to go into space, for I had them things climbing into the ship through airlocks while battling the infinite amount of worms coming through a door. Then I blasted a hole in the wall and they all died. Seems a bit contradictory if they can go into space.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 15, 2011, 11:43:30 pm
Thanks for the bugreports, and of course the comments :)
Did the crashes produce anything in the error.log files?
Also, as a side note, there have been 2 reports of prospector running with winebottler on mac. Doesn't seem to work on my Hackintosh, so can't confirm nor deny.
Allright: looks like I got stuff to do.
Title: Re: Prospector, a roguelike in development
Post by: vikingefar on March 16, 2011, 05:26:53 am
I do not know if this is from the session that crashed, since i had 1 session after that run. but no issues there, so i guess it must be the relevant error?

0.2.1 Error #1 in  651:COM_DISPLAY C:/Prospector/src/Googlecode/spacecom.bas

allso i have a minor feature request: i would really appreciate if i could toggle "key repeat" on and off. am tired of bashing the movement keys for walking and scanning planets. would be really nice if you could implement that!

Title: Re: Prospector, a roguelike in development
Post by: magellan on March 16, 2011, 05:32:51 am
Yup, that would be it, thanks

As for walking on the planet: if you press w and then the direction you walk into that direction until something happens (works on the space map too)
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 16, 2011, 05:34:06 am
   Does it say the 'w' thing somewhere and I just missed it?
because if it doesn't it really needs to.
Title: Re: Prospector, a roguelike in development
Post by: vikingefar on March 16, 2011, 05:36:25 am
Yup, that would be it, thanks

As for walking on the planet: if you press w and then the direction you walk into that direction until something happens (works on the space map too)
Great thx!

   Does it say the 'w' thing somewhere and I just missed it?
because if it doesn't it really needs to.

Yeah i completely managed to miss that as well. Maybe its in the extended documentation? I just read the quickstart.
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 16, 2011, 06:15:49 am
Yup, that would be it, thanks

As for walking on the planet: if you press w and then the direction you walk into that direction until something happens (works on the space map too)
Great thx!

   Does it say the 'w' thing somewhere and I just missed it?
because if it doesn't it really needs to.

Yeah i completely managed to miss that as well. Maybe its in the extended documentation? I just read the quickstart.


Read the key configuration menu. It has a lot of vague keys that are useful. Such as dropping shields or opening helmets(Oxygen)..


Which reminds me. Dropping shields and scanning enemy ships are the same key. I turned dropping shields to shift+s, and it doesn't seem to cause any problems.


"Edit" Also, toggle man jets/target landing don't seem to work, at least in the sense I'm using them. I have no idea how toggling off your man jets could be useful(they help prevent crashes, right?).

Questions: Does the ECM system stop rockets? Does cargo shielding stop your cargo from getting blown out?
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 16, 2011, 08:53:16 am
Yes, thats the documentation issue, I really need to tackle. (with the help of Nilthrias)

Anyway: No, Manjets add maneuvering points in space combat at the cost of additional heat
ECM adds a modifier to missile hitrolls
Cargo Shielding makes it harder to scan your cargo hold (when you transport funky stuff onto space stations) But now that you mention it, protection against cargo hits could be something it does as well.
I am at this very moment writing a list of keys, and what they do, to add to the ingame help.
Title: Re: Prospector, a roguelike in development
Post by: niltrias on March 17, 2011, 01:24:47 pm
I'm on it.  But you know, I need to experience all this stuff before I can document it :)
Still, I think I can get an updated draft out this weekend. 
Magellen, maybe I could pm/email it to you, you comment on any area you want expanded or things I might have missed, send back, I complete....finalization goal being the weekend after?
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 17, 2011, 05:30:00 pm
(http://img.ie/9c01c.png)



Crashed. See in the bottom left corner? Yah, that kept switching between all sorts of random graphics, and stopped on the "enter ship" or whatever graphic, then changed some more, then stopped....then the game closed (hit any key to escape it said).


I was on a planet falling into the sun, and I had just found the "bones" of one of my previous explorations a few planets back.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 17, 2011, 06:23:56 pm
I wonder if the graphic engine will be improved so that the tiles... well... look better standing next to eachother.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 17, 2011, 06:31:19 pm
Yeah, many entrance tiles default to "castle" graphics, i.e. crashed ships, ship doors etc.

Neonivek: if you mean terrain transition (corners, sides etc.) it would be great :). I wonder if Magellan can do it.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 18, 2011, 07:17:07 am
Not just Terrain but buildings too since a lot of them are meant to be sort of like cities.
Title: Re: Prospector, a roguelike in development
Post by: ductape on March 18, 2011, 09:44:51 am
I dont know about transitions, i doubt the game at this point could fit that in, but what would be nice is being able to use different tiles for the same terrain type. That would help it look more alive, but it looks awesome now anyway.
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 18, 2011, 10:16:52 am
Coastlines would be possible, i guess.
Would be a gazillion of tiles though
Water-Sand
Water-Rock
Water-Grass
Water-woods
Water-....
Acid-Sand
Acid-Rock
Acid-....
And not just one of each, but 8
Not sure if that would be worth the effort

As for the crash: Tried 5 times, and got the crash on 2.
The other 3 times i was able to run around till the planet sploded.
I guess It will take some time to find that one.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 18, 2011, 10:20:52 am
There are ways to cheat it Magellan so that all you need are actually 9 tiles for each ground type if you wanted to do it nicely.

Though at minimum it would be nice if Sand beside sand would be a stretch of sand.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on March 18, 2011, 10:22:41 am
   Depending how you do it you could get away with
what you have now and 8 transparency masks. You
just have it so that you can have 2 terrain types
shown in a square and have the top one partly transparent
in the correct way. Of course specific things like buildings
you would not want to do this with and some of the tiles
would need to be changed somewhat to fit in better.
Title: Re: Prospector, a roguelike in development
Post by: ductape on March 18, 2011, 10:34:31 am
next stop, Prospector on the iPhone! Make some money but keep the PC version always free!
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 18, 2011, 11:32:23 am
True, but the game would still need to know what tile to use, and since there is only a 2d array storing all the tiles on a map, and the game would need to know what combination to use, you might as well do the copy pasting thing.
Also I think I found the culprit causing the freezing mentioned by Orb.
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 18, 2011, 01:38:19 pm
Coastlines would be possible, i guess.
Would be a gazillion of tiles though
Water-Sand
Water-Rock
Water-Grass
Water-woods
Water-....
Acid-Sand
Acid-Rock
Acid-....
And not just one of each, but 8
Not sure if that would be worth the effort

As for the crash: Tried 5 times, and got the crash on 2.
The other 3 times i was able to run around till the planet sploded.
I guess It will take some time to find that one.
It's not a gazillion of tiles.
It's common for pixel art games :P. You just need 16 tiles for each terrain transition.
http://www.goblincamp.com/forum/viewtopic.php?f=7&t=341

As you see I have no problems in making it (and water :P).
Title: Re: Prospector, a roguelike in development
Post by: PsyberianHusky on March 27, 2011, 09:45:06 pm
Hey, I am having problems launching the game

0.2.1 Error #12 in  -1:LOADFONTS C:/Prospector/src/Googlecode/fileIO.bas
Title: Re: Prospector, a roguelike in development
Post by: magellan on March 28, 2011, 09:49:32 am
Ahhh hell... a segfault.
If I understand it correctly this means Freebasic has problems with your graphics card.
Don't know if this gives you any comfort at all, but you are one of 2 people that have this problem.
What might work, is turning of custom fonts (Open config.txt, set tiles=1 and customfonts=1)
Of course this unfortunately also means no tiles for you :(
Sorry...
Title: Re: Prospector, a roguelike in development
Post by: Deon on March 28, 2011, 02:43:51 pm
Okay, I am back to modding and I can draw the promised tiles in a day or two ;).
Title: Re: Prospector, a roguelike in development
Post by: SniHjen on April 02, 2011, 03:28:08 am
It's odd how, despite how the game keeps  screwing me over, I keep playing it, I guess it's just a testament to how good it is.

There are a number of things that really are starting to piss me off.

Enemies that just spawn where ever the god damn please.
This is really annoying with you are boarding a standed ship, because sometimes the 'eh'.. "units" will spawn in space.
They will also spawn in in the middle of it.
I just lost my away team to the fast growing worm (on a ship) because they kept spawning in in empty rooms behind me.

Also: blowing the wall of the ship away with the ship cannon (or laser or whatever) doesn't cause the ship to lose air.

Suggestion: could you please make it so that friendly creatures move away when you move into their square? especially the 'truck stop' stations, the ''citizens" keep getting in my way, it's rather annoying.

Some objects, like landing gear and ship detector, you only need 1 of them, could you make the game treat them like it does sensors, engines and shield?

Also: it would be awesome if objects (armour and guns) would be removed from the inventory list when equipped.
@Deon
there are 2 animals that don't have any sprite, making them invisible.
Title: Re: Prospector, a roguelike in development
Post by: Deon on April 02, 2011, 06:04:19 am
Which ones? If you mean invisible monsters, they are invisible.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on April 02, 2011, 08:02:50 am
Which ones? If you mean invisible monsters, they are invisible.

They are also phasic
Title: Re: Prospector, a roguelike in development
Post by: SniHjen on April 02, 2011, 08:12:17 am
I'm not talking about the genuine invisible monsters.
Title: Re: Prospector, a roguelike in development
Post by: magellan on April 02, 2011, 08:31:36 am
That actually wouldn't be deons fault but mine, missassigning stuff somewhere... so which monsters are you talking about, so i can fix it?
Title: Re: Prospector, a roguelike in development
Post by: SniHjen on April 02, 2011, 09:08:29 am
I really have no idea, one is a mammal, and another is a reptile, they can both spawn on lost ships.

Unfortunately I havn't save-scummed, so I can't give you a save.
Title: Re: Prospector, a roguelike in development
Post by: magellan on May 22, 2011, 03:36:37 pm
Bumpity bump.
New Prospector version is out.
It's still here:
http://code.google.com/p/rlprospector/downloads/list

Changelog looks like this:

    * You can now circumnavigate planets east to west
    * Critters don't blame you anymore if someone else killed their friends
    * 5 Easy Systems close to the starting station should make the early game easier
    * Companies pay bonuses for certain milestones reached
    * New PDF Manual
    * Shouldnt crash anymore on doomed planet & with ship fire
    * Firing weapons on a planets surface now generates heat, and causes reload time
    * New unique planet
    * Dying planet is now a semi special
    * Improved Logbook and Autopilot for more comfy exploration of the universe
    * New Item: Gas Giant Mining probe
    * Some portals that were invisible now have the tiles they need
    * Some bugs and glitches fixed

Any feedback highly appreciated!
Title: Re: Prospector, a roguelike in development
Post by: Deon on May 22, 2011, 03:38:44 pm
Sweet, circumnavigation!

Thank you very much for keeping my interest with your cool game, Magellan :P. Too bad right now I am a bit busy with diploma, but I will give it a try!
P.S. Did you fix an explored ship turning into a castle?
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on May 22, 2011, 03:42:20 pm
Fap fap... I mean... thank you. This is one of my favorite roguelikes already.
Title: Re: Prospector, a roguelike in development
Post by: magellan on May 22, 2011, 03:53:53 pm
P.S. Did you fix an explored ship turning into a castle?

Yep, thats fixed, and some other tile confusion too.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on May 23, 2011, 04:25:36 pm
Oooh, I'm going to have to try this again quite soon.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on May 30, 2011, 08:05:51 am
Hmh, annoying. Found a bug that killed my game. On a planet with cloud creatures, (not special planet?) I found a tunnel. Went in, looted the cave. Tried to get out - but the entrance takes me to another cave instead. Looted it too... now I can only switch between those two caves, can't get back on the surface.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on June 10, 2011, 10:30:38 am
BUMP!

(http://i.imgur.com/0hz4O.png)

It's mid to late game, and I landed on this planet with defense robots and a planetary defense system. I destroyed two factories on the surface, found a turret protected by force field and then went into this cave.

I cannot destroy the walls here... I found no other entrances. Is this a bug? Is my best game in this version over just because of that?
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 11, 2011, 12:46:25 am
Start Inspecting stuff.
How is your science officer? (Maybe even turning on autoinspect)
Title: Re: Prospector, a roguelike in development
Post by: kcwong on June 11, 2011, 01:41:56 am
I found some hidden doors, and stumbled upon some shafts - they are invisible (esp. in caves) in tiles mode. I swaped to ASCII mode, and the shaft led me to two other caves filled with robots, then I was stuck again, can't find where I can proceed.

Here's my save if you want to take a look:
http://www.box.net/shared/tsdifnpjo8q3c0kzeamd (http://www.box.net/shared/tsdifnpjo8q3c0kzeamd) (No registration required)

My science guy is not very good btw... the last one was an alien who joined early on, and he retired some time ago.

By the way, Prospector sometimes crash suddenly, usually during a fight (engaged by hostile ships), leaving nothing but an "empty.sav" behind.
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 11, 2011, 01:53:24 am
The invisible shafts and fight crashs should be fixed. You do have the current version 0.2.2?
Title: Re: Prospector, a roguelike in development
Post by: kcwong on June 11, 2011, 01:55:37 am
The invisible shafts and fight crashs should be fixed. You do have the current version 0.2.2?

Yes, the change log said it is 0.2.2, it's a new game in this version.
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 11, 2011, 02:28:20 am
yes you are... just found the problem. (It boils down to "I am an idiot") :)
Will fix.
I could modify  the savegame manually to include the missing control terminal for the forcefield?

Anyway...here is the modified savegame:
http://s000.tinyupload.com/index.php?file_id=85257635125412389828
modified game: May still take a bit.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on June 11, 2011, 03:13:41 am
Since I encountered crashing I started backing up saves... while you're working on the problem I went to another unique planet - this time, the silicon one with your ship stuck.

The same happened again! I cannot find a way to proceed. All the enemies are dead, I found my way into the deepest cave but no boss to beat, no consoles to use, etc.

Is that a problem about the map generation... which means, many of my unique planets are generated with a dead end?


Edit:
I'll report some minor bugs while you're here...

- The comment function sometimes glitch. When I press "C" (that's what I've mapped), the green cursor sometimes do not appear on my ship's location. Instead it's moved a random distance to the left - and comments I typed will end up shifted as well.
- The bug that the captain is stuck in on ship (after getting hallucination) is still there.
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 11, 2011, 03:44:38 am
I am generally careful about "unique planets". They were main sources of glitches and death :P.
If you could fix the control terminal, it would be great, Magellan :).
Title: Re: Prospector, a roguelike in development
Post by: magellan on June 11, 2011, 04:01:11 am
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: kcwong on June 11, 2011, 05:02:24 am
Spoiler (click to show/hide)

Ah... my bad. I've located it, and I tried to shoot it several times before, but didn't get any message about damaging it or any visual change, so I figured that wasn't what I need to find. Turns out I just need to shoot it more... then it loses its colour in ASCII mode and I was able to take off.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on June 11, 2011, 05:17:18 am
Got another minor one... when I return to the only base left, I got penalized for returning alien artifacts...
(http://i.imgur.com/20gf5.png)

Seems to be a buffer overflow, as I have collected a huge amount of artifacts and haven't returned for a while.


Game crashes when I try to design a new custom hull. The console window comes up (I had it minimized) and yellow text said press key to exit.
Title: Re: Prospector, a roguelike in development
Post by: Jimlad11 on June 24, 2011, 11:59:51 am
deleted
Title: Re: Prospector, a roguelike in development
Post by: Bronimin on June 27, 2011, 12:53:43 pm
-
Title: Re: Prospector, a roguelike in development
Post by: magellan on July 16, 2011, 07:31:07 am
I tried that, didn't work for me :)

But let me use this opprotunity to necro this thread once again, and tell everybody who wants to know that I just released a version with a few bugs fixed.
Also there is now a precompiled Linux version
http://code.google.com/p/rlprospector/downloads/list

Enjoy!
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on July 16, 2011, 10:32:56 am
7) buy an awesome ship and get killed by the still-hostile station anti-pirate cruisers

You don't stop being a pirate by killing pirates. You keep on being a pirate by killing pirates. That's why pirates are awesome.

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on July 16, 2011, 08:22:58 pm
Glad this game is still being made.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on July 16, 2011, 10:11:39 pm
Good, I was getting a little worried what with no recent updates. Also Magellan, its not necro, its an update. Your always welcome to post in the thread here with new updates as far as I am concerned.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on July 16, 2011, 10:16:26 pm
Good, I was getting a little worried what with no recent updates. Also Magellan, its not necro, its an update. Your always welcome to post in the thread here with new updates as far as I am concerned.

Yeah by all means we are waiting for your updates a lot of the time...

The reason why Necros are hated is because they are reviving unwanted threads that died of natural causes.

In your case your bringing up a topic that people are in fact still waiting on.
Title: Re: Prospector, a roguelike in development
Post by: Angle on July 16, 2011, 11:09:07 pm
Not exactly a bug, but I just downloaded the Precompiled linux version, that says its 2.2b, and the README says version 1.12. Probably just needs to be updated.
Title: Re: Prospector, a roguelike in development
Post by: Carcanken on July 16, 2011, 11:47:02 pm
How difficult is this game compared to DF? Like, is it something like M>B>I to goto inventory (just an example) and no mouse support?
Title: Re: Prospector, a roguelike in development
Post by: em312s0n on July 17, 2011, 01:44:20 am
its crashing whenever i save....
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on July 17, 2011, 01:51:12 am
Oh god, I remember how often I died on this game.

It was always the animals, those goddamn animals.
Title: Re: Prospector, a roguelike in development
Post by: Greenbane on July 17, 2011, 12:06:15 pm
How difficult is this game compared to DF? Like, is it something like M>B>I to goto inventory (just an example) and no mouse support?

Roguelikes very rarely have any mouse support at all. Complexity-wise, Prospector's like the average roguelike, so it's not a menu hell like DF can be. Try it out.
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 08, 2011, 12:13:58 am
There has been an idea to add mouse-look, but it kinda got buried again.

That said: 0.2.2c is out, mainly a bugfix release.
Here are the details:
    * new rumors about special planets
    * you now can save the star-creatures with environmental problems
    * game now actually reads savescumming option
    * some cave entries were invisible in tiles mode
    * special planets now get marked in tiles mode too
    * some balancing
    * Camo (including the artifact) and firing several weapons at once in space combat works now
    * Some minor bugs fixed
Enjoy!
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on August 08, 2011, 12:20:54 am
Man, we have a way of dragging in roguelike/dwarf-ish game developers, don't we?  :D

Anyway, might get into playing this again. Last time I played I farmed minerals on a lifeless husk in the middle of nowhere that strangely had air, then died when I landed on the wrong planet and was gunned down by security teams.
Title: Re: Prospector, a roguelike in development
Post by: Robsoie on August 08, 2011, 02:08:42 am
Thank you for the update magellan !
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 09, 2011, 11:29:27 am
No problem at all.
Anyway: If anybody downloaded the linux version in the last 2 days: I accidently uploaded 0.2.2a. Just found out and corrected that and uploaded the right version.
So, i suggest you get it again, if you had DLed the old one.
Title: Re: Prospector, a roguelike in development
Post by: baruk on August 09, 2011, 12:13:22 pm
I've not played this in a while, as my last death really bummed me out. I landed on a special planet, explored it quite extensively and then returned to the ship, only to discover that I couldn't blast off into space because the planet had attached itself to the landing gear, and wouldn't let go. Game over. Whilst a predatory planet is an interesting concept, it's implementation in gameplay terms just seemed cheap.
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 09, 2011, 12:19:51 pm
Well, there are 2 planets where the challenge is to get away from again. That one ins the other one.
It's not like its: "you land, you lose"
Title: Re: Prospector, a roguelike in development
Post by: baruk on August 09, 2011, 12:57:26 pm
 For my crew it was a death sentence as I happened to be light on firepower.
So it's a case of:
1. You land
2. Surprise Arbitrary Challenge!
3. You lose (due to being unprepared for arbitrary challenge)
 Which I found frustrating. Now perhaps it's my fault as I was missing some crucial warning eg. a skilled Science Officer identifying the potential danger. Or perhaps I was just missing the rule of thumb "special planets = death".
 At some point I will get back into the game, which I have enjoyed for the most part. But only once the trauma has subsided..
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 09, 2011, 01:23:40 pm
Yeah... that one looks extremely harmless from orbit!
Improving the descriptions of the uniques to better reflect their relative danger level is something I've been planning to at least try to do for quite some time now.
(There are also now some rumors to be heard in the bar like "Nobody has ever returned from a system at X/Y" that hint at dangerous specials)
Title: Re: Prospector, a roguelike in development
Post by: Aklyon on August 09, 2011, 01:44:09 pm
Oh god, I remember how often I died on this game.

It was always the animals, those goddamn animals.
Cool to find a thread about it here, though.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 09, 2011, 03:03:48 pm
Which I found frustrating. Now perhaps it's my fault as I was missing some crucial warning eg. a skilled Science Officer identifying the potential danger. Or perhaps I was just missing the rule of thumb "special planets = death".

Not all special planets, just a large majority of them. There's a certain few that are both neat, full of valuable things, and not even that dangerous.

Want a big hint?

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Little on August 10, 2011, 10:27:17 pm
This is a fun game, glad to see it's still being worked on!  :)
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on August 11, 2011, 11:46:19 pm
Gah, I need some good tips on survival. I am always dying from anything that moves.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on August 12, 2011, 01:46:47 am
Run away from everything that moves! Just map planets and collect minerals till you have a lot of money, enough redshirts and better equipment. Then you can try tackling the natives; but will still lose lots of guys...
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on August 12, 2011, 01:49:51 am
Can meteors damage you/your ship? I think I should've walked on bombed out blasted to hell planets to know this, but just making sure.
Title: Re: Prospector, a roguelike in development
Post by: AVE on August 12, 2011, 02:38:32 am
How finished is it? Can I actually play it or it is largely in beta stage? Looking at version number I'd rather suspect it is early beta.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 12, 2011, 02:40:24 am
How finished is it? Can I actually play it or it is largely in beta stage? Looking at version number I'd rather suspect it is early beta.

You can actually play it...
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on August 12, 2011, 03:08:56 am
It's playable and for the most part can be finished, though in previous endings, finding the 'good' ending sequence is fairly difficult.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on August 12, 2011, 03:36:59 am
Yeah, it is already lots of fun to play. My favorite roguelike atm with Dungeon Crawl.
Title: Re: Prospector, a roguelike in development
Post by: enigma74 on August 12, 2011, 10:34:46 pm
My goodness ammonia sandworms are so overpowered (I think I like this though).  I had a team of 5, and my captain has lv3 exoskeleton implants and the other lv 3 defense implant.  The captain also had a personal forcefield.  The sandworm moves fast so it basically gets multiple turns/multiple attacks.  I wasn't paying attention and I instantly died from moving twice the wrong way!
Title: Re: Prospector, a roguelike in development
Post by: kcwong on August 13, 2011, 12:51:53 am
A team of 5 is in no shape to fight aliens... also, make sure you've adjusted their tactics into more defensive settings.
Title: Re: Prospector, a roguelike in development
Post by: Seriyu on August 13, 2011, 01:11:15 am
I've played this a bit and was wondering what purpose security personel serve.

Extra HP? Or are they litterally the only crew members that can shoot and actually hit something?
Title: Re: Prospector, a roguelike in development
Post by: kcwong on August 13, 2011, 03:28:56 am
There's a reason why we call them Redshirts (http://en.wikipedia.org/wiki/Redshirt_%28character%29)... :D

No, everyone in the team can shoot and kill. But the redshirts usually die first when things attack. Remember to adjust their tactics (T iirc)... the default settings will make your team fight recklessly and got them killed quickly. Change to a defensive tactics and they'll do better.
Title: Re: Prospector, a roguelike in development
Post by: Seriyu on August 14, 2011, 03:56:40 am
Hhrrrummmm, I didn't even know about tactics. That should help quite a bit. Thank yah.
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on August 14, 2011, 03:41:38 pm
Yeah, security personnel are just redshirts that you can give guns to boost your firepower without adding expensive, redundant and useless special personnel (like scientists)
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on August 14, 2011, 04:32:07 pm
Yeah, security personnel are just redshirts that you can give guns to boost your firepower without adding expensive, redundant and useless special personnel (like scientists)

Scientists carry your lockpicks. That is very useful. Do you know how heavy space lockpicks can get?
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on August 14, 2011, 11:00:13 pm
Yeah, security personnel are just redshirts that you can give guns to boost your firepower without adding expensive, redundant and useless special personnel (like scientists)

Scientists carry your lockpicks. That is very useful. Do you know how heavy space lockpicks can get?
The redundancy being part of the uselessness. And yes, space lockpicks are very heavy.

My whole team of 5 got killed by a leaf. Ayup, a leaf.  ::)
Title: Re: Prospector, a roguelike in development
Post by: kcwong on August 14, 2011, 11:59:26 pm
Scientists are very useful... they analyze scanned planet data and collected alien artifacts. Once you start fighting robots, they also help you to overcome the robots' defense systems and start oxygen supplies.
Title: Re: Prospector, a roguelike in development
Post by: Little on August 15, 2011, 12:32:21 am
Bug: The credit cost of retirement assets doesn't show up. Also, in the highscores, it records as 'Captain got filthy rich...' when you didn't make the million credits. IMO, it should be changed to 'Captain peacefully retired...'
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on August 15, 2011, 12:33:40 am
Oh dear... How to get rich without getting stomped into the dirt?
I really need some good tips for survival/money making. Also, how do I get better crewmembers?
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on August 15, 2011, 02:11:26 am
You can get money for better ship and equipment by exploring. Just run from all monsters, concentrate on exploring lifeless planets and claiming minerals. If you found drifting space ships, you can score a new ship for free. Just shoot a hole in the outer hull, that kills most monsters due to vacuum exposure.

You recruit better officers from bars, with random chance. Old ones might gain experience as well. Some special planets likewise have officers that can join you. Crew members get experience too, but I wouldn't care too much about that. They die a lot. If you get superb officers, remember to install loyalty chip in black market cyber clinic so they won't leave you.
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on August 15, 2011, 02:28:20 am
That really isn't needed. Up the base wages 50% and no one will ever leave either. (And it saves an implant slot/makes it less likely you kill your officer trying to stick 4+ implants in.)
Title: Re: Prospector, a roguelike in development
Post by: a1s on August 15, 2011, 04:46:37 am
I really need some good tips for survival/money making.
Trade. Also stocks (buy below 100 sell above). You'll be rich with no risk (compared to landing on omnicidal* worlds). It's rather boring however.


(*)That is to say "everything is [trying to] kill you"
Title: Re: Prospector, a roguelike in development
Post by: kcwong on August 15, 2011, 06:56:12 am
You can get money for better ship and equipment by exploring. Just run from all monsters, concentrate on exploring lifeless planets and claiming minerals. If you found drifting space ships, you can score a new ship for free. Just shoot a hole in the outer hull, that kills most monsters due to vacuum exposure.

Spoiler (click to show/hide)

Title: Re: Prospector, a roguelike in development
Post by: hemmingjay on August 15, 2011, 07:03:34 am
can you tag that last one in a spoiler tag please? Thanks!
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 15, 2011, 07:06:42 am
can you tag that last one in a spoiler tag please? Thanks!

I have to agree
Title: Re: Prospector, a roguelike in development
Post by: kcwong on August 15, 2011, 10:20:37 am
Done.
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 18, 2011, 04:01:10 am
2 more survival tipps:
In the first station look for the guy in the white coat.
He can tell you the position of 5 systems, where the critters are less dangerous.

Also: ever tried (r)adioing your ship while on a planet? there are 2 commands that can be pretty usefull
Spoiler (click to show/hide)
If you come across a drifting ship in space you can radio them too first. (Nasty space monsters rarely pick up the phone)

That beeing said I am right now working on improving the crew system (so that you can take a spare pilot with you, and have 4 science officers) and might have a new release for the weekend.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 19, 2011, 07:58:16 pm
Well it has been a while since I played a roguelike with this but I had a No-Win scenario where I had no source of income.

Odd...

Suggestions!

-Can we not shut the game down when our guy dies?
-Why don't ordinary trade offices take priceless resources? They take other junk. I can understand them not offering much mind you.
-Door Checks? Given this is a game widely ruled by ranged combat. Walking right through a door can be suicidal (In fact I died that way against a foe I was far supperior to)
-Make Danger space more visable: It almost makes the navagational computer a negative as it makes the stars of DEATH less visable
-Really REALLY needs to be a better pay structure. I just love how I died essentially becuase I had to pay my crew twice because of a quarenteen.
-Investments don't show a price
-Non-bought items: Some items you can't buy need descriptions. Such as any art.

NON-Fixes
-Scanner Advantage: Another thing I'd like for the scanner to be able to do, possibly, is for it to allow "Autoscan" without loss of movement. Bio-data has already been nerfed heavily so it isn't like the scan is all that vital.
-Things to do with captured aliens: I don't like that they just disapear... I would have loved to do things with them like sell them into slavery, convinced them to join my team, something along those lines.

I'll see if I can drum up more suggestions

I mean, I still have gameplay suggestions but tweeking for now isn't so bad.

Having a tough time making money but that is fine. gone are the days I could easily just scan every plant on a planet, kill its entire population, and take all their resources and come back rich enough for a new ship.

Does anyone know what items I need to survive in a Currosive atmosphere? I am leaning on personal forcefields. Or how to filter out chemicals in the atmosphere?

I've made a conclusion. Exploration is no longer sustainable on its own. You actually have to trade until you get the bankroll required to have a team that can survive a unlucky planet (as any planet can suddenly have a very violent 1000 point bruiser who eats your entire team) as well as fully explore it.

NOOOOOOOOOO!!!

My ultimate save

Destroyed by a glitch!

My games crash a LOT and always when going into my inventory. I actually have to Savescum now.

As another suggestion

Put a copy of this thread in the Creative projects page. It would stay on the first page a lot longer then in here.
Title: Re: Prospector, a roguelike in development
Post by: Chattox on August 22, 2011, 04:47:42 am
Is there any way to play this without the tileset? Like, just curses?
Title: Re: Prospector, a roguelike in development
Post by: Ivefan on August 22, 2011, 05:32:37 am
If you come across a drifting ship in space you can radio them too first. (Nasty space monsters rarely pick up the phone)
Yeah, about that.
So I came a cross a derelict ship. description told me it was a primitive one and it seemed to have been drifting for long enough for any crew to turn into mummies.
Well, It wasn't empty. The supposedly dead crew was quite lively and they had that tenacious alien on board too.
Wasn't primitive either as it had better ship parts than i had in my starter ship.
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 22, 2011, 08:26:00 am
To play without tiles just turn them off in configuration
As for the radioing thing: Well, not sure what ship you were on, but as I said: If they don't pick up the phone, it can be deserted or ... home to something nasty.
@neonivek: Any info on the crashes, like error.log entries?
Title: Re: Prospector, a roguelike in development
Post by: Chattox on August 22, 2011, 12:07:43 pm
Is each universe randomly generated?
Title: Re: Prospector, a roguelike in development
Post by: puke on August 22, 2011, 12:32:20 pm
yes.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 22, 2011, 01:08:20 pm
according to my error log

Quote
Tile at 37:14:399=0
0.2.2c Error #6 in  2610:GETITEM C:\Prospector\src\Googlecode\items.bas
0.2.2c Error #6 in  2610:GETITEM C:\Prospector\src\Googlecode\items.bas
0.2.2c Error #6 in  2610:GETITEM C:\Prospector\src\Googlecode\items.bas
0.2.2c Error #6 in  2610:GETITEM C:\Prospector\src\Googlecode\items.bas

I could easily recreate the bug as it happens to me constantly because I frequently check my items using "d" (though one time it was because I traded with a local)

In my game I am still trying to find an art dealer.

===

Edit addition

NEW ERROR!

Spoiler (click to show/hide)

Quote
Tile at 11:10:457=0
Tile at 21:2:457=0
Tile at 34:9:457=0
0.2.2c Error #6 in  2070:CUSTOMIZE_ITEM C:\Prospector\src\Googlecode\cargotrade.bas
Title: Re: Prospector, a roguelike in development
Post by: magellan on August 23, 2011, 08:24:45 am
Thanks Neonivek :) This makes finding bugs a lot easier!
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 24, 2011, 08:35:27 pm
Is it a glitch if I have both 64 AND 16 Peices of Art?

Actually I may have a glitch. I am having duplicate objects with quite a few things.

It could just be that I have an unfathomable amount of objects though (it looks like I won't reach my goal of 1-million though)

Getting soo many crashed... I just built my own ship and it won't save (it just endlessly loads)

Another glitch... My Platform is a barren rock.
Title: Re: Prospector, a roguelike in development
Post by: bluephoenix on August 25, 2011, 07:56:45 pm
Looks nice, gonna try it out.
Title: Re: Prospector, a roguelike in development
Post by: bluephoenix on August 25, 2011, 10:23:14 pm
Playing it and it looks pretty good so far but I got a question. How can I pick stuff up on a mountain thats right in front of me?
Title: Re: Prospector, a roguelike in development
Post by: Trapezohedron on August 25, 2011, 10:35:12 pm
If you have a mining drill, you can dig right through it to pick the stuck item up. If your team has a jetpack, life gets easier, as you can just fly right through, assuming you still have fuel remaining.

Protip: If your ship gets stuck in impassable terrain (mountain, deep water, etc.), you can 'r'adio it to 'land' on your targeted destination. Useful if you're also running out of air. Also, if you need fire support, and if your ship has some weaponry, you can 'r'adio it to 'fire' at an enemy.
Title: Re: Prospector, a roguelike in development
Post by: bluephoenix on August 26, 2011, 12:26:50 am
If you have a mining drill, you can dig right through it to pick the stuck item up. If your team has a jetpack, life gets easier, as you can just fly right through, assuming you still have fuel remaining.

Protip: If your ship gets stuck in impassable terrain (mountain, deep water, etc.), you can 'r'adio it to 'land' on your targeted destination. Useful if you're also running out of air. Also, if you need fire support, and if your ship has some weaponry, you can 'r'adio it to 'fire' at an enemy.

Thanks and you just saved my life :P I landed with my ship on a mountain and couldn't get back on.
Title: Re: Prospector, a roguelike in development
Post by: Deon on August 26, 2011, 01:23:17 am
2 more survival tipps:
In the first station look for the guy in the white coat.
He can tell you the position of 5 systems, where the critters are less dangerous.

Also: ever tried (r)adioing your ship while on a planet? there are 2 commands that can be pretty usefull
Spoiler (click to show/hide)
If you come across a drifting ship in space you can radio them too first. (Nasty space monsters rarely pick up the phone)

That beeing said I am right now working on improving the crew system (so that you can take a spare pilot with you, and have 4 science officers) and might have a new release for the weekend.
Yay, updates are coming! :D

I did not see this thread in top 10 for some time so I was worried for a while :).
Title: Re: Prospector, a roguelike in development
Post by: Deon on August 26, 2011, 01:26:36 am
Okay, I've just started a new version... And there's a scientist OUTSIDE of the starting station's airlock :P.

I guess someone spaced him to get his ID? :D

P.S. I've noticed that some resources are drawn under terrain tiles (or it looks like that: when I don't see it, I can see the resource from scan, but when I approach, I see just a terrain tile; and moving on top of that still picks up the resource). It looks like it occasionally happens no matter what the type of the resource is.

P.P.S. Another problem: I cannot e'x'amine or shoot through the "planet wrapping line", where the east meets west.
Title: Re: Prospector, a roguelike in development
Post by: bluephoenix on August 26, 2011, 06:42:04 am
I was so getting so good at this and had some great equiptment but somehow when I had to quit, I managed to make it leave the game without saving  :'(

Ah well, new try I guess.
Title: Re: Prospector, a roguelike in development
Post by: bluephoenix on August 27, 2011, 10:36:53 pm
I spend a lot of time on this  :P

I hope development will continue.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on August 28, 2011, 11:27:45 am
P.S. I've noticed that some resources are drawn under terrain tiles (or it looks like that: when I don't see it, I can see the resource from scan, but when I approach, I see just a terrain tile; and moving on top of that still picks up the resource). It looks like it occasionally happens no matter what the type of the resource is.

I've seen this.
Title: Re: Prospector, a roguelike in development
Post by: Man of Paper on August 30, 2011, 06:32:42 pm
I tell myself it's because the mineral is buried.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on August 30, 2011, 06:40:42 pm
I tell myself it's because the mineral is buried.

And you can only see it by looking at it sideways?
Title: Re: Prospector, a roguelike in development
Post by: Man of Paper on August 30, 2011, 07:00:39 pm
Space dust. Blame it on space dust.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 30, 2011, 07:16:07 pm
I figured it was that your scans detected it but on the surface it was actually hidden so when you actually get within sight of it you can't see it because, well, its hidden and when your out of sight range you where just using your map.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on August 30, 2011, 08:21:40 pm
Space dust madness. Blame it on space dust madness.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on September 18, 2011, 12:41:44 am
Looks like Magellan has inspired somebody else. http://sat79.com/stellar-edge/
Title: Re: Prospector, a roguelike in development
Post by: magellan on September 18, 2011, 01:32:45 pm
Yep, very proud of that :)
And we both have a release for the ARRP!
This is what happened with prospector:
0.2.3
+ 4 new artifacts
+ Autopilot routefinding is now less reckless
+ Autoexplore for more convenient planet mapping
+ You know can fully customize your crew: No fixed slots anymore for officers and redshirts
+ Additional officers can contribute in certain positions:
Pilot - This is a one person job, addtitional pilots don't help
Gunner - Addtional gunners help as long as there are weapons for them to arm
Science Officer - Addtional SOs help up to the max sensor rating of the ship
Doctors - No limit
The final rating is determined as follows:
Each additonal officer adds his skill divided by his position.
If you have 3 SOs its SO1/1+SO2/2+SO3/3 Fractions of a skill point get dropped
+ You can now fire crew members or train them (Forcing another leveling roll for half standard wage)
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on September 18, 2011, 01:34:22 pm
Woo!
Title: Re: Prospector, a roguelike in development
Post by: BishopX on September 18, 2011, 01:57:38 pm
Yep, very proud of that :)
And we both have a release for the ARRP!
This is what happened with prospector:
0.2.3
+ 4 new artifacts
+ Autopilot routefinding is now less reckless
+ Autoexplore for more convenient planet mapping
+ You know can fully customize your crew: No fixed slots anymore for officers and redshirts
+ Additional officers can contribute in certain positions:
Pilot - This is a one person job, addtitional pilots don't help
Gunner - Addtional gunners help as long as there are weapons for them to arm
Science Officer - Addtional SOs help up to the max sensor rating of the ship
Doctors - No limit
The final rating is determined as follows:
Each additonal officer adds his skill divided by his position.
If you have 3 SOs its SO1/1+SO2/2+SO3/3 Fractions of a skill point get dropped
+ You can now fire crew members or train them (Forcing another leveling roll for half standard wage)

How are Officers ordered? Can you re-order them? Do are gunners actually associated with the individual guns or that just a max?
Title: Re: Prospector, a roguelike in development
Post by: enigma74 on September 18, 2011, 11:06:59 pm
Yes sweet!
Title: Re: Prospector, a roguelike in development
Post by: magellan on September 19, 2011, 03:57:09 am
How are Officers ordered? Can you re-order them? Do are gunners actually associated with the individual guns or that just a max?

It is assumed that the one with the highest skill does the main work, and officers with lower skill assist him. And that of course has dimnishing returns, because stuff needs to get organized in larger teams. So they get ordered highest to lowest, with no option to reorder them.

Edit: also I just uploaded the precompiled linux version
Title: Re: Prospector, a roguelike in development
Post by: enigma74 on September 19, 2011, 03:43:55 pm
Magellan,

Found a bug related to the extra officers feature.  Probably because officers are no longer hardcoded to slots 2-5, but their experience gain still goes there.  Details in your forum.

On the other hand, I've not encountered the phantom resource bug that's been in prospector for like forever.  Congratulations for fixing it, that was my number one pet peeve.
Title: Re: Prospector, a roguelike in development
Post by: Mephansteras on September 20, 2011, 12:55:27 pm
Finally got around to playing this. It's been on my computer for a while but I'd just sort of forgotten about it. So you can thank One F Jef for reminding me of it. :)

In any case, I had a blast last night. Had one game where I started myself off with a troop carrier. Did a little exploring and then found a derelict Cruiser infested with mushroom people. I decided that I was going to take that cruiser, no matter what. So I spent quite a while going around and exploring planets to get money, equipping my guys, and then killing as many mushrooms as I could before the losses got so high we had to retreat. Many a redshirt lost his life to those mushrooms, but I eventually cleared it out. And then promptly got slaughtered by some glowing green spider thing on the next planet I visited. Because that's how roguelikes go!

Anyway, great game!


Oh, did have a question, though. How long should one leave a mining robot before going back for it? And do they only really work if you leave them adjacent to minerals buried nearby? Or does that matter?
Title: Re: Prospector, a roguelike in development
Post by: puke on September 20, 2011, 06:09:53 pm
Have not tried the new version, but you used to be able to wipe out shroom infestations by holeing the hull and venting the oxygen.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on September 20, 2011, 06:29:19 pm
Magellan, minor bug: On non-tileset Classic, in the Keybindings screen, on the lowest text size, the text goes off screen. Not vital, but it could be annoying to some.
Title: Re: Prospector, a roguelike in development
Post by: Flare on September 22, 2011, 02:04:29 pm
I tell myself it's because the mineral is buried.

And you can only see it by looking at it sideways?

Many minerals are associated with the layers of rock and the immediately surrounding rocks and minerals around it, and while it may not apply to so many minerals as present in the game, it is quite possible to deduce the location of a mineral just by the surrounding geological features.
Title: Re: Prospector, a roguelike in development
Post by: Deon on September 22, 2011, 03:14:01 pm
I've played a bit of Stellar Edge, and dude! Prospector DEFINITELY needs more RP elements for its crew.

The exploration and alien elements are awesome, but I miss SEdge's leveling system. It's really nice :D.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on September 22, 2011, 06:55:56 pm
Magellan, I seem to remember you fixing cave entrances jumping everywhere.

But just now, I found out that mine disappeared when I went into a cave! And even worse, it was on an airless world!

Well, at least I had a save I could savescum from.

Only problem is it's before I got the wonderful Teleporter! Argh!
Title: Re: Prospector, a roguelike in development
Post by: Tilla on September 22, 2011, 08:23:52 pm
I've played a bit of Stellar Edge, and dude! Prospector DEFINITELY needs more RP elements for its crew.

The exploration and alien elements are awesome, but I miss SEdge's leveling system. It's really nice :D.

High-five, fellow only commenter at the stellar edge site :P Sadly it sounds like the guy is putting this game on the backburner, in favor of..a Western Roguelike, which I approve of quite a lot really.
Title: Re: Prospector, a roguelike in development
Post by: klingon13524 on October 01, 2011, 08:04:22 am
I'll be trying it out.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on October 02, 2011, 05:54:34 am
Bug. Nowadays when I go to a space station and there is a cargo inspection, the game crashes. The error log says:

0.2.3 Error #6 in  466:LEVELUP crew.bas
0.2.3 Error #6 in  466:LEVELUP crew.bas
0.2.3 Error #6 in  466:LEVELUP crew.bas

Yes, three times, nothing else. I can continue the game from there, but it has deducted the crew salaries once already and sometimes it takes several times to dock to the station without it crashing.
Title: Re: Prospector, a roguelike in development
Post by: Geneoce on October 02, 2011, 09:19:04 am
Bug. Nowadays when I go to a space station and there is a cargo inspection, the game crashes. The error log says:

0.2.3 Error #6 in  466:LEVELUP crew.bas
0.2.3 Error #6 in  466:LEVELUP crew.bas
0.2.3 Error #6 in  466:LEVELUP crew.bas

Yes, three times, nothing else. I can continue the game from there, but it has deducted the crew salaries once already and sometimes it takes several times to dock to the station without it crashing.

This.

Played through about three games with it. My alien scoutship, and both my battleships succumbed to negative crew wages combined with no fuel :(

A fix would be awesome :)
Title: Re: Prospector, a roguelike in development
Post by: NRDL on October 04, 2011, 02:43:59 am
I have just started ( literally just 30 minutes ago ) and it's awesome.  I saw the new LP by Jefmajor on Youtube, and I've been having a lot of fun.  I just use scout ships, stuff like that.  My first run, I land on a planet filled with aggressive toads and some weird guys who think their the god, "Apollo".  I am sure that's a Star Trek reference, I remember reading about an episode with the actual Greek God in it. 

Some questions:

How do I talk to sentient indigenous species?

How do I check my crew without going to a space station?

For security, I got a few guards, when I buy ( crappy ) weapons, do they automatically head to the grunts?

Please give me any other advice, for a newb in this awesome pseudo-Star Trek simulator. 
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 04, 2011, 02:57:11 am
How do I talk to sentient indigenous species?
Can't remember the exact key, but I think it's c and then the direction of the creature. Check the keybindings (hit the ? key and then k) to be sure.

Quote
How do I check my crew without going to a space station?
A and @ (shift+2).

Quote
For security, I got a few guards, when I buy ( crappy ) weapons, do they automatically head to the grunts?
No, I believe the weapons are assigned from the strongest up top to the weakest on the bottom of the A screen. Someone correct me if I'm wrong.
Title: Re: Prospector, a roguelike in development
Post by: klingon13524 on October 04, 2011, 03:51:29 am
I need to stop taking so many risks, I always end up killing my crew trying to map out a planet covered in acid. As the Nethackians would say, YASD.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 04, 2011, 06:00:28 am
I need to stop taking so many risks, I always end up killing my crew trying to map out a planet covered in acid. As the Nethackians would say, YASD.

Acid Planets are often such whirlpools of despair that I just skip them even much later down the road.
Title: Re: Prospector, a roguelike in development
Post by: NRDL on October 04, 2011, 06:04:07 am
My crew just got annihilated by a robot  :( followed by  >:( followed by  :'(
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 04, 2011, 06:06:14 am
My crew just got annihilated by a robot  :( followed by  >:( followed by  :'(

Yeah... don't even deal with robots. Just run!
Title: Re: Prospector, a roguelike in development
Post by: NRDL on October 04, 2011, 06:07:47 am
I, at first, had no idea it was a robot, I thought I could fight back, my guns weren't enough. 

So...any more tips to surviving all these crazy stuff, and on how to best make a profit?  I don't even know how to gather bio data. 
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 04, 2011, 06:18:23 am
I, at first, had no idea it was a robot, I thought I could fight back, my guns weren't enough. 

So...any more tips to surviving all these crazy stuff, and on how to best make a profit?  I don't even know how to gather bio data.

"I" is to gather biodata.

There are weak and strong robots but they both share the exact same symbol/tile.

Also I don't want to spoil the challenge for you, so I won't give "Neonivek's Patented Early Game Survival Guide". What you REALLY want is a stations occasional special bonuses (for biodata, for comming back to them after a while, for amount of space looked at, planets fully explored).

Also to avoid paying salary make sure you don't dock at the ordinary stations but at those smaller stations. Also NEVER go to a spacestation when you are ill... They just kick you out and make you, essentially, pay salary twice.
Title: Re: Prospector, a roguelike in development
Post by: Il Palazzo on October 04, 2011, 03:33:34 pm
Hey, this game is shaping up great. Started playing yesterday and it's been a whole lot of fun.

Does anybody know how to become a pirate? I've shot down some alien merchants alright, but how do I reposses their cargo?
Title: Re: Prospector, a roguelike in development
Post by: Orb on October 04, 2011, 04:57:07 pm
If I remember correctly, you only get cargo from pirating, and to take cargo, you need to kill someone carrying cargo, and you need to have cargo space yourself. Once those are set, you're good for business. Note: There are trade routes set up throughout the galaxy, once you find one, you've found the sweet spot. Until then, you'll have to just blindly fly around until you find some merchants.

Honestly, I wouldn't mind if pirating was fleshed out a bit. But eh, its not the main game mode anyway.
Title: Re: Prospector, a roguelike in development
Post by: Il Palazzo on October 04, 2011, 05:25:07 pm
to take cargo, you need to kill someone carrying cargo
you mean in personal combat? Can I board a ship or anything?
Title: Re: Prospector, a roguelike in development
Post by: enigma74 on October 04, 2011, 06:47:32 pm
to take cargo, you need to kill someone carrying cargo
you mean in personal combat? Can I board a ship or anything?

In space, he meant.  Pirating is like dwarf fortress's adventure mode - incomplete.
Title: Re: Prospector, a roguelike in development
Post by: Aqizzar on October 04, 2011, 06:56:53 pm
Is it normal to get bombarded with messages from my crew saying everything is going great and that I'm awesome?  Dudes, we're just exploring a rogue planet.  I agree the resources are nice.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 04, 2011, 09:18:45 pm
Yeah, it's normal. It's a bit strange, though, that after loosing a crewmember or two they will still say that you're the best captain ever. The captains around this universe must be pretty damn bad.
Title: Re: Prospector, a roguelike in development
Post by: NRDL on October 05, 2011, 01:29:52 am
Apparently hallucinations can occur in my crew when I land on a wild planet...I just ignored it, I managed to survive.  Are there any effects that I should worry about?  That save game's already gone, but in the future, I wouldn't want to control a team full of raving lunatics. 
Title: Re: Prospector, a roguelike in development
Post by: Flare on October 05, 2011, 04:56:07 am
No long term effects. You can't probably stop them if you switch over to your own oxygen supply in the tanks.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 05, 2011, 05:05:16 am
I've had hallucinations even while breathing through helmets personally.
Title: Re: Prospector, a roguelike in development
Post by: Geneoce on October 05, 2011, 05:16:30 am
To anyone with the crash on docking with mainstation, the fuckup is occuring with XP allocations. I think its happening when a grunt is taking the space of a named crew member (pilot, research ect)

A crude work-around is to dismiss EVERYONE when you loose one of the named crew and rehire everyone.

...

Crude and annoying lol
Title: Re: Prospector, a roguelike in development
Post by: Gamerlord on October 05, 2011, 05:17:04 am
Any advice for a guy who keeps getting killed by robots and crystal aliens?
Title: Re: Prospector, a roguelike in development
Post by: NRDL on October 05, 2011, 05:22:16 am
Any advice for a guy who keeps getting killed by robots and crystal aliens?

Do what I would do, run screaming like a little girl, or die valiantly, but vainly. 
Title: Re: Prospector, a roguelike in development
Post by: kcwong on October 05, 2011, 05:22:46 am
Any advice for a guy who keeps getting killed by robots and crystal aliens?

Run.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 05, 2011, 06:02:23 am
Any advice for a guy who keeps getting killed by robots and crystal aliens?

Run.
And learn which types of special planets contain said killing creatures and avoid them.
Title: Re: Prospector, a roguelike in development
Post by: NRDL on October 05, 2011, 06:04:26 am
Yeah, for me, it's always a gamble on planets with high life.  The good news is, since I have every single one of my crew supplied with gyro jet guns, I have a decent ( I think ) amount of firepower, enough to roast the numerous centipedes.  The blasted things just can't penetrate the armor of those blasted spiders, however.  What's the best weapon, both in firepower, and cost-effectiveness? 
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 05, 2011, 06:14:49 am
I'd guess Plasma Rifles. They're the best buyable weapon as far as I know. Not sure on their cost effectiveness, though.

The best find-able weapon is the almighty
Spoiler (click to show/hide)
That goes for the ship-mounted ones, too.
Title: Re: Prospector, a roguelike in development
Post by: NRDL on October 05, 2011, 06:22:45 am
The gyro jet guns seem pretty bad at penetrating insectoid natural armor, they seem to do fine against mammals and less durable species. 
Title: Re: Prospector, a roguelike in development
Post by: Il Palazzo on October 05, 2011, 07:46:36 am
Apparently hallucinations can occur in my crew when I land on a wild planet...I just ignored it, I managed to survive.  Are there any effects that I should worry about?  That save game's already gone, but in the future, I wouldn't want to control a team full of raving lunatics.
Currently there's a bug that can break your game - hallucinating party members are sometimes sent off to the ship's infirmary. Should it happen to your captain, he'll get permanently kicked out from awayteam since you can't change his allocation status. Either savescumm or avoid those planets is my advice.
Title: Re: Prospector, a roguelike in development
Post by: Geneoce on October 05, 2011, 11:49:02 am
Apparently hallucinations can occur in my crew when I land on a wild planet...I just ignored it, I managed to survive.  Are there any effects that I should worry about?  That save game's already gone, but in the future, I wouldn't want to control a team full of raving lunatics.
Currently there's a bug that can break your game - hallucinating party members are sometimes sent off to the ship's infirmary. Should it happen to your captain, he'll get permanently kicked out from awayteam since you can't change his allocation status. Either savescumm or avoid those planets is my advice.

Doesnt break game per-se it just means your not captain badass anymore. your captain sit-in-the-ship-and-give-orders. After some implants and a handy superior spoilerweapon my gunner kinda became my new captain badass
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on October 05, 2011, 04:55:13 pm
At a certain point, the big thing is more in simple massed firepower. Once you get a heavy explorer or a troop transport, a large force of redshirts volley-firing... well, anything tends to clean house. Robots and mega-beasts can still screw up your day pretty fast, so anywhere with a lot of those needs to be handled carefully.
Title: Re: Prospector, a roguelike in development
Post by: Gamerlord on October 05, 2011, 05:03:59 pm
I now know how to get good weapons and armour. Just massacre a stranded crew on a destroyer or something. They drop tons of p. forcefields.
Title: Re: Prospector, a roguelike in development
Post by: Geen on October 05, 2011, 06:01:46 pm
Damn, would anyone happen to have any strategies for taking out the
Spoiler (click to show/hide)
on the
Spoiler (click to show/hide)
planet?
Title: Re: Prospector, a roguelike in development
Post by: Flare on October 05, 2011, 07:54:08 pm
You're going to need a huge party with augmented soldiers. Try to see if the robot are spawning from something. Touch everything.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 05, 2011, 08:12:42 pm
You're going to need a huge party with augmented soldiers. Try to see if the robot are spawning from something. Touch everything.

You shoot ALL the computers.

Shoot all factories.
Title: Re: Prospector, a roguelike in development
Post by: enigma74 on October 05, 2011, 08:58:59 pm
Damn, would anyone happen to have any strategies for taking out the
Spoiler (click to show/hide)
on the
Spoiler (click to show/hide)
planet?

There are 4 ways of doing this, arranged from difficult to easy:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on October 05, 2011, 09:12:44 pm
I haven't been around for the last few updates, is taking the initiative and shooting at the animals before they get you still valid or can you safely ignore them?
Title: Re: Prospector, a roguelike in development
Post by: Gamerlord on October 05, 2011, 09:16:04 pm
Also: Can I fly an alien ship I found floating in space? I keep getting killed by crystal aliens/etc whenever I find one, but I just found another so I'm going to go off and get some epic gear first. But anyway: Can I use the ship?
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on October 05, 2011, 09:23:56 pm
Also: Can I fly an alien ship I found floating in space? I keep getting killed by crystal aliens/etc whenever I find one, but I just found another so I'm going to go off and get some epic gear first. But anyway: Can I use the ship?
You can, or you can just strip the useful parts and leave the rest. Kill everything aboard then you can choose to abandon yours and take over that one at the bridge.
Title: Re: Prospector, a roguelike in development
Post by: Gamerlord on October 05, 2011, 09:26:20 pm
Sweet. And will it come up as 'Scout' or 'Battleship' or something?
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on October 05, 2011, 09:27:44 pm
Sweet. And will it come up as 'Scout' or 'Battleship' or something?
While it's drifting it should tell you the name of the class, yes. I think it tells you when you interact with the bridge as well.
Title: Re: Prospector, a roguelike in development
Post by: Gamerlord on October 05, 2011, 09:31:56 pm
I think theres some miscommunication. I don't mean drifting ships in general, I mean these green ships I sometimes find floating. They always say its an unidentified alien vessel or something like that and I usually never survive past the second room.
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on October 05, 2011, 09:33:55 pm
I think theres some miscommunication. I don't mean drifting ships in general, I mean these green ships I sometimes find floating. They always say its an unidentified alien vessel or something like that and I usually never survive past the second room.
Oh, I've never seen one of those before. It's probably one of those
Spoiler (click to show/hide)
which I've never tried to board before.
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on October 06, 2011, 01:14:43 am
If you can't find a bridge console, then no. Even if you do, the drifting
Spoiler (click to show/hide)
was a bit banged up by micrometeors, and isn't capable of movement anymore.
Title: Re: Prospector, a roguelike in development
Post by: Il Palazzo on October 06, 2011, 09:40:40 am
This game gets kinda too easy once you're past the first hardships. Disintegrators, adaptive bodayarmour and atifacts lying everywhere fungus-ridden battleships and destroyers floating in space ripe for the taking. There is just no fun in that.
Title: Re: Prospector, a roguelike in development
Post by: NRDL on October 06, 2011, 09:51:14 am
land on a planet, apollo kills all of my crew except for the captain

What is up with all these Olympian gods? 
Title: Re: Prospector, a roguelike in development
Post by: Robsoie on October 06, 2011, 10:24:57 am
It's in reference to this (http://en.wikipedia.org/wiki/Who_Mourns_for_Adonais?)
Title: Re: Prospector, a roguelike in development
Post by: Necro910 on October 06, 2011, 10:27:58 am
land on a planet, apollo kills all of my crew except for the captain

What is up with all these Olympian gods?
vengeful bastards. that's what.
Zeus: YOU DARE FORGET US?
Captain: Excuse me, who are you again?
Zeus: *facethunder* *zap*
Captain: Oh god! Oh, it missed. HAH! YOU HAVE SHITTY AIM AND-
Zeus: I didn't miss.
Captain: What are you talking about and- *turns around* FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 06, 2011, 12:21:13 pm
land on a planet, apollo kills all of my crew except for the captain

What is up with all these Olympian gods? 
In addition to Apollo, there's also Eris in the randomly generated temple, who you can release.

Do you guys have any idea about what she does besides randomly teleport you around the sector? When I released her, all she did was teleport me whenever I got near, then I eventually never saw her again.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 09, 2011, 11:22:00 am
Some part of me makes me think more should be done with the gods...

As well as possibly the inclusion of other pantheons.
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 10, 2011, 10:25:06 am
Just stopping by quickly to say I fixed some bugs, mainly the whole leveling stuff.
Title: Re: Prospector, a roguelike in development
Post by: Dr. Johbson on October 10, 2011, 10:51:09 am
Awesome, thanks very much. That cave bug was really depressing.
Title: Re: Prospector, a roguelike in development
Post by: magellan on October 10, 2011, 11:53:58 am
Awesome, thanks very much. That cave bug was really depressing.

I hope I fixed that one too, but only intense testing will tell for certain...
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 10, 2011, 03:20:20 pm
Awesome, thanks very much. That cave bug was really depressing.
Agreed. The cave bug basically turned caves into suicide booths.
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 10, 2011, 04:02:26 pm
You go into a cave and then the exit disappears. Forever.
Title: Re: Prospector, a roguelike in development
Post by: Geneoce on October 11, 2011, 08:13:52 am
Wooo for bugfix!

Going to try make a battleship that wont be defeated by a humble CTD lol
Title: Re: Prospector, a roguelike in development
Post by: Tilla on October 12, 2011, 01:28:56 am
I got something that sounds similar to the cavebug, when entering a stranded ship I could not leave again no matter what I did D:
Title: Re: Prospector, a roguelike in development
Post by: A Spoony Bard on October 15, 2011, 10:51:19 am
So I recently started playing, and I am being quite successful, but I can't for the life of me figure out how to exit tunnels.
So now I am stuck in a tunnel with 68 oxygen left and no idea how to get out.
I also don't know how to contact my ship to land, fire at things, etc. while I am exploring a planet.
Title: Re: Prospector, a roguelike in development
Post by: Dr. Johbson on October 15, 2011, 11:01:22 am
If the exit is simply not where you came in, that would be the cavebug I mentioned, and I recommend you upload the save while you still have it, to the bug sections in their forum, which you should do as well Tilla if you are still alive as well.

I also don't know how to contact my ship to land, fire at things, etc. while I am exploring a planet.

R for radio, and then either
Land to land at some tile, or
Fire to fire your ship weapons.

I don't think there are more commands but I could be wrong. I learnt 70% of this game from watching letsplays.
Title: Re: Prospector, a roguelike in development
Post by: klingon13524 on October 15, 2011, 11:14:24 am
If the exit is simply not where you came in, that would be the cavebug I mentioned, and I recommend you upload the save while you still have it, to the bug sections in their forum, which you should do as well Tilla if you are still alive as well.

I also don't know how to contact my ship to land, fire at things, etc. while I am exploring a planet.

R for radio, and then either
Land to land at some tile, or
Fire to fire your ship weapons.

I don't think there are more commands but I could be wrong. I learnt 70% of this game from watching letsplays.
Read the easy to understand manual that comes with the game, there's 10 in total. All I know is Hello, Land, and Fire.
Title: Re: Prospector, a roguelike in development
Post by: Orb on October 15, 2011, 12:36:53 pm
Extremely minor bug, but on some planets the temperature is -300 degrees C, which is below absolute zero.

Also, a few radio commands I know:

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Vherid on October 15, 2011, 12:46:36 pm
Extremely minor bug, but on some planets the temperature is -300 degrees C, which is below absolute zero.

Science could be wrong and those temperatures could be possible. We just proved that movement beyond the speed of light is indeed possible.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 15, 2011, 12:53:12 pm
Extremely minor bug, but on some planets the temperature is -300 degrees C, which is below absolute zero.

Science could be wrong and those temperatures could be possible. We just proved that movement beyond the speed of light is indeed possible.

Another reason it is -300 degrees C is that they created a temperature range based upon how close to absolute zero the temperature is. So if absolute zero was 257, then 257 would be 256.1 or something like that.
Title: Re: Prospector, a roguelike in development
Post by: Il Palazzo on October 15, 2011, 02:47:24 pm
Extremely minor bug, but on some planets the temperature is -300 degrees C, which is below absolute zero.

Science could be wrong and those temperatures could be possible. We just proved that movement beyond the speed of light is indeed possible.
No it couldn't. The absolute zero is not something than can be proven wrong. To say otherwise is like saying that "you can move slower than when not moving" or "it can be more silent than complete lack of sound".
As for the second part of your statement, let's not jump to conclusions.
Title: Re: Prospector, a roguelike in development
Post by: Vherid on October 15, 2011, 05:26:58 pm
Extremely minor bug, but on some planets the temperature is -300 degrees C, which is below absolute zero.

Science could be wrong and those temperatures could be possible. We just proved that movement beyond the speed of light is indeed possible.
No it couldn't. The absolute zero is not something than can be proven wrong. To say otherwise is like saying that "you can move slower than when not moving" or "it can be more silent than complete lack of sound".
As for the second part of your statement, let's not jump to conclusions.

But this is within your and the human race's understanding, which is a pretty sketchy thing to believe in. Especially considering everything we used to believe in, and how little we really know. I believe it is absolutely insane for any person on this planet to even think they have a clue of what is going on in the universe.
Title: Re: Prospector, a roguelike in development
Post by: Il Palazzo on October 15, 2011, 05:39:51 pm
Oh. You're one of those "science is just a belief, you cannot know anything" kind of people.
Suffice to say that I don't agree, but will not keep derailing this thread.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 15, 2011, 05:40:57 pm
There is one scientist if I remember correctly who said that there are temperatures below absolute zero but it required knowledge of physics to understand how it works.

It had to do with entropy or something.

Or maybe it was that there are 50 combinations of absolute zero... I don't know something

Though a Planet certainly is not even going to reach anywhere close to absolute zero anyhow.
Title: Re: Prospector, a roguelike in development
Post by: Orb on October 15, 2011, 05:58:07 pm
What are alien holokeycards used for? I could never figure it out.

And a two bugs.

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Il Palazzo on October 15, 2011, 06:04:09 pm
What are alien holokeycards used for? I could never figure it out.
It's supposed to be a lvl3 lockpick.
Title: Re: Prospector, a roguelike in development
Post by: Orb on October 15, 2011, 06:17:43 pm
What are alien holokeycards used for? I could never figure it out.
It's supposed to be a lvl3 lockpick.

Oh. I guess that makes sense. Not the most useful thing in the world, considering by the time you get one you can simply blow the door to smitherines.
Title: Re: Prospector, a roguelike in development
Post by: Orb on October 15, 2011, 08:08:00 pm
Meh. Had 400k saved up in the bank, just going around and clearing out special planets, and I decide to see what happens when I step off the refueling platform on a gas giant.

It didn't end well.

Game developers aren't supposed to punish you for stupid curiosity! Its villainous!
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on October 15, 2011, 08:14:27 pm
Meh. Had 400k saved up in the bank, just going around and clearing out special planets, and I decide to see what happens when I step off the refueling platform on a gas giant.

It didn't end well.

Game developers aren't supposed to punish you for stupid curiosity! Its villainous!

Prospector, a roguelike
Title: Re: Prospector, a roguelike in development
Post by: Orb on October 15, 2011, 08:31:13 pm
Meh. Had 400k saved up in the bank, just going around and clearing out special planets, and I decide to see what happens when I step off the refueling platform on a gas giant.

It didn't end well.

Game developers aren't supposed to punish you for stupid curiosity! Its villainous!

Prospector, a roguelike

I was joking. I heartily approve punishing people for stupidity in games.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 15, 2011, 08:51:48 pm
I don't know in many situations you actually have methods of surviving it.

It sort of kills you in two ways
1) Red Herring
and
2) Ignoring every device and tool you may have had at that point.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on October 16, 2011, 03:45:01 pm
Gobbled up by a space monster. Noooooooooooo. My poor explorer.

71021 points
That doesn't seem too bad considering how many "interesting" planets I avoided for 2300 turns.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 16, 2011, 08:03:42 pm
Hey guys are investments still broken? In that are they still worth less then keeping your money?
Title: Re: Prospector, a roguelike in development
Post by: Orb on October 16, 2011, 08:13:39 pm
Hey guys are investments still broken? In that are they still worth less then keeping your money?

Investment in what? I've never used the feature, if anything.


Unless you're talking about stocks. Then yes, they are worth it very much indeed.
Title: Re: Prospector, a roguelike in development
Post by: Raz on October 16, 2011, 08:52:44 pm
You can always still load the game. It keeps the save from the last time you entered a space station.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 16, 2011, 08:57:59 pm
Hey guys are investments still broken? In that are they still worth less then keeping your money?

Investment in what? I've never used the feature, if anything.


Unless you're talking about stocks. Then yes, they are worth it very much indeed.

No I mean like Asteroids, shop chains, and your own home planet.
Title: Re: Prospector, a roguelike in development
Post by: Orb on October 16, 2011, 09:22:04 pm
You can always still load the game. It keeps the save from the last time you entered a space station.

Unless you turn off savescumming.  :-\

Hey guys are investments still broken? In that are they still worth less then keeping your money?

Investment in what? I've never used the feature, if anything.


Unless you're talking about stocks. Then yes, they are worth it very much indeed.

No I mean like Asteroids, shop chains, and your own home planet.

I'm pretty sure that's for retirement. Bonus points when you retire and such. Though I've never retired myself, too greedy to do so....
Title: Re: Prospector, a roguelike in development
Post by: Tarran on October 16, 2011, 09:23:30 pm
No I mean like Asteroids, shop chains, and your own home planet.
...I have never heard of investing in those things. Ever.

And I don't believe you have any home planet.



Unless you're talking about retirement assets and not 'investments'.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 16, 2011, 09:41:20 pm
No I mean like Asteroids, shop chains, and your own home planet.
...I have never heard of investing in those things. Ever.

And I don't believe you have any home planet.



Unless you're talking about retirement assets and not 'investments'.

Fine then yes... Assets

Don't buy them. Unless they multiply the value of your cash (which would explain a lot) my experience with them is that it is worth more just to hold onto the cash it would cost to buy them.

Sorry for the confusion. Though a lot of those assets are investments that just don't pay off for some reason.
Title: Re: Prospector, a roguelike in development
Post by: AnalysisFailed on October 17, 2011, 12:08:53 am
They're for when/if you retire your captain. He retires onto that mansion he bought back in his adventuring days, they don't have an effect on gameplay.
Title: Re: Prospector, a roguelike in development
Post by: Deon on October 17, 2011, 03:06:20 am
Despite of useful remarks by the "science-is-wrong" guy, you should fix the "below absolute zero" bug; otherwise we should be able to have minus ten fuel and negative amount of crewmembers for consistency ;). Antimatter go!
Title: Re: Prospector, a roguelike in development
Post by: klingon13524 on October 17, 2011, 06:58:25 am
I had an idea. What if when you visited a station or colony, every one of your crew members (and maybe you) had a very small chance to fall in love with a local (opposite sex) and either retire with them, or ask you to take them aboard. They might be useful for something, but mainly they take up a bunk and improve that crew-member's morale.If it's YOU that falls in love, you take them aboard until you retire for a big score boost.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on October 17, 2011, 08:27:40 am
They're for when/if you retire your captain. He retires onto that mansion he bought back in his adventuring days, they don't have an effect on gameplay.

I am aware that is what they are for. They are worth less, in terms of points, then just retiring with the cash, instead of buying them, would be.

At least in my experience.

Though the endings of Prospector have always been... very sad. (as in depressing)
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on October 17, 2011, 10:14:05 am
You can always still load the game. It keeps the save from the last time you entered a space station.

I'm fine with the loss. Giant hungry space monster is legit.
Title: Re: Prospector, a roguelike in development
Post by: Wirevix on October 26, 2011, 01:47:38 am
I had an idea. What if when you visited a station or colony, every one of your crew members (and maybe you) had a very small chance to fall in love with a local (opposite sex) ...

I don't think a game as non-mainstream as this has to worry about taking flack for having non-heteronormative relationships, if anything like that was added.  Besides, what if one of your crewmembers is a hermaphroditic plant-person or something? 
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on October 26, 2011, 02:05:33 am
I had an idea. What if when you visited a station or colony, every one of your crew members (and maybe you) had a very small chance to fall in love with a local (opposite sex) ...

I don't think a game as non-mainstream as this has to worry about taking flack for having non-heteronormative relationships, if anything like that was added.  Besides, what if one of your crewmembers is a hermaphroditic plant-person or something?

Some bit is opposite some other bit. No problems here
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Danaru on October 27, 2011, 12:07:35 am
Just started a new game, and almost immediately found an abandoned 4th tier heavy explorer drifting around, full of angry living mushrooms.

I surrounded myself with a cloud of red shirts and blasted apart the mushrooms one room at a time (if you leave doors open, they reproduce and refill the rooms you already cleared  :(). At one point I got a bonus for bringing 101 bioscans at once just from the mushroom corpses on one of my red-shirt reload trips.

So I cleared out every room, and rechecked every room a dozen times, but when I try to take control of the ship, it keeps telling me I better make sure the ship is really abandonned before taking it.

There's nothing in this ship apart from my crew that ISN'T plastered all over the wall. I recleared the ship so many times I can navigate it with my eyes closed, any ideas on why I can't take it?

EDIT: SOMEHOW something must have been constantly avoiding me, because I opened every door and blew a hole in the hull using a mining drill, and I was suddenly able to take over the ship.
Title: Re: Prospector, a roguelike in development
Post by: kcwong on October 27, 2011, 02:41:30 am
Just started a new game, and almost immediately found an abandoned 4th tier heavy explorer drifting around, full of angry living mushrooms.

I surrounded myself with a cloud of red shirts and blasted apart the mushrooms one room at a time (if you leave doors open, they reproduce and refill the rooms you already cleared  :(). At one point I got a bonus for bringing 101 bioscans at once just from the mushroom corpses on one of my red-shirt reload trips.

So I cleared out every room, and rechecked every room a dozen times, but when I try to take control of the ship, it keeps telling me I better make sure the ship is really abandonned before taking it.

There's nothing in this ship apart from my crew that ISN'T plastered all over the wall. I recleared the ship so many times I can navigate it with my eyes closed, any ideas on why I can't take it?

EDIT: SOMEHOW something must have been constantly avoiding me, because I opened every door and blew a hole in the hull using a mining drill, and I was suddenly able to take over the ship.

Ouch. You should've drilled through the hull in the first place... no need to fight them with waves of red shirts. Those poor red shirts.
Title: Re: Prospector, a roguelike in development
Post by: Xeron on November 01, 2011, 11:49:10 am
Any cheats for the game ?Or any way to edit the savegames ?I would love to dick around with some thingies
Title: Re: Prospector, a roguelike in development
Post by: Necro910 on November 01, 2011, 11:52:11 am
Just started a new game, and almost immediately found an abandoned 4th tier heavy explorer drifting around, full of angry living mushrooms.

I surrounded myself with a cloud of red shirts and blasted apart the mushrooms one room at a time (if you leave doors open, they reproduce and refill the rooms you already cleared  :(). At one point I got a bonus for bringing 101 bioscans at once just from the mushroom corpses on one of my red-shirt reload trips.

So I cleared out every room, and rechecked every room a dozen times, but when I try to take control of the ship, it keeps telling me I better make sure the ship is really abandonned before taking it.

There's nothing in this ship apart from my crew that ISN'T plastered all over the wall. I recleared the ship so many times I can navigate it with my eyes closed, any ideas on why I can't take it?

EDIT: SOMEHOW something must have been constantly avoiding me, because I opened every door and blew a hole in the hull using a mining drill, and I was suddenly able to take over the ship.
You splattered fungus all over the walls. Wouldn't that technically make more of them?
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on November 01, 2011, 12:04:33 pm
Any cheats for the game ?Or any way to edit the savegames ?I would love to dick around with some thingies

You can cheat money with cheatengine or artmoney.
Title: Re: Prospector, a roguelike in development
Post by: Xeron on November 01, 2011, 12:15:10 pm
Any cheats for the game ?Or any way to edit the savegames ?I would love to dick around with some thingies

You can cheat money with cheatengine or artmoney.
Can you please explain how to ?
I do use cheat engine quite alot so i could guess i just descrease it and find the address ?
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on November 01, 2011, 12:35:59 pm
Any cheats for the game ?Or any way to edit the savegames ?I would love to dick around with some thingies

You can cheat money with cheatengine or artmoney.
Can you please explain how to ?
I do use cheat engine quite alot so i could guess i just descrease it and find the address ?

Find, decrease or increase, then filter. It's pretty basic usage of the software. I don't remember if it's a float or integer as I haven't used it in awhile.
Title: Re: Prospector, a roguelike in development
Post by: Xeron on November 01, 2011, 12:52:50 pm
Any cheats for the game ?Or any way to edit the savegames ?I would love to dick around with some thingies

You can cheat money with cheatengine or artmoney.
Can you please explain how to ?
I do use cheat engine quite alot so i could guess i just descrease it and find the address ?

Find, decrease or increase, then filter. It's pretty basic usage of the software. I don't remember if it's a float or integer as I haven't used it in awhile.
Cheers mate i cheated my way :D
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on November 29, 2011, 10:28:38 pm
I found a Heavy Explorer sitting on a planet. I fixed it up and flew away with it, then, when I was going to a station I hadn't explored, I found a real treasure,
Spoiler (click to show/hide)
Problem is, it has traps. And robots. Robots with disintegrators. I have no armor.

Luckily, it's dark, so they need to get to almost point-blank to fight, then a single round of gunfire from my crew will kill them. Also,
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Jacob/Lee on November 29, 2011, 11:33:45 pm
nevermind
Title: Re: Prospector, a roguelike in development
Post by: unknown on December 26, 2011, 02:47:09 pm
I'm trying to compile using ArchLinux.

I have the most recent (as of today) svn version.

The following includes were missing in prospector.bas:

Code: [Select]
#include once "fbgfx.bi"
#include once "fmod.bi"
#include once "file.bi"

This only left one compile error:

Code: [Select]
prospector.bas(132) error 41: Variable not declared, gfx in 'gfx.font.loadttf("graphics/plasma01.ttf", TITLEFONT, 32, 128, _screeny/5)'

Is this an error in the code, or some other missing include?

Also, where can I find the resource files?

Thanks!
Title: Re: Prospector, a roguelike in development
Post by: sambojin on December 26, 2011, 06:58:09 pm
Do medics still count as 1/2 a doctor level in the current version? It's pretty easy to get level 8 (equivilent) doctoring currently, adding 4 medics would make that level 10'ish. It would explain the pretty much instant regen of my away teams.

And is there much point of red shirts over a combination of squad leaders and snipers? Most of my combat has been at range anyway, so the plusses to-hit seem pretty valuable, especially in early-game while I'm levelling.

It also seems that my crew can be far larger than my ship should be able to hold. It may have been from a version or two ago, but I can hire as many officers as I want, above and beyond crew limits. A level 1 pilot still holds a plasma rifle quite well, and isn't exactly expensive to pay for. Especially when you've got a few level 5/6 pilots on the roster doing the actual flying.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on December 26, 2011, 07:03:10 pm
I forgot to ask

Maglad

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: magellan on December 27, 2011, 04:27:32 am
@unknown
Step by step instructions on how to compile are here
http://prospector.freeforums.org/compile-prospector-in-linux-t265.html
It is though entirely possible that the current uploaded code has bugs/debugging flags on

@sambojin
Medic still equals half a level of doctor.
The hiring more people than there are bunks thing is a bug. Will be fixed in the next version.

@neonivek
Done

I am hoping to have a release before the year ends.
Title: Re: Prospector, a roguelike in development
Post by: unknown on December 29, 2011, 01:46:29 pm
@unknown
Step by step instructions on how to compile are here
http://prospector.freeforums.org/compile-prospector-in-linux-t265.html
It is though entirely possible that the current uploaded code has bugs/debugging flags on

Thanks.

It seems that the current code has some bugs preventing it to compile for me.

I made a package for Archlinux from the prebuilt linux version. Its available in the AUR, in case someone is interested.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on January 07, 2012, 02:36:19 am
   A little late getting this here but Prospector made 19th place with 49 votes in the Ascii Dreams Roguelike of the year pole. Now I did not figure the placing myself but instead got it from Here (http://www.roguetemple.com/2011/12/27/ascii-dreams-roguelike-of-the-year-2011-winners/) at the Roguelike Temple and if you want the full listing its Here (http://roguelikedeveloper.blogspot.com/2011/12/full-results-for-ascii-dreams-roguelike.html) at Ascii Dreams itself.
   Also I may be doing a video lets play of Prospector soon if I manage to fit into my tight schedule of faffing about and procrastinating. I probably would have started recording tonight but sadly I have to get up in like 2 and a half hours so yeah. If anyone wants me to try something specific I would be willing to work it in after my inevitable death with a fairly vanilla start.
Title: Re: Prospector, a roguelike in development
Post by: Robsoie on January 07, 2012, 03:30:02 am
Great to see Prospector reaching that top, it was one of my votes for this year poll.
Congratulations, as it totally deserved the recognition.
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 07, 2012, 04:51:24 am
Magellan, it's the new year! Take your time but do not forget about us :3.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on January 09, 2012, 03:41:58 am
I have the first of what will hopefully be many video lets plays of Prospector up. The first couple will be a little longer then I prefer chocking in at around 20 minutes and in the second one I manage to crash the game for no visible reason and no I don't have a save or what have you for it though I wish I did. I know for certain that I have two more videos which like I did with my OpenTTD lets plays will be uploaded once a day and because of the ease of which it is to make them I will probably have a number of them to come.

The video is here. (http://www.youtube.com/watch?v=o6y_itiANAY&feature=colike)

Edit: the second video is up here. (http://www.youtube.com/watch?v=ECLSZdMwgqA&feature=colike)

Edit: and the third is up here (http://www.youtube.com/watch?v=pSJsNZMEoZA&feature=colike)
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 11, 2012, 05:19:46 pm
Still here guys...
I am fairly certain I will be able to release a new and improved version this weekend.
The main improvement will be that you will be able to join space battles NPCs are fighting (As in ancient alien ship vs space station)
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on January 11, 2012, 10:56:09 pm
Sweet! Now if only I could get to a point where I can actually competently fight space battles in the first place...

Anyway Forth video is up (http://www.youtube.com/watch?v=rqMHAzlQS68&feature=colike) in which I increase quality so you may watch me forget what I am doing and stammer around till I die in full HD

Edit: Fifth is up in which I ask the viewers what I should do. If you want to have me try to do something just comment on the video what. (http://www.youtube.com/watch?v=OWxSQvWlRC4&feature=colike)
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on January 13, 2012, 07:33:48 pm
I'm curious (and too tired to be bothered to look) is there a mac version?
or is it platform independent?

https://code.google.com/p/rlprospector/downloads/list
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on January 13, 2012, 10:11:50 pm
Sixth video up in which I pick up a rockin ride (http://www.youtube.com/watch?v=v1vJJISmPx0&feature=colike)

Edit: Seventh video: warning major facepalm contained within (http://www.youtube.com/watch?v=xWBurAONaJY&feature=colike)
Title: Re: Prospector, a roguelike in development
Post by: ductape on January 16, 2012, 12:21:22 am
When does the iOS version come out?
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on January 16, 2012, 12:57:55 am
I hope no one minds me posting here whenever I put up a new video.

oh and video eight is up. (http://www.youtube.com/watch?v=CESQMXjGSkU&feature=colike)

Edit: Number nine is up (http://www.youtube.com/watch?v=nKCKmnLITy8&feature=colike)
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 17, 2012, 04:42:23 am
You make a good advertisement for a game, I am sure everyone is overjoyed that you post those videos :P. I personally watch them as soon as I can.
Magellan, if you need more tiles for the new version, contact me any time. I felt that I could rework my old tiles as well because I am not happy with some of them.
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 17, 2012, 11:12:37 am
Just uploaded version 0.2.4
http://code.google.com/p/rlprospector/downloads/list

These are the main things that happened:
17. Jan 2012 - New version 0.2.4 released

    You can now join in NPCs space battles
    It's harder to make other ships follow you in spacebattles
    New System type: Rogue gas giant
    New Item: Hydrogen scoop (Improves gas giant scooping and collects fuel when in gas clouds)
    Further stacking the deck: very dangerous planets are now always in gasclouds
    Spaceships now have speed differences
    Tiles out of sight are now darkend
    Savegames and Highscore entries now have dates
    New command \Cs shows the current standing with the factions
    You can change the spacemap size in config
    Fixed a bug that overwrote current science officer with Tree
    Fixed a bug that allowed you to recruit more than your ship could carry
    Autoexplore now can go around planets

Deon: If you want to rework the tiles, sure, go ahead. You might want to know that you now can use true colors. (Don't hit me!)
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 17, 2012, 12:04:30 pm
Quote
Further stacking the deck: very dangerous planets are now always in gasclouds
Aww, so much for random dieing :(.

Quote
Tiles out of sight are now darkend
Awesome! Randomly appearing enemies were really a weird vision. Now we can understand what we can see!

Quote
You can change the spacemap size in config
Woot! Go go go large space!

Anyway, thank you very much for the new version! Do you plan to add new alien types or special creatures?
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 17, 2012, 12:31:03 pm
Oh: to clarify the "stacking the deck" comment. It's only the really, really dangerous places.
Like
Spoiler (click to show/hide)

Lot's of ways to randomly die left, even 2 new ones!

I drew all the new tiles myself. If you look at the graphics folder I am sure you will be able to find out which ones they are ;)
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 17, 2012, 01:04:46 pm
Can you PM me the list of the new tiles with their meanings? It would make my work much easier.

Do you want me to make a style for your .pdf manual?

I have some drafts.

(http://tnypic.net/2a737.png)
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on January 17, 2012, 01:15:50 pm
Can you PM me the list of the new tiles with their meanings? It would make my work much easier.

Do you want me to make a style for your .pdf manual?

I have some drafts.

Spoiler (click to show/hide)

Nice, but very clean. I'm not getting a "I just dragged a red shirt onto the ship in order to cannibalize his spacesuit. I'm sure the bits will clean out."
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 17, 2012, 01:18:02 pm
That's what the manuals are for: for you to stay clean. But who says that you CAN follow the manual properly? :P
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 17, 2012, 02:36:09 pm
Here's the sample of Table of Contents in this format. If you like it, I will spend mah time and make the whole manual.

http://www.mediafire.com/?u6kwu701tn4xz2n

Magellan?
Title: Re: Prospector, a roguelike in development
Post by: magellan on January 17, 2012, 02:57:58 pm
Looks awesome!
BigD145 has a point though:
A bit of a "well read copy, coming with your ship, after 86 previous owners" with oil (& blood?) stains, yellowed pages, burned eges might convey the feeling of the game better.

Also I forgot 2 things in the changelog:
* All away team members now need armor to be on a hostile-environment planet without being damaged.
* New item: spacesuit (counts as armor and is dirt cheap (see above))
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 17, 2012, 03:19:40 pm
Blood stains on an electronic copy? Because books of that ages are all... electronic.

Cracked screen effect and dust may add to the immersion, I will think about that :).
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 17, 2012, 03:39:59 pm
http://www.mediafire.com/?l2746mwqlogra25 <- Better?
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on January 17, 2012, 04:35:46 pm
Cool, nice to know people like them. I have 10 up though its not of the new version. I tried to do risky things and die so I could get to the new version but I just could not die by accident so I ended by retiring though I don't really like the low money retire story. My next video will be of the new version so tomorrowish.

Anyway 10 is here. (http://www.youtube.com/watch?v=U1GqmbMhzqs&feature=colike)
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on January 17, 2012, 05:25:11 pm
Blood stains on an electronic copy? Because books of that ages are all... electronic.

Cracked screen effect and dust may add to the immersion, I will think about that :).

I doubt they would be electronic. When you lose power to the ship do you really want to lose the ability to restore power?
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 17, 2012, 06:22:51 pm
The Ebooks have their own power cores!
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on January 17, 2012, 08:10:09 pm
The Ebooks have their own power cores!

Energy sucking space aliens love power cores of all sorts.
Title: Re: Prospector, a roguelike in development
Post by: Deon on January 18, 2012, 02:10:59 am
Not those based on potatoes.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on January 19, 2012, 06:18:07 pm
   So video 11 is out now. (http://www.youtube.com/watch?v=fHBhuNq8Up4&feature=colike) Of special note I found a glitch or so. If you try to land on a planet and don't have any suits then say yes to leaving them all behind not only does it leave them all behind but you also lose the moment you take a step. Also later in the video I dropped some rovers and some mining things and only one of the mining things showed up on the map. They where still there I just could not see them.
Title: Re: Prospector, a roguelike in development
Post by: Geneoce on January 20, 2012, 01:04:54 am
Still loving this game, but just a small suggestion?

Maybe bump back the disintergrator/adaptive armor drops to a later turn amount? Currently it gets a bit trivial to do some of the more hazardous stuff when over the course of natural play you come across 10 of each before your second/third artifact :)
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on January 20, 2012, 08:03:04 pm
So yeah number 12 is out. (http://www.youtube.com/watch?v=TRBAXV__urs&feature=colike) Also Magellan, not in number 12 but in 13 which is to come I manage to crash the game in a normal way and it generated an error log and here is what it said:
0.2.4 Error #6 in  526:SHOW_STARS ProsIO.bas
Also I have the save file from before the crash if it matters though it did not crash right after a save so it has a bit of playtime between the save and the crash.
Title: Re: Prospector, a roguelike in development
Post by: Orb on January 20, 2012, 11:20:36 pm
So, there's a reoccurring message in the space travel portion of the game, and I have no idea what it means.

"Making Fleet Called"

Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on January 21, 2012, 12:49:53 am
Yeah, I think I ponder about that a few times in my lets play. Its only happened as of 0.2.4 so I am guessing it is something new. What I figure is it is either new fun stuff coming to kill me in many new fun and exciting ways or its some debug related thing that was accidentally left in and is simply a station calling for repairs or reports that something we should not know about is happening in the background.

Edit: video 13 will not be going up no nor any time in the future. It has disapeered from my computer. I went to upload it and it was gone and I can't find it. As 13 is unlucky or something the next video will be labeled number 14 because
Title: Re: Prospector, a roguelike in development
Post by: Orb on January 21, 2012, 09:03:53 pm
So, I joined a battle that was a station vs. unknown sensor blip(assumed pirate due to weapon configuration).

I join on the station's side, logically. I enter space combat with "Space Station Fires X weapons! Something else fires Y Weapons!" Stations I assume gets blown up.


...then gameover.


Now, I know I didn't get blown up, so I assume this is a glitch.

There was a name, like Aggenoman, or something. I didn't really pay attention to it at the time. I assumed it was the Space Station's name. But...Space Stations are named 1-3. So, hm. Oh, and my death message said I died trying to be a pirate. =/
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on January 31, 2012, 01:35:25 pm
On the other hand, if you have a few disintegrators and suits of adaptive body armor, it's more amusing when you blow him away and then turn his source of power into a smoking crater.
Title: Re: Prospector, a roguelike in development
Post by: LordSlowpoke on January 31, 2012, 01:45:36 pm
I'm just going to straight out say I didn't read all the numerous pages of this thread, but I must say the game in question is... good. To be honest, it's one of the better games I've played recently. Sure, it took me more than 20 tries to not get killed before turn 300, but that's what roguelikes are about, right?

Still, I got a question that the forums and readme didn't really answer - is there a way to use ground penetrating radars? I've made sure it's in the equipment menu when I landed on a planet, but it didn't really give me any of the effects I expected (being able to see through mountains or walls) Perhaps you need to activate it - if yes, then how? Thanks in advance.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on January 31, 2012, 02:28:53 pm
Still, I got a question that the forums and readme didn't really answer - is there a way to use ground penetrating radars? I've made sure it's in the equipment menu when I landed on a planet, but it didn't really give me any of the effects I expected (being able to see through mountains or walls) Perhaps you need to activate it - if yes, then how? Thanks in advance.

I'm pretty sure the GPR is used to detect units, not to 'see.' Atleast that's what it's always done for me, it's pretty handy in cramped places when you don't know which corridor a
Spoiler (click to show/hide)
is hiding. It makes blind firing easier since it can sometimes pick up units when you cannot even see them, which allows you to tell your redshirt army to open fire.

I remember Apollo.. I landed in my Heavy Explorer rammed full of redshirts/disintegrators and he promptly told me that I should be worshipping him. I told him to bugger off, blasted the hell out of his copies ('f' '0' is your friend with lots of enemies around, but don't split your fire if you don't have enough firepower to make it worthwhile) and found his temple, melted his face in 4 rounds, and obliterated his temple.

Then about 4 hours later I found
Spoiler (click to show/hide)
, and I was pissed.

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: GrayFox on March 23, 2012, 03:14:36 am
I am enjoying this game, but I don't understand space battles. I press "f" to fire my weapons, but it just usually doesn't work. My weapons don't fire, I don't get any message as to why, the enemy attacks me, and I die. :( I've only been able to actually attack enemy ships a few times. I only destroyed one because it came too close... hitting a plasma stream behind my ship.

I'm dying a lot against alien creatures too. I've only found a few I was able to defeat. Everything else kills me. I guess I need more crew with more weapons.
Title: Re: Prospector, a roguelike in development
Post by: ollobrains on May 09, 2012, 05:36:00 am
its a good game but they wont open source it and its still fairly narrow as far as not being a sandbox
Title: Re: Prospector, a roguelike in development
Post by: Deon on May 09, 2012, 06:10:50 am
I am enjoying this game, but I don't understand space battles. I press "f" to fire my weapons, but it just usually doesn't work. My weapons don't fire, I don't get any message as to why, the enemy attacks me, and I die. :( I've only been able to actually attack enemy ships a few times. I only destroyed one because it came too close... hitting a plasma stream behind my ship.

I'm dying a lot against alien creatures too. I've only found a few I was able to defeat. Everything else kills me. I guess I need more crew with more weapons.
I've never fought space battles myself, but aliens are easy. You don't need MORE people, you need BETTER people. You want people with good perks and amount of HP, and also you need best armor you can find and good weapons. Also don't forget to use grenades and rocket weapons, they make surface fight much easier. Still, to fight robots you need a 15-men team with personal forcefields and grenades.
Title: Re: Prospector, a roguelike in development
Post by: Robsoie on May 09, 2012, 07:22:54 am
its a good game but they wont open source it and its still fairly narrow as far as not being a sandbox
You're probably posting in the wrong thread, because Prospector source is actually available :
http://code.google.com/p/rlprospector/source/checkout
Title: Re: Prospector, a roguelike in development
Post by: pilgrimboy on May 09, 2012, 10:57:21 am
I am enjoying this game, but I don't understand space battles. I press "f" to fire my weapons, but it just usually doesn't work. My weapons don't fire, I don't get any message as to why, the enemy attacks me, and I die. :( I've only been able to actually attack enemy ships a few times. I only destroyed one because it came too close... hitting a plasma stream behind my ship.

I'm dying a lot against alien creatures too. I've only found a few I was able to defeat. Everything else kills me. I guess I need more crew with more weapons.

I am also having the same problem in the last time I played around a month ago. I lost every space battle. Game over many times.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on May 09, 2012, 05:30:46 pm
The first 'f' in Space Battles brings a selection of which weapon you're trying to use, if I remember right. So really you need to press 'f' 'f' and then target the enemy, and press 'f' again. But I'm just trying to remember from when I played about a year ago. Space battles are pretty much the easiest thing ever if you have a disintegration[once again, not sure on the name. Devastator? the one that does full damage at all ranges] cannon, since it one-hits any space creatures and ships with tough shield go down after a few direct hits. I never lost a single space battle, even with my explorer, once I did find one of those cannons.

I am enjoying this game, but I don't understand space battles. I press "f" to fire my weapons, but it just usually doesn't work. My weapons don't fire, I don't get any message as to why, the enemy attacks me, and I die. :( I've only been able to actually attack enemy ships a few times. I only destroyed one because it came too close... hitting a plasma stream behind my ship.

I'm dying a lot against alien creatures too. I've only found a few I was able to defeat. Everything else kills me. I guess I need more crew with more weapons.
I've never fought space battles myself, but aliens are easy. You don't need MORE people, you need BETTER people. You want people with good perks and amount of HP, and also you need best armor you can find and good weapons. Also don't forget to use grenades and rocket weapons, they make surface fight much easier. Still, to fight robots you need a 15-men team with personal forcefields and grenades.

Well, as far as this game goes, the more redshirts, the better. If you can embark with a group of 15 'elites' you can easily embark with a 30+ group of soldiers, fully equipped. You don't even need personal forcefields for most of the meatshields, heavy armor will do since they're going to get ripped to shreds anyway. I never went onto planets without my entire away crew, which amounted to 30 soldiers, give or take. The numbers are to keep you best troops from getting unlucky and getting annihilated while exploring.
Title: Re: Prospector, a roguelike in development
Post by: Asra on May 28, 2012, 02:57:19 am
So the forum for this seems dead. Does anyone know if it's still being worked on? :C
Title: Re: Prospector, a roguelike in development
Post by: sambojin on May 28, 2012, 08:42:36 am
At the start of Prospector, you really need to cherry pick what planets you go for. You don't have the equipment (or the cash) at the start to do much else. Avoid creatures, space-ships and everything else entirely if possible. Sometimes you can risk it for easy minerals on worlds with lifeforms, but it often just means that you'll die early.

Find lifeless planets, explore and grab minerals, repeat. Once you start trading those resources and mapping data you can start to get some decent weapons and armour for your troops. The cash bonuses get pretty massive later on in the game, more than the minerals you're trading. Smith Heavy Industries is my favourite station type, just because you get a bit of extra cash early on and friggen huge bonuses later, for doing what you'd be doing anyway.

The easiest start that I've found is the Troop Transport with 2 medics, 3 squad leaders, the rest as snipers. Upgrade all your officers, with a priority on doctors, then gunners, then science officers (but hire any officer that's higher in level than your current one, keep the next highest one, fire the rest). Special troop types are awesome, as are multiples of officers. Red-shirts might get an extra HP pip at high levels, but squad leaders, medics and snipers ensure you never need it. Early-on your specialists are far better. Ships doctors are very important, and medics stack with them (an extra level worth for every two medics, so bring lots of medics), so it's pretty easy to have almost instant regeneration after your upgrade your ship a couple of times for away team capacity. Squad leaders leading four snipers are great for the massive to-hit bonus early on as well. Get (and level) red-shirts after you've got an elite team going and heaps of excess cash. With the high cost of decent weapons, armour, equipment and ships (for bigger crews) early-on, crew cost isn't a huge concern, quality of the troops using those weapons is. Dead stuff never saps your HP, medics remove the consequence of environmental hazards, plus you'll be punching above your weight at the beginning which cheapens your equipment costs/needs. Which is your main early constraint in Prospector. Simply buying enough plasma rifles, armour, jetpacks and stuff is really damn pricey. Once you have enough, most planets are a walkover and you can level new crew members, buy stuff and get biodata/minerals as and when you want (by wiping out anything on the planet with f 0, or aimed attacks).

Basically there's four phases in Prospector. Beginning, when you've got almost nothing. Early, when you've got a bit and most planets are do-able but challenging. Late, where most planets are walkovers. End-game, where you're on a robot and crystal killing spree in your disruptor laden alien ship, just rounding out your stuff for the final battles.

Get past the beginning phase and the rest just follows on naturally. Unless you're really not paying attention, have a meteor-moment, a brain-fart or a game crash.
Title: Re: Prospector, a roguelike in development
Post by: Lexx on May 29, 2012, 05:37:17 am
Been playing this a few months on and off. The above poster offers some solid advice. Its great fun all the same. The risk you can lose everything or strike it lucky on every planet is really entertaining. Find what works for you. Persistence pays off.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on May 29, 2012, 05:50:32 am
I don't know if it works in this version, but if you're at the late/end-game and still need money then
Spoiler (click to show/hide)

Free money for those final few items you want in case you haven't gotten the best of everything plus artifacts yet. Nice to do those implant mods on crew members or if you've cleared all resources off all the planets that are closer than that.
Title: Re: Prospector, a roguelike in development
Post by: ConscriptFive on May 29, 2012, 08:34:07 am
Great advice about the troop ship.

If you're in deep trouble on a planet, or in genocidal mood, you can also use your ship as an artillery piece.  As long as you keep your standoff range and know the damage splash for your ship's gun, radio is a lifesaver.  I pretty much never use my away party weapons on a planet surface.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on May 29, 2012, 08:46:01 am
Yeah, knowing all the radio commands can be a life saver. "Fire" requires LOS (I forget if it's you to creature, ship to creature or you to ship) or used to. Don't ever "Launch", it's suicide. Being able to move your ship is great for when it gets surrounded by lava (but then, so is landing close to a designated spot for a mineral grab on ocean worlds or very hostile ones).

But, to tell you the truth, I ALWAYS use my away team's weapons. Partly because I'm lazy, partly because they work underground, partly because they're very powerful, but mainly because it's cool to press "f" then "0" and watch everything around you die. Oh, and you get xp on away-team kills, I think only the gunner gets xp on ship->ground kills.

It might be handy for early on when you don't actually have any decent weapons though.
Title: Re: Prospector, a roguelike in development
Post by: puke on May 29, 2012, 05:32:00 pm
you need to use the ship weapons to hammer some ground targets, unless you have a very large / powerfull away team.  by ground targets, I mean structures.

I once had an amazing running battle with a gang of very hard to kill robots.  I was down to just my captain, and he was injured.  The robots were very close and persuing me, but I was able to continuously call fire on my own position and then run away -- as the robots followed they would be hit but I would be out of the way.  It took a good long time, but I evenually killed them, got whatever loot I was after, and escaped the planet.

Ship-to-ground fire became my best friend after that.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on May 29, 2012, 07:59:30 pm
Nice use of them. I wonder just how the artifact weapons x 2 would go compared to a fully tooled away team? I forget my firepower rating, but it was probably 60+ (in a version or two ago).

When you say structures, do you mean a few certain mission structures, or just blowing away buildings and mountains and that? Regular away team weapons do the second one just fine (although not with just your captain being alive, even with the best weapon).

Still, I never thought of using a sort of rolling barrage when I'm in a heap of danger. You learn something new every day :)
Title: Re: Prospector, a roguelike in development
Post by: sambojin on May 29, 2012, 08:28:13 pm
Actually, not a bad time for a mini-analysis of away team fire modes. There's three of them, and they're all useful at different times. Feel free to correct me if I'm wrong, but they sort of go like this:

1: f, directional key. This gets your entire away team to fire in a certain direction. You can only pick N/S/E/W and the diagonals, but all your firepower travels along this path. Anything in the way gets hit with the max firepower, even if something was in the way first (unless the shot was blocked by an monster/ice/building that didn't die first). Range is taken into account, so range 3 weapons will fizzle at 3 squares whilst your longer ranged weapons will still do damage further away, but only at the remaining firepower that can reach that range. The may be damage drop-off from firing through things (ie: you have 30 damage, monster 1 takes 20 damage and dies, monster 2 only takes 10 damage), but I've never noticed it.

2: f, 5(numeric), target. This type of fire can target any square within the longest ranged weapons reach, rather than just the compass points. Drop-off of firepower still occurs with a mixture of weapon ranges. Otherwise very similar to #1.

3: f, 0(numeric). This splits your away team's firepower equally between all targets in range, being able to hit multiple targets at once. All firepower seems to stop at the point of target (rather than continuing to max range like the other two) and is still effected by firepower drop-off for a mixture of different ranges on weapons (range 3 and range 5 beams will be split evenly at range 3, with the remainder of range 5 damage being split between targets that are further away). I may have the order of range splitting around the wrong way (range 5 damage split, then remainder+range 3 goes to close targets, although it seems logically incorrect unless the game works out how much damage it needs to kill a target and only assigns that much, leaving a remainder for closer targets).

Anyway, I could be miles off. I haven't looked at the code yet (although I should, BASIC rocks). Basically it goes: #1 for laser-drilling through dirt and hitting stuff that's lined up, #2 for hitting a particular target hard, #3 for light targets or for when you're feeling lazy and have heaps of long range guns.

I should have just typed that last bit. Anyway, that's the wonders of Prospector targetting. As a word of warning, never fire a weapon past the north or south pole. It will probably hit you in the back of the head
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on May 29, 2012, 08:45:48 pm
Actually Sambojin there are areas in the game where you can be uttarly flooded by weak enemies.

The ability to shoot at all the enemies at once is a great boon there.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on May 29, 2012, 08:48:25 pm
Actually Sambojin there are areas in the game where you can be uttarly flooded by weak enemies.

The ability to shoot at all the enemies at once is a great boon there.

I also find the Redshirts usually pick good targets, so no pistols trying to shoot at rifle range or anything. It seems like it makes sense, being as how you need a bunch of officers if you have that many Redshirts anyways and they could probably split up into groups and fire on targets. That's how I see it in my mind, anyway.
Title: Re: Prospector, a roguelike in development
Post by: puke on May 29, 2012, 10:17:07 pm
When you say structures, do you mean a few certain mission structures, or just blowing away buildings and mountains and that? Regular away team weapons do the second one just fine (although not with just your captain being alive, even with the best weapon).

mission structures.  As a caviat, I havent done thorough imperical testing with strong away teams -- but there have been things that I couldnt crack at the time.

In fact, the first time I discovered the "fire" command was when I needed to shoot at something.  I knew the correct course of action from the ST:TOS episode that the planet was taken from, and my away team weapons didnt seem to be denting the target on their own.  Barely killed it in time with the ships guns, most of my guys got smacked down.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on May 29, 2012, 11:36:59 pm
Ok, I thought you might mean that bit. :)  Incidentally, the fire command is also really handy for blowing away mountains early on, when you don't have any drills, jetpacks or anything.

Speaking of equipment, here's a quick list for new players of cheap stuff you'll definately want. It makes things a lot easier.

Starting ship:
Light Scout or Troop Transport. Move onto the Troop Carrier until decent ships turn up.

Sensors MkII. $800 that makes you better at what you do. Need a scout, a transport or a ship hull upgrade to use though.

Imp. AT Landing Gear. $500 that will pay for itself in a few planet missions early on. Then it's still good, even with a bad pilot.

Crew Quarters. $0. Zero. Yep, you lose a weapon/add-on, but you shouldn't be ship fighting in the early game anyway. Big crews=more guns=good.

Hover Platforms. $500. Carries 5 people, makes it so all those water planets are now open to you. Buy a fair few.

Portable Sensor Set. $500. Long range vision means less time wasted and long range shooting. Great, one-off purchase. Possibly the best purchase in the game.

Big Aux. Oxygen Tank. $50. More air means less stuffing around. The normal size and big seem to be about the same. One for each away team member.

Imp. Air Filters. $20. Only twenty bucks, more air on heaps of worlds. One for each person.

Ground Penetrating Radar. $550 Underground vision and see through walls. You really want this for later, but it's handy for tunnel exploring early as well. A one-off purchase.

These won't make you invincible, but once you've got them you only really need weapons, armour, crew, implants, better hulls and ship upgrades. The expensive stuff. And jetpacks, lots of expensive jetpacks.

This may seem a pricey list at first, but believe me, outfitting a 45 man crew with even half-way decent weapons and armour is so much pricier. You need them decently outfitted to survive the time it takes you to find all the lovely artifacts that replace that cheap stuff I listed.
Title: Re: Prospector, a roguelike in development
Post by: Shawarma on June 14, 2012, 09:01:08 pm
Man, you guys are lucky. I can't get 100 turns in without the game crashing when I exit a star system.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on June 14, 2012, 09:25:01 pm
Man, you guys are lucky. I can't get 100 turns in without the game crashing when I exit a star system.

You HAVE to abuse savescumming in this game. It gets more buggy as you keep going.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on June 14, 2012, 10:51:33 pm
The newer versions seem a lot better than the old. No more "invincible, confused captain is your saviour again" sort of stuff.

But yeah, there's crashes from time to time. It usually crashes the game so you can just restart from where you left off, before landing on the planet. But it's not a bad idea to keep a backup save for safety. It's not savescum abuse if it's used for fixing up "features" in the game.

And seriously, don't fire weapons off the north or south pole of a planet. It's a random thing, but it is my most common cause of crashes.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on June 14, 2012, 11:27:25 pm
The newer versions seem a lot better than the old. No more "invincible, confused captain is your saviour again" sort of stuff.

But yeah, there's crashes from time to time. It usually crashes the game so you can just restart from where you left off, before landing on the planet. But it's not a bad idea to keep a backup save for safety. It's not savescum abuse if it's used for fixing up "features" in the game.

And seriously, don't fire weapons off the north or south pole of a planet. It's a random thing, but it is my most common cause of crashes.

I mean abuse as in "Do it a LOT!"
Title: Re: Prospector, a roguelike in development
Post by: Deon on June 15, 2012, 12:44:05 am
I haven't got a single crash, I must be very lucky :).
Title: Re: Prospector, a roguelike in development
Post by: sambojin on June 15, 2012, 04:22:05 am
It used to happen more in earlier versions, I've been stuffing around with other games too much recently to know how much it happens now. Maybe I was luck/unlucky. But yeah, it did save me a few times early on in my characters.

"Oh my god, I'm going to die. I know....... I'll shoot Santa. That always saves me."

It used to work a lot. I think I've only had one crash from it in the new version, and I forget what the circumstances were. Maybe I got better and don't need cheesy-crash-saves as much. But I did do it on purpose quite a few times when I started playing Prospector,

When in doubt, shoot Santa. Or chaos penguins. They save your arse sometimes.
Title: Re: Prospector, a roguelike in development
Post by: Blaze on June 15, 2012, 05:46:08 am
Haven't crashed yet, but did have an odd bug where my captain gained hundreds of levels then keeled over due to overflow.
Title: Re: Prospector, a roguelike in development
Post by: Caz on October 20, 2012, 08:16:56 am
Picked this up again yesterday and had a bunch of fun. One thing I noticed though, there seems to be less systems and more blank space in the universe than there was before. Maybe I'm imagining it, but it's sometimes a pain to find systems nearby. Is there any plan of making the universe larger, maybe even seamless? I'd love to go further into the beyond, knowing that there'd be more dangerous enemies and maybe better loot to find.

Or is it not being developed any more? I know it plays like pretty much finished game (if a bit samey after awhile) but it'd be awesome to see new updates to this :)
Title: Re: Prospector, a roguelike in development
Post by: jimbobobby on October 20, 2012, 01:34:10 pm
I've been playing this for a few hours and it's a great game, I have no idea what I'm doing. I have some boring routine:
Spoiler: routine (click to show/hide)
I love the aliens though.
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Caz on October 21, 2012, 08:09:14 am
Noticed a kind of annoying bug/feature since the new version and the 'fix' that crew members can't explore hostile planets without a spacesuit. The problem is... it seems to be random whether your crew starts with spacesuits or not, and unless you're willing to immediately dock at a space station, lose credits in crew wages and buy enough spacesuits for your crew, then there's the chance of immediate obliteration from the first time you step out the airlock.

Kinda annoying, I guess.
Title: Re: Prospector, a roguelike in development
Post by: Danv on April 20, 2013, 06:25:02 am
hey guys, sorry for necropost, but recently i noticed what Magellan submited some changes in code (dec 2012 and jan 2013), i tried to compile it, was able to get to main menu, noticed change of game version, it shown as 0.3 now (last version was 0.2.4), but can't get past further main menu - something wrong with map generation
i think i compiled it wrong, don't have any experience with this FreeBASIC, maybe someone can do it right?
http://code.google.com/p/rlprospector/
Title: Re: Prospector, a roguelike in development
Post by: Lukewarm on April 20, 2013, 04:48:47 pm
He's still working on this? Awesome!
Title: Re: Prospector, a roguelike in development
Post by: Danv on April 20, 2013, 05:22:35 pm
well, working is too big word here, i'd say he still exists, since Magellan disappeared in jan 2012, all we got is these two submits, he don't visit game's forum, he doesn't respond to mails and messages, nothing
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on April 20, 2013, 09:34:49 pm
He might just be fiddling when he feels like it.

I do not know how to compile this one or I would.
Title: Re: Prospector, a roguelike in development
Post by: jocan2003 on April 21, 2013, 01:35:24 am
Well if he come back i would be happy!
Title: Re: Prospector, a roguelike in development
Post by: casserol on April 23, 2013, 05:29:14 am
any news with that recompiling ?

just discovered the game when you necro'd that post and man I THANK YOU FOR THAT :D
Title: Re: Prospector, a roguelike in development
Post by: Lightningfalcon on June 17, 2013, 11:10:10 am
Do maneuvering jets and landing gear have any affect right now?
Title: Re: Prospector, a roguelike in development
Post by: Danv on August 12, 2013, 10:22:29 pm
necro-time! new version, new build, finally
http://www.2shared.com/file/SMr9hZmX/Prospector_R132_Win_x86_Fix_1.html
Title: Re: Prospector, a roguelike in development
Post by: a1s on August 12, 2013, 10:29:13 pm
Not to be rude, but who are you?
Title: Re: Prospector, a roguelike in development
Post by: jocan2003 on August 12, 2013, 11:36:16 pm
Not to be rude, but who are you?
That.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 12, 2013, 11:42:37 pm
That was difficult. (http://www.bay12forums.com/smf/index.php?action=profile;area=showposts;u=72485)


necro-time! new version, new build, finally
http://www.2shared.com/file/SMr9hZmX/Prospector_R132_Win_x86_Fix_1.html
Thanks for the update, where'd it come from?!
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on August 13, 2013, 08:20:05 am
Did you take over on developing the game? And would you happen to have a changelog handy of what's in the new build?
Title: Re: Prospector, a roguelike in development
Post by: a1s on August 13, 2013, 09:16:47 am
That was difficult. (http://www.bay12forums.com/smf/index.php?action=profile;area=showposts;u=72485)
Did you take over on developing the game?
I wanted him to lie for himself, instead of us making stuff up about him.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 09:38:56 am
I wanted him to lie for himself, instead of us making stuff up about him.

Not sure what to do but laugh at you. Play the new version. You sound ridiculous. 'instead of us making stuff up about him'

Seriously. There's tilesets and everything has been updated as far as I can see, even generation of characters. Jesus, dude, took like 5 seconds to find out if it was legit.

AMAZING ADDITION for people who notice opaqueness of some mechanics; you now see dice rolls!

Score screen updated and much better to look through. This actually feels like a complete overhaul of previous versions, with usability in mind. Crucial keys are shown on side of the screen for quick reference. Don't have time to getting around to actual gameplay but from what I see I wouldn't doubt that it's been updated as well.
Title: Re: Prospector, a roguelike in development
Post by: a1s on August 13, 2013, 09:48:13 am
I wanted him to lie for himself, instead of us making stuff up about him.

Not sure what to do but laugh at you. Play the new version. You sound ridiculous. 'instead of us making stuff up about him'

Seriously. There's tilesets and everything has been updated as far as I can see, even generation of characters. Jesus, dude, took like 5 seconds to find out if it was legit.

AMAZING ADDITION for people who notice opaqueness of some mechanics; you now see dice rolls!
That sounds awesome, but after the Cata:DDA:MGZ I stopped downloading random files people give me.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 09:51:45 am
That sounds awesome, but after the Cata:DDA:MGZ I stopped downloading random files people give me.

Quote
Not sure what to do but laugh at you.

Who are you, anyway?

I just scanned it multiple times, stop treating the updater as beneath you.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on August 13, 2013, 09:53:15 am
Stop this. A version that just shows up on 2shared is suspect. A version that almost assuredly is not by the original coder is suspect.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 09:55:15 am
Paranoia, folks. It's clean and stop treating him as beneath you because he doesn't have a bunch of posts.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 09:57:35 am
Paranoia, folks. It's clean and stop treating him as beneath you because he doesn't have a bunch of posts.

It's almost insulting, especially if he did spend his time on this update.
Title: Re: Prospector, a roguelike in development
Post by: a1s on August 13, 2013, 09:59:25 am
Who are you, anyway?
A1s, model 1-a, system independent. :P
What did you have in mind by that question?

Paranoia, folks. It's clean and stop treating him as beneath you because he doesn't have a bunch of posts.

It's almost insulting, especially if he did spend his time on this update.
um... you made that post- don't get angry at yourself.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on August 13, 2013, 10:00:20 am
A simple .rar can ruin your computer just by opening it and not even uncompressing anything. Throw caution to the wind if you have the cash to replace your machine and the time to get back to the state it was in before downloading a "simple" file.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 10:01:30 am
A simple .rar can ruin your computer just by opening it and not even uncompressing anything. Throw caution to the wind if you have the cash to replace your machine and the time to get back to the state it was in before downloading a "simple" file.

Okay. I'll compare them side by side for you if you're so willing to throw away someone's work, feel free to enjoy that paranoia.

um... you made that post- don't get angry at yourself.

Not sure what to do but sigh.
Title: Re: Prospector, a roguelike in development
Post by: Gamerlord on August 13, 2013, 10:02:02 am
Downloaded and played and no problems yet. Question though; how do I turn off autoinspect in this one?
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 10:03:53 am
Downloaded and played and no problems yet. Question though; how do I turn off autoinspect in this one?
Keybindings.txt shows control+i as the key.
Title: Re: Prospector, a roguelike in development
Post by: a1s on August 13, 2013, 10:14:11 am
um... you made that post- don't get angry at yourself.
Not sure what to do but sigh.
You could use the edit button. ;)
More to the point, you could stop projecting. We don't think he's beneath us, or above us, we're exercising caution. If both you and Gamerlord will not join a Belorussian bot net, that will be a signal for more of us to play the game.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on August 13, 2013, 10:18:04 am
A simple .rar can ruin your computer just by opening it and not even uncompressing anything. Throw caution to the wind if you have the cash to replace your machine and the time to get back to the state it was in before downloading a "simple" file.

Okay. I'll compare them side by side for you if you're so willing to throw away someone's work, feel free to enjoy that paranoia.

I've had quite a few viruses over the years and I managed to get rid of most without rolling back my machine or reinstalling my OS. So guess what? I threw away someone's work. Gosh. What a terrible person I am.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 10:24:17 am
Hope I never have to do this again to prove to people that someone isn't posting viruses and fake versions.

Gosh. What a terrible person I am.

All it took was 5 seconds and effort to figure it out before completely panning someone for attempting to revive a dead project.

Quote
If both you and Gamerlord will not join a Belorussian bot net, that will be a signal for more of us to play the game.

All it takes is a little bit of stereotyping before you're creating hypotheticals, I suppose.


You know, as opposed to thanking him for the update..
Title: Re: Prospector, a roguelike in development
Post by: a1s on August 13, 2013, 10:42:11 am
Hope I never have to do this again to prove to people that someone isn't posting viruses and fake versions.
So do I, since, that doesn't, y'know, actually prove he "isn't posting viruses and fake versions". Sometimes I think you're trolling, honestly.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 10:45:04 am
So do I, since, that doesn't, y'know, actually prove he "isn't posting viruses and fake versions". Sometimes I think you're trolling, honestly.

Are you serious? I've just stated I've scanned it multiple times, been playing with no issues. What is your problem? I've never been so disappointed in members of this community.

There's a new tileset and entire new changes to the game. One determined virus maker to completely update an old, dead game. Take your stereotypes and push, mate. Obviously nothing I can say will convince you it's the real deal. I enjoy the attitude you bring to this then claim I'm trolling.

Someone here is trolling, that's for sure.
Title: Re: Prospector, a roguelike in development
Post by: Gamerlord on August 13, 2013, 10:46:59 am
Just scanned my system, picked up a couple of suspect files, but nothing in the prospector folder. The problem files were probably just from me having bad download habits.
Title: Re: Prospector, a roguelike in development
Post by: Danv on August 13, 2013, 10:47:39 am
wow guys, i just post link for new version (still Matthias work), so people here would know it existed, and then went to work, came back now and what i see...  :o
i guess i should write some details, but i was already late for work and was in hurry, sorry :)

changelog here
Spoiler (click to show/hide)

forum link
http://prospector.freeforums.org/prospector-r132-t372.html

source (you can compile by yourself, if you don't trust)
http://code.google.com/p/rlprospector/
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 10:48:44 am
wow guys, i just post link for new version (still Matthias work), so people here would know it existed, and then went to work, came back now and what i see...  :o
i guess i should write some details, but i was already late for work and was in hurry, sorry :)

changelog here
Spoiler (click to show/hide)

Thanks mate. Hopefully will convince the naysayers to knock off this junk. Severely disappointed in you both, A1 and BigD. Seriously.
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on August 13, 2013, 10:52:19 am
I've got to know..... Why is this new download on some random file site, when it has a website?

And bad files don't have to be in the folder for them to have come from it.

Smells fishy.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 10:52:58 am
I've got to know..... Why is this new download on some random file site, when it has a website?

And bad files don't have to be in the folder for them to have come from it.

Smells fishy.

https://code.google.com/p/rlprospector/source/detail?r=132

Here's the source code for the current version, unless Matthias uploaded a virus himself. Stop. It's almost as if people forgot how to respect developers ever since douchebag mcgee started with that cataclysm 'branch' drama.
Title: Re: Prospector, a roguelike in development
Post by: TwilightWalker on August 13, 2013, 10:58:53 am
I've got to know..... Why is this new download on some random file site, when it has a website?

And bad files don't have to be in the folder for them to have come from it.

Smells fishy.

https://code.google.com/p/rlprospector/source/detail?r=132

Here's the source code for the current version, unless Matthias uploaded a virus himself. Stop.

I'm sorry, but no matter how much you yell at us to stop, we're going to be suspect of things that are suspect. Like Micro said, why put up a 2-shared link of a zip when he could've just linked straight to the website itself? Also, since it WAS a link on 2-shared, Matthias didn't have to upload the virus, Danv could've just put it in his zip with his own personal upload. Not that I'm accusing him of such, I'm just pointing it out to you that it COULD have happened, since your scans show it clean and Gamerlord admits his bad download habits.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 11:01:12 am
And I could be watching you type that whole paragraph as well, but I'm not. So enough conjecture and be happy Prospector is updated again. Rhyme intended.
Title: Re: Prospector, a roguelike in development
Post by: a1s on August 13, 2013, 11:03:11 am
All it took was 5 seconds and effort to figure it out before completely panning someone for attempting to revive a dead project.
This is not the place to revive a dead project. That (http://prospector.freeforums.org/index.php) on the other hand is. Explain to me again how what you* are saying makes sense.
fake edit: oh, and BTW, here's (http://prospector.freeforums.org/prospector-r132-t372.html) the relevant thread. with a fully working link.

So do I, since, that doesn't, y'know, actually prove he "isn't posting viruses and fake versions". Sometimes I think you're trolling, honestly.

Are you serious? I've just stated I've scanned it multiple times, been playing with no issues. What is your problem? I've never been so disappointed in members of this community.
Well, no, I'm not. I'm playing up my (real) reluctance for laughs (trolling, if you will, if only a little bit). But you also don't understand how virii work. Unless the virus is very poorly made (in one of the auto-detectable, predictable ways), you won't find it until a sample gets sent to whoever made your Anti-virus software. Which with an obscure project like this (and assuming they didn't put it in any other project) could be weeks or months.


https://code.google.com/p/rlprospector/source/detail?r=132

Here's the source code for the current version, unless Matthias uploaded a virus himself. Stop. It's almost as if people forgot how to respect developers ever since douchebag mcgee started with that cataclysm 'branch' drama.
Are you suggesting we compile from source? If you are, then your argument is valid.

____________________________________________________________
(*) Danv actually hasn't said any of things you claim (or most of them). I'm still waiting on him to, I don't know, claim to be CopperD or something. At which point a falsifiable (http://en.wikipedia.org/wiki/Falsifiability) hypothesis can be made.
fake edit: he has in fact not made that claim.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 11:11:47 am
Are you suggesting we compile from source? If you are, then your argument is valid.
Nice goalposts on rails you have there. He provided proof and source and then you continue with the same accusations, all while ignoring the fact that the rar in your 'fully working link' is the exact same one DanV provided. Uploader does not matter. I compared rars and files inside, both are identical. Compiled version has the same size as well.

If it were a botnet it'd be editing registry and putting in rootkits so you're completely inaccurate, and I'd have known the instant I downloaded. I have three layers of protection which I regard as much more fool proof than your conjecture. I've now downloaded and compared three versions of the exact same thing to try and prove this is real and yet you don't care, so neither do I.
Title: Re: Prospector, a roguelike in development
Post by: LordSlowpoke on August 13, 2013, 11:16:10 am
Are you suggesting we compile from source? If you are, then your argument is valid.
Nice goalposts on rails you have there. He provided proof and source and then you continue with the same accusations, all while ignoring the fact that the rar in your 'fully working link' is the exact same one DanV provided. Uploader does not matter. I compared rars and files inside, bot are the same. Compiled version has the same size as well.

If it were a botnet it'd be editing registry and putting in rootkits so you're completely inaccurate. I've now downloaded and compared three versions of the same fucking thing to try and prove this is real and yet you don't care, so neither do I.

what the fuck is this entire argument doing here

if you really want to claim there's a virus or no virus go read the entire source code line by line because as you may know anyone who would do that sort of shit knows enough about security to avoid the most common scanners at least but don't even start talking about it unless you can bring some proof of suspicious stuff to the table
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 13, 2013, 11:17:41 am
@Danv
   Since my main computer is still out I can't verify anything but I feal I should at least explain the kick back. Over on the CataclysmDDA thread a troll has been popping up over and over again trying to push his version as some kind of cure all for any problems with CataDDA as well as bashing the current Dev team. People have become quite trigger happy in these areas. A lot of people enjoyed Prospector and are worried your not what you advertise. I suspect a lot of people will continue to disbelieve in this until the original Dev says something. Seeing as he is only playing with the code and not commenting here at all this may be a problem. the code repository was linked again and a few people have commented that your download was safe enough as far they can tell so things should settle some. I would like the original Dev to speak up again but thats just a day dream at this point.

@Mictlantecuhtli
   Chill man. People are worried someone is trying to take advantaged of peoples love of this game. You linked the code repository but way to late. When people are suspicious you should link the original stuff right away. Remember this is the internet so while I would prefer to believe you if a hacker was responsible for a virusesed version then what do we have to say you weren't a hacked account? When he provided the latest update all he said was it was updated and gave a link to 2shared.

@Everyone else
   Lets stop arguing and have someone compile the dang source then tell us whats what. There is enough drama so don't let trolls cause more of it here even when they are not actively trolling.
Title: Re: Prospector, a roguelike in development
Post by: a1s on August 13, 2013, 11:21:49 am
snip
retracted.

@Everyone else
   Lets stop arguing and have someone compile the dang source then tell us whats what. There is enough drama so don't let trolls cause more of it here even when they are not actively trolling.
I agree shut up if someone (non-lunatic) does that.
Title: Re: Prospector, a roguelike in development
Post by: Danv on August 13, 2013, 11:22:17 am
a1s
once in a while (usually few times a week) i'm checking prospector forum (http://prospector.freeforums.org/index.php) and google code (https://code.google.com/p/rlprospector/source/list) for any updates, while checking again this morning (well, in my timezone) i found this new version posted by CopperD (it was his link on weird file-hosting, later he reuploded it it seems), but before posting link here, i checked update on google code, downloaded game from his link and played for about 5 minutes (my AV scanned it automatically) and only after all this i made quick post here (cuz after all this i was in hurry, as i wrote before)

didn't know about this stuff with CataDDA, but again, i feel it was my bad to post it like this without any explanation
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 13, 2013, 11:29:37 am
Compiling with a proper compiler and will upload soon. Sorry for being upset I just found it rather disrespectful to be shooting the messenger like that.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 13, 2013, 11:31:32 am
   It is a bit sad but we have had problems with people dressed as messengers as of late who aren't. In fact there is even a locked thread right now put up by the latest dodge ban account of the CataDDA troll.
Title: Re: Prospector, a roguelike in development
Post by: Aklyon on August 13, 2013, 11:38:22 am
Was it locked by toady, or did he seriously just start a new thread and lock it himself?
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on August 13, 2013, 11:42:40 am
didn't know about this stuff with CataDDA, but again, i feel it was my bad to post it like this without any explanation

Posts on Bay12 with little to no explanation are often received with suspicion. More so with a file linked. This is not a new thing here or anywhere on the internet.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 13, 2013, 11:45:05 am
@Danv
   I will admit that wasn't clever though you had just up the page posted previously with updates. I was explaining the reason the mess got so big, not why there was one to begin with. I saw some people from the CataDDA thread and someone even said this was their reason for being suspicious so I felt it only appropriate to explain some of the out of scale hostility.
Title: Re: Prospector, a roguelike in development
Post by: puke on August 13, 2013, 12:24:06 pm
nevermind.  nothing to be helped here.
Title: Re: Prospector, a roguelike in development
Post by: Man of Paper on August 13, 2013, 01:07:48 pm
I can verify it's awesome, and my laptop hasn't tried to strangle me yet. So fear not, citizens!
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 14, 2013, 08:02:08 am
Holy crap you guys picked this up fast. I have been lurking on bay12 for awhile now. I just did a Google search to try to find people who have talked about Prospector before.

I started off thinking Prospector was completely dead. So I downloaded the latest at the time R131 and compiled it and like most found it to crash on planet landing. A few minutes gdb and a few more googling, I found freebasic compiler has a -t option to increase stack size for passing very large data types. At this time I tossed a version up somewhere 2shared I believe until buy buddy could set up a vhost. I also sent an email to the author asking for any notes or comments on the code. I didn't expect a reply. Long story short he updated the SVN with the latest code, I have been made a committer, and we have a very nice long email going.

For now I am working on bug fixes, minor features, and code documentation. I am going to keep these builds to the forum along with some sort of progress indicator.

My personal host
http://fred.neurotica.com/Prospector_R132_Win_x86_Fix1.zip

I am guessing at this point I should add the executable to the google project as your all going to slam my poor host. :)


I have a meeting to attend till 10:30pm est I'll check back in after that.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 14, 2013, 08:09:31 am
   Cool, it is nice to know someone is working on it. One thing is if you could get the original guy to post here or the prospector forum so we can lay to rest any remaining problem with legitimacy.
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 14, 2013, 08:11:23 am
   Cool, it is nice to know someone is working on it. One thing is if you could get the original guy to post here or the prospector forum so we can lay to rest any remaining problem with legitimacy.

http://code.google.com/p/rlprospector/people/list
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 14, 2013, 08:26:24 am
   Well that good enough for me. If anyone else has any problems speak up now or hold you peace. Later today I think I will grab the latest and greatest and see how its doing.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 15, 2013, 11:57:20 am
   Okay, I downloaded the game from the link copperd provided and it scanned clean so thats all good. The game booted up just fine and it works completely as expected. Also apparently I stopped playing at some point before the game stopped being actively developed by the original Dev so there was a bit more new stuff for me to see and I don't know whats recent but overall I like what I see. For those who may want more concrete proof of it working or just want to see whats up without playing the game yourself I have started up a new prospector LP on my YouTube channel and you can find the first video here (http://www.youtube.com/watch?v=-s3VmeiyfaA).
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 15, 2013, 01:00:41 pm
Don't fudge around with graphical settings on this version. If you go mussing about the resolutions and tick the tileset on/off you'll get some graphical glitches. Tileset gets mad if you turn it off.
Title: Re: Prospector, a roguelike in development
Post by: Deon on August 15, 2013, 01:05:24 pm
Holy crap you guys picked this up fast. I have been lurking on bay12 for awhile now. I just did a Google search to try to find people who have talked about Prospector before.

I started off thinking Prospector was completely dead. So I downloaded the latest at the time R131 and compiled it and like most found it to crash on planet landing. A few minutes gdb and a few more googling, I found freebasic compiler has a -t option to increase stack size for passing very large data types. At this time I tossed a version up somewhere 2shared I believe until buy buddy could set up a vhost. I also sent an email to the author asking for any notes or comments on the code. I didn't expect a reply. Long story short he updated the SVN with the latest code, I have been made a committer, and we have a very nice long email going.

For now I am working on bug fixes, minor features, and code documentation. I am going to keep these builds to the forum along with some sort of progress indicator.

My personal host
http://fred.neurotica.com/Prospector_R132_Win_x86_Fix1.zip

I am guessing at this point I should add the executable to the google project as your all going to slam my poor host. :)


I have a meeting to attend till 10:30pm est I'll check back in after that.
Great to know you are working on it again! I may come back and rework my tileset then!
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 15, 2013, 01:13:56 pm
Don't fudge around with graphical settings on this version. If you go mussing about the resolutions and tick the tileset on/off you'll get some graphical glitches. Tileset gets mad if you turn it off.
   The actual game looks fine while I play it. My video has a black line in the center that only appeared in video editing. Don't know whats up with that as I am using a screen capture program which should be capturing what I am seeing.
Title: Re: Prospector, a roguelike in development
Post by: Imp on August 15, 2013, 04:08:50 pm
Oh hey!  I used to play this.  So nice to see it's still evolving, and wow, a lot of changes for me.

The newest version's working great for me, I especially appreciate the list of commands and context-based options that are now visible.

Some things seem really weird to me, especially now that I can see (some of?) the rolls; like
Spoiler (click to show/hide)
Confusing, but I love it.  love the option to talk to other ships in space, to be able to see what sorts of radio contacts, be able to ask for and offer assistance.

There's a few bugs in the (new to me) dialogs, for instance

Spoiler (click to show/hide)

Is the game at a point where lists of observed bugs and weirdnesses are wanted somewhere?

Despite these observations, I think the game is improving in a lot of directions I really like.  I hadn't played it in well over a year, and I'm really excited about it and enjoying it again.  Thank you, everyone who works on it!
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 15, 2013, 04:16:14 pm
   From what I understand the roll stuff is just revealing whats going on in the background. What I assume is going on in some your cases is that either stuff that isn't being shown happens or non roll related things are happening. The third one in particular jumps out in that either the roll for damage from terrain isn't being shown or the particular terrain you landed on might always cause damage. If you don't want to see the rolls there is an option to turn that off.
Title: Re: Prospector, a roguelike in development
Post by: Mephansteras on August 15, 2013, 04:46:37 pm
Glad to hear this is being worked on again! I had a blast playing this a while back, and was sad when it seemed like it was a dead project.
Title: Re: Prospector, a roguelike in development
Post by: Sharp on August 15, 2013, 04:58:44 pm
I'm pretty sure one of the best bugs is going to the casino, meeting Buisnessman Richard Something and finding out that Richard Something owes money to Richard Something, then talking to Richard Something to get Richard Something to pay Richard Something and then getting a commission for it. I can't even claim split personality disorder for that one so I guess it's Alzheimers for the win!
Title: Re: Prospector, a roguelike in development
Post by: Kaje on August 15, 2013, 05:51:52 pm
PLEASE keep developing this, and PLEASE sort the tileset out - this was a fantastic little game before development stalled!
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 15, 2013, 05:53:48 pm
PLEASE keep developing this, and PLEASE sort the tileset out - this was a fantastic little game before development stalled!

I've played the game this game was based off of.

My immediate thoughts? WOW it is hard to play... Where did I put my prospector copy?
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 15, 2013, 08:40:19 pm
http://fred.neurotica.com/Prospector_R134_Win_x86.zip

R134 address saving images as png, savefile compression, summary folder instead of junk the game dir,and in-game display of crew skills and augments

R133 was skipped for an experimental release as it had a possible bug with the empty.sav file
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 16, 2013, 06:50:27 am
Direct from Magellan

Quote
Hapy code merge day!

R138:
http://www.mediafire.com/?5sxsi81axtrfiz1

http://prospector.freeforums.org/prospector-r132-t372.html <- The original post for all the virus crazies


Adds new player icon to show helmet status, male/female player sprites, and some new artifacts.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 16, 2013, 07:08:11 am
   Awesome to see Magellan posting somewhere again. Also linking to the OP is nice even without the virus stuff and to anyone that still doubts him you can talk to me in PM and not bring it up in the thread here because we have had enough of it already.
Title: Re: Prospector, a roguelike in development
Post by: Deon on August 16, 2013, 11:03:45 am
When you press F to fire, it shows the old awayteam icon.
Also for some reason, I did not hurt a reptile when I was moving into it. I had one melee weapon equipped.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 16, 2013, 12:41:01 pm
   I manage to crash the game with autoexplore in my latest video here (http://www.youtube.com/watch?v=FTEEI0KvTz4). Luckily the autosave happens often enough that I basically lost nothing so that good though I kept playing and did not make a backup of the save so thats my fault. The crash happens just before 40 minutes and the error in the log is as follows:
0.3 Error #6 in 284:EP_AUTOEXPLOREROUTE F:\Prospector\rlprospector\exploreplanet.bas
Title: Re: Prospector, a roguelike in development
Post by: Sharp on August 16, 2013, 06:13:28 pm
When you press F to fire, it shows the old awayteam icon.
Also for some reason, I did not hurt a reptile when I was moving into it. I had one melee weapon equipped.

Yeah I'm having the same issue with the new merge build, also doesn't give the option to switch places with non-hostile units (which (usually) saves me murdering NPC's who steal the starting spacesuits).

But I am at the stage where I have 4 disintegrators and a bunch of assorted other fire-arms so I am still happy :D
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 16, 2013, 06:20:04 pm
Right now you can just hit t to teleport over them. Also radioing (Radio then command fire)the ship gun is pretty cool if you want to kill them.
Title: Re: Prospector, a roguelike in development
Post by: puke on August 16, 2013, 06:33:36 pm
Right now you can just hit t to teleport over them. Also radioing (Radio then command fire)the ship gun is pretty cool if you want to kill them.

Ah, the good old ships guns. 

I remember in an older version I was fleeing from a nasty group of aliens, which were right on my heels.  I'd continually call down fire on my location and run a couple of steps.  Usually the edge of the blast missed me and got them, and I eventually escaped with only a couple guys left in my away team.

Got rich off that haul, hired new crew, bought more equipment.  At some point later I think I salvaged a better gun from a derelict or something.  It's been a while, but I seem to remember that it had a significantly larger blast pattern when you called the ship for fire support. 

I'm pretty sure this caused me to accidentally kill my away team.  But to be honest it has been so long and I accidentally killed so many away teams so many different ways, it all sort of blurs together.
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 16, 2013, 07:01:23 pm
It looks like one of the errors with random crashing while exploring is linked to the freetype6.dll file. I have a 100% reproducible error with it kicking me out of the game while auto exploring. Most likely the incorrect version was packaged in the zip.

These being unofficial builds I would expect stuff missing or incomplete. I also spend hours at work playing the game while I wait for tests to complete so I know about a lot of the bugs.  ;D

Don't ever think you need to hold a bug report back because it could be something that was missed. I just don't want anyone to think I was ignoring them if its not fixed in the next release or I don't comment on your bug. I think at this time I care more about features or improvements.

I plan on tackling the Tribble maybe tonight or later this weekend. I have some good surprises in store for these guys. Currently they are a good cheap way to boost moral.

Title: Re: Prospector, a roguelike in development
Post by: Imp on August 16, 2013, 07:08:03 pm
Don't ever think you need to hold a bug report back...

Still very glad game exists and has improvements into the future.  Had nearly forgotten how very much I liked this game, except for a few things that made me not like it; most of those 'eww, I changed my mind' things seem less common, a few maybe even gone in the current game.

Where do you want bug reports posted, here?
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 16, 2013, 07:08:53 pm
I'm pretty sure one of the best bugs is going to the casino, meeting Buisnessman Richard Something and finding out that Richard Something owes money to Richard Something, then talking to Richard Something to get Richard Something to pay Richard Something and then getting a commission for it. I can't even claim split personality disorder for that one so I guess it's Alzheimers for the win!

I almost messed myself when I read that. I think I would call that a feature :)
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 16, 2013, 07:14:47 pm
Where do you want bug reports posted, here?

Here or the game forum (Would be nice to have some active people back on) or even better https://code.google.com/p/rlprospector/issues/list

I would like to start using the issue tracker as it keeps track of everything. I might see about clearing it out and starting fresh also. Dont worry if you add anything they have time stamps.
Title: Re: Prospector, a roguelike in development
Post by: Sharp on August 16, 2013, 08:08:05 pm
Ah, the good old ships guns. 

I remember in an older version I was fleeing from a nasty group of aliens, which were right on my heels.  I'd continually call down fire on my location and run a couple of steps.  Usually the edge of the blast missed me and got them, and I eventually escaped with only a couple guys left in my away team.

I did this while docked with a stranded destroyer full of those damned purple crystals, cost me 5 vet redshirts, doctor and pilot but hell of an upgrade from Lvl 1 Troop Transport to Lvl 3? Destroyer. Although I am missing a few interior walls in my destroyer, nothing bad has happened so far.....
Title: Re: Prospector, a roguelike in development
Post by: Niveras on August 17, 2013, 12:10:45 pm
I don't know if the difficulty has been tweaked or if I just lucked out, but I am having a much easier time surviving in the latest version compared to the old long-dead release. I only have the main set of officers (no security or medics) but enemies pretty much aren't doing any damage to me.

There were a couple close calls. Some old robot factory thing with five "so thin they're almost invisible" metal blades put the hurt on pretty bad. But by comparison, I just waltzed through a "perfectly spherical metal planet" that had tons of bots and a reactor at the bottom of a cave that I repaired without any damage at all. (Got a nice 75k bonus from the Trading corp for reporting about it. Though now I wonder if any of the others would have granted more.)

Is there anything I can do to better survive corrosive atmospheres? Do I simply have to ensure everything every person has equipped is corrosion resistant? (Or, at least, only send out people equipped in such a way?)

Are all equipment functional? The ground penetrating radar and the seismograph don't seem to do what they say they do. I haven't been able to see through walls, underground or otherwise (or mountains or rubble) nor do notice anything being pointed out when an earthquake occurs.

Edit: yikes, just got blasted by a living planet. It took a bunch of turns as soon as combat began, then took a bunch more while I tried to open '?' to view keybinds so I could look at the backlog and see what the heck it was doing.
Title: Re: Prospector, a roguelike in development
Post by: SharpKris on August 17, 2013, 12:58:21 pm
Wow its been so long since i've played this :P
i really hope this will keep developing
Title: Re: Prospector, a roguelike in development
Post by: Imp on August 17, 2013, 01:13:57 pm
Are all equipment functional? The ground penetrating radar and the seismograph don't seem to do what they say they do. I haven't been able to see through walls, underground or otherwise (or mountains or rubble) nor do notice anything being pointed out when an earthquake occurs.

I haven't been able to test this in the current version yet, as I've never gotten all the equipment at one time yet, but in an older version I needed to have both ground penetrating radar and a portable sensorset in order to see through terrain that blocked sight.  I never have seen the seismograph provide much information, but I never really tested that item plus the other pieces of equipment that might enhance the interpretation of its data.

I don't know if the difficulty has been tweaked or if I just lucked out, but I am having a much easier time surviving in the latest version compared to the old long-dead release. I only have the main set of officers (no security or medics) but enemies pretty much aren't doing any damage to me.

Difficulty seems greatly adjusted to me as well; but there had been that option of 'easy start', around turn 500 or so fights get harder instead of starting hard and it appears that this is turned on by default in this version + actually works; typically by turn 500 I've found some very nice armor and people seem to continue to survive well.  Maybe too well; but I'm sure balance will continue to be adjusted as the game continues to be improved.  And even given 'invincible characters'... my games keep ending in death for all from one thing or another, I'm just getting to see a lot more of the game then I ever had before in one play now.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 17, 2013, 02:10:06 pm
   Thats one of the things I like about the game. Even with nigh invisible crew and the best ship you can get it just means that when you derp it up its all the more embarrassing when you die. Your never completely safe.
Title: Re: Prospector, a roguelike in development
Post by: LordSlowpoke on August 17, 2013, 02:21:23 pm
Even with nigh invisible crew

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Niveras on August 17, 2013, 02:27:37 pm
I'm having trouble changing the resolution/tile size. It seems like no matter what I set it to, it defaults to height 12 and 33 lines. (Classic mode is disabled.) This happens even when I quit completely and change the settings in config.txt, then load the game: sets it back to 12, 12, 33.

The default is getting to be a bit of an eyestrain, what with the having to squint to make sure I'm not missing surface features (like caves).

Any tips?
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 17, 2013, 05:18:51 pm

The default is getting to be a bit of an eyestrain, what with the having to squint to make sure I'm not missing surface features (like caves).


I think what your asking for is a larger title set or having the view windows stretched to a larger resolution. The only title size right now is 24x24. I been wanting to do work on a 32x32 title set and see where that goes.

On a more serious note and I not trying to be a dick here (I've spent a number of years working in the field of eye care and health) but you should consider getting your eyes checked or glasses cleaned. You should not have to squint to see details on the computer monitor. There could be lots of other reasons for the eye strain but this would be the most common.
Title: Re: Prospector, a roguelike in development
Post by: Niveras on August 17, 2013, 06:04:19 pm
If the tile sets could be stretched that would be fine; for example, still being 24x24 but stretched to fit a 36x36 tile. Obviously that won't be the best thing to do, but better than the alternatives.

I don't generally have a problem with eye strain when using my computer, it is just the combination of monitor distance, monitor resolution, and tileset size when playing Prospector. I can lean in (squinting was a bad way to describe it) and it's not a problem, or I could move my monitor closer (and move it back when not playing prospector) or change my desktop resolution. But these are less elegant solutions than changing prospector's tile sizes. I presume it should be possible because the option exists, but - if it worked at all - it was broken/temporarily disabled along with a few other things during the recent development.

It's not big deal. I was only exploring my current options, wondering whether I misunderstood the configuration settings or if there was something to it that I was missing. If it is not possible at this time, I'm more than willing to wait patiently until it is implemented or fixed.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on August 17, 2013, 06:17:20 pm
Get a screenshot of how it looks? I'm curious what you mean, my tileset got fudged by changing resolutions a tiny bit.
Title: Re: Prospector, a roguelike in development
Post by: Tsuchigumo550 on August 17, 2013, 06:57:29 pm
I just booted it up and am going to just blindly jump in.

Or not. Apparently choosing a random ship has frozen the game?
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 17, 2013, 09:56:21 pm
   I have another video up here (http://www.youtube.com/watch?v=_egqkjuiEJ8). I manage to crash the game right at the end when radioing an alien or something. I was using whatever version was last posted here. Once again I am happy with the autosaving the game does as I lost nothing with the crash. The error log was as follows:
0.3 Error #6 in 4096:SPACE_RADIO F:\Prospector\rlprospector\prospector.bas
Title: Re: Prospector, a roguelike in development
Post by: Danv on August 18, 2013, 02:28:52 am
R138 is really unstable, too many CTDs, i suggest using R132-134 for a regular game
Title: Re: Prospector, a roguelike in development
Post by: Imp on August 18, 2013, 03:40:33 am
I'm playing Prospector_R132_Win_x86_Fix1 and haven't had a game crash yet, though there are mini menu-crashes in some dialogs.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 18, 2013, 06:29:08 am
R138 is really unstable, too many CTDs, i suggest using R132-134 for a regular game
   Ah but unstable or not this is what I started my game in. Of course once I die I will go and look up the latest and greatest but the game is going really good at the moment. I find with roguelikes even when I have a really good game going I tend to die quick enough anyway though I guess I can show off retiring at the end of todays video so I can update.
Title: Re: Prospector, a roguelike in development
Post by: Man of Paper on August 18, 2013, 09:05:40 am
My greatest run just ended due to getting stuck on a planet after having my ship forcibly removed from existence or somesuch. Found a powerful disintegrator within a half dozen spaces from where I land on my first planet, followed by a regular one and one of them OP reactive or whatever armors with the, what, 14 or 16 AC? Putz'd around for a good bit, accidentally wiping out a Pirate outpost and getting 10K for it on top of the mass of minerals and such I found. Also, I started out in an 8-planet system, where each one had a full bounty of minerals to gather and turn into solid bank (also, one of the planets was that living tree one, where I picked up a Level 4 Tree Scientist, as well as a suspicious doctor at level 7). The game was devilishly kind to me when I came across an Explorer with nothing but a single living crewman within. And so it was mine.

What isn't mine is the ability to control rocks hurtling through space directly at my only way off of the planet I'm currently exploring.
Title: Re: Prospector, a roguelike in development
Post by: Deon on August 18, 2013, 11:11:09 am
It's pretty rare, buy distress beacons for such situations.
Title: Re: Prospector, a roguelike in development
Post by: Niveras on August 18, 2013, 12:38:14 pm
Speaking of disappearing ships:

Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Danv on August 18, 2013, 12:45:21 pm
i think he is bugged, just encountered him now
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 18, 2013, 02:49:33 pm
http://fred.neurotica.com/Prospector_R142a_Win_X86.zip


Known bugs:
Setting some skills is slow
Some of the overlays are bugged during radio fire target select and examine.

Included the correct freetype6.dll file so if you have the other R142 from the forum just grab this and update that dll.


*I think I have nipped the auto explore CTD bug in the butt. The fix will be in the next release.
Title: Re: Prospector, a roguelike in development
Post by: Sharp on August 18, 2013, 05:58:55 pm
Sweet. R142a is less buggy by far :D

Am annoyed though, had a good run starting, went to space station to dock for fuel but forgot to refuel so ended up dead :(

Slightly better then run before where only nearby star just only had the pirate world and they don't take kindly to strangers...
Title: Re: Prospector, a roguelike in development
Post by: EuchreJack on August 19, 2013, 01:15:17 am
I've enjoyed poker (as in, got some decent money), but it's a bit bugged.

A pair of aces lost to a pair of kings.
Selecting to see causes the player to fold.
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 19, 2013, 07:24:40 am
R143: Nothing fancy just a fix for auto explore CTD
http://fred.neurotica.com/Prospector_R143_Win_X86.zip

Please post if you manage to get a auto explore CTD


Just put a fix in for "0.3 Error #6 in 4096:SPACE_RADIO F:\Prospector\rlprospector\prospector.bas" this should be taken care of in R144
Title: Re: Prospector, a roguelike in development
Post by: sebcool on August 19, 2013, 08:07:53 am
Holy crap, I just noticed that it was being worked on again. This used to be one of my favourite games before I was hit by the save-corrupting-CTD-bug from the last version I played. You're the best, copperd.
Title: Re: Prospector, a roguelike in development
Post by: Sharp on August 19, 2013, 09:00:49 am
Dunno if this occurs in R143 but in R142a I dropped a rover on a planet then around 1000 turns later I go back to it, on scanning the game appears to hang but doesn't crash or produce any failure to respond messages, on landing however it takes me on a super fast journey of the rovers movement on the planet for about 1000 turns (of which 950 turns is it just going around as everything is already explored) and then finally it stops and my ship lands and I can go pick it up. So not exactly a bug but perhaps not exactly intended behaviour. Not tested but I'm assuming scanning will do the same thing but only thing is it doesn't follow the rover or update the map so it just appears to be frozen.

EDIT:

Oh yeah, also have a bug with NPC's/monsters appearing off-set, as in tile next to me looks like no-one on it but there is a monster but I see the monster tile like 10 tiles away (in unseen area), off-set also happens when e'x'amining and moving around it makes the icon move although the monster will be in the same place for the description. And also getting some offset when commenting on space map sometimes as well.
Title: Re: Prospector, a roguelike in development
Post by: GrayFox on August 19, 2013, 09:07:36 am
I like this game! ...Even though I'm terrible at it.
Ship combat really needs some work. It's pretty odd.  ???
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 19, 2013, 12:24:22 pm
You're the best, copperd.

 :D As much as I would like to take the credit, Magellan is doing 99% of the code changes right now including a big overhaul to the overlay system.

I have mainly been doing polishing and bug hunting. This weekend was a total flop for me as I hurt my back and didn't do much coding. Ive managed to changed 3 bytes but it fixed two CTD bugs.
Title: Re: Prospector, a roguelike in development
Post by: Sharp on August 19, 2013, 03:58:48 pm
So I feel like scum because I save-scummed :(

Before I only save scummed because of game breaking bugs like
Spoiler (click to show/hide)

but this time I landed on a special world next to a slightly damaged alien scoutship, I repaired it and fended off attacks from the metallic natives and then when I got the message to swap it for my old ship I pressed a direction key by accident and my setting has it so that anything which isn't y is a no, so I had to save-scum 12 times until I finally was able to successfully repair it again and swap it, but now I have the ultimate ship but it is tainted!
Title: Re: Prospector, a roguelike in development
Post by: Niveras on August 19, 2013, 04:29:39 pm
R143: Nothing fancy just a fix for auto explore CTD
http://fred.neurotica.com/Prospector_R143_Win_X86.zip

Please post if you manage to get a auto explore CTD


Just put a fix in for "0.3 Error #6 in 4096:SPACE_RADIO F:\Prospector\rlprospector\prospector.bas" this should be taken care of in R144

I don't know about autoexplore CTDs but I notice sometimes that when autoexplore ends or is interrupted, it still plays out several (sometimes several dozen) turns. For example, autoexplore might reach my ship and report "You are at the ship. Press l to launch. (x112)." Worse is when I interrupt autoexplore because I want enough oxygen to get back to my ship, but despite interrupting it at Oyxgen:125, I end up with Oxygen:80.

This is mostly avoidable since the autoexplore could do with some improvements but I don't expect it is high priority. I've taking to just exploring manually (particularly once I have jetpacks) and only using autoexplore to clean up items on the planet before I leave.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 19, 2013, 10:05:45 pm
   I actually use autoexplore quite a bit myself though I think it should prioritize picking up stuff more then it does. In other news the examine is a little messed up when trying to look at creatures. My latest video (http://www.youtube.com/watch?v=2Jiuj-QXhXM) shows what I mean but basically when I try to look at some creature at a distance the image of the creature shifts. Once I get to the square it was on it gives me the description so its just a visual bug but still annoying. Also I managed to freeze the game and produce a crash that did not leave an error so I can't provide anything about it though if it happens again I will try to determine what causes it.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 19, 2013, 10:35:44 pm
Honestly one thing I really noticed about the game is that the far superior way to start the game is to be a trader.

Since that will earn you some small amounts of cash and once you are ready to explore it would have taken soo much time that artifacts start littering the planet like they grew from the trees.
Title: Re: Prospector, a roguelike in development
Post by: Man of Paper on August 20, 2013, 08:10:39 am
So, uh, the Fang of Horus and it's crew. Hm. Well, here's stock of their inventory so far. Keep in mind I've sold exactly nothing to shops since I don't need the bank, and looted all the stuff save for ship upgrades and the combat gloves.

Spoiler (click to show/hide)

As for the Heavy Scout Fang of Horus...

Spoiler (click to show/hide)

Crew Summary...

Spoiler (click to show/hide)

Exploration Log...

Spoiler (click to show/hide)

And Finally, Unique Planets Discovered...

Spoiler (click to show/hide)

For the first time in my Roguelike career, I am very, very happy with my progress. Of course, I haven't won yet. Not until I kill everything and burn every planet.

EDIT: Oh, and if I didn't savescum, ending it here nets me 95,484 Credits and 404418 Points.
Title: Re: Prospector, a roguelike in development
Post by: puke on August 20, 2013, 09:17:29 pm
Honestly one thing I really noticed about the game is that the far superior way to start the game is to be a trader.

Since that will earn you some small amounts of cash and once you are ready to explore it would have taken soo much time that artifacts start littering the planet like they grew from the trees.

Wait, artifacts increase over time?  Is that a new feature?

I thought the longer you waited, the more your competitors would arrive before you and harvest minerals and such.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 20, 2013, 09:56:38 pm
Quote
Wait, artifacts increase over time?

Artifacts are on a timed release. Since planets are not generated until you explore then, if you explore planets after that wait time, every planet you explore will have artifacts.

it is pretty much gaming the system.

Quote
would arrive before you and harvest minerals and such

Yeah it doesn't really matter... The money in early game exploration is such small potatoes you will die the majority of the time before you make anything worthwhile.
Title: Re: Prospector, a roguelike in development
Post by: EuchreJack on August 21, 2013, 06:22:17 am
So I feel like scum because I save-scummed :(

Before I only save scummed because of game breaking bugs like
Spoiler (click to show/hide)

but this time I landed on a special world next to a slightly damaged alien scoutship, I repaired it and fended off attacks from the metallic natives and then when I got the message to swap it for my old ship I pressed a direction key by accident and my setting has it so that anything which isn't y is a no, so I had to save-scum 12 times until I finally was able to successfully repair it again and swap it, but now I have the ultimate ship but it is tainted!

It isn't tainted, in my mind.  You got cheated by a misclick, and were well within your rights to save-scum to fix it.  I generally alt-tab-close when I do stuff like that, and feel completely justified.

Honestly one thing I really noticed about the game is that the far superior way to start the game is to be a trader.

Since that will earn you some small amounts of cash and once you are ready to explore it would have taken soo much time that artifacts start littering the planet like they grew from the trees.
Quote
Wait, artifacts increase over time?

Artifacts are on a timed release. Since planets are not generated until you explore then, if you explore planets after that wait time, every planet you explore will have artifacts.

it is pretty much gaming the system.

Quote
would arrive before you and harvest minerals and such

Yeah it doesn't really matter... The money in early game exploration is such small potatoes you will die the majority of the time before you make anything worthwhile.

I've gotta disagree with you.  Mining robots earn thousands of credits, and you can just buy two simple ones for 80 credits each and just bounce between two planets until you get bored.  No paying crew for every delivery (which can get expensive), and your ship isn't junk just because it caries more cargo.

Plus, more artifacts aren't the only things that get generated the longer you wait.  The enemies also get stronger.  So unless you've got tons of credits to outfit your crew with top-of-the-line equipment, you're fragged.  Especially as approximately half of all artifacts are only good for resale, you've got about a 50/50 chance of correctly identifying the artifacts, and only a handful of them are weapons or armor.  And trading instead of exploring means those redshirts can't take a hit like my xenocidal redshirt army.
Title: Re: Prospector, a roguelike in development
Post by: LordSlowpoke on August 21, 2013, 06:23:23 am
that's why the most efficientTM way of playing the game is to ship drugs and hightech around until you can afford a battleship and equipment for everyone in it

and then you can just fuck around firing the ship's weapons at everything in sight since you have five goddamn arrays of them

Especially as approximately half of all artifacts are only good for resale, you've got about a 50/50 chance of correctly identifying the artifacts, and only a handful of them are weapons or armor.  And trading instead of exploring means those redshirts can't take a hit like my xenocidal redshirt army.

relies heavily on science officer skill, rule of thumb don't bother unless 3+
Title: Re: Prospector, a roguelike in development
Post by: EuchreJack on August 21, 2013, 06:27:35 am
So, uh, the Fang of Horus and it's crew. Hm. Well, here's stock of their inventory so far. Keep in mind I've sold exactly nothing to shops since I don't need the bank, and looted all the stuff save for ship upgrades and the combat gloves.

Spoiler (click to show/hide)

As for the Heavy Scout Fang of Horus...

Spoiler (click to show/hide)

Crew Summary...

Spoiler (click to show/hide)

Exploration Log...

Spoiler (click to show/hide)

And Finally, Unique Planets Discovered...

Spoiler (click to show/hide)

For the first time in my Roguelike career, I am very, very happy with my progress. Of course, I haven't won yet. Not until I kill everything and burn every planet.

EDIT: Oh, and if I didn't savescum, ending it here nets me 95,484 Credits and 404418 Points.

Look out Apollo, a new god is born!
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 21, 2013, 10:51:03 am
   I have actually been starting scout because I like the extra fuel. I have been tending more towards exploration rather then cargo and such. Thats mostly because its more exciting to see me going around a planet then carrying things between stations in my videos.
Title: Re: Prospector, a roguelike in development
Post by: Sharp on August 21, 2013, 03:37:02 pm
I tend to go Troop Transport start and get max redshirts after a few planets to explore and then I try and find a stranded tier 3 ship and then try and clear it out.

Also does anyone else just try and go for like 12/13 perks at the start and have no money? Money can be obtained later but perks are much harder to come by so I like to get lots, the Aim perk helps a lot early on as well to kill monsters from afar. The only real problem with starting with no money is that getting the few stars from the scientist is really handy for only 50 credits, can save a lot of time that would be spent on searching for stars.

Once I have around 1000 credits I fire my crappy starting officers and try to hire lvl 4-5 officers and then once I can afford it I fit them all with slave loyalty chips, redshirts are expendable so I don't care if the odd one retires but losing a lvl 9 pilot to retirement can be deadly.
Title: Re: Prospector, a roguelike in development
Post by: Niveras on August 21, 2013, 04:08:55 pm
Most of the perks don't seem that beneficial to me. I guess haggler and merchant are the most important, but all the rest only buff your captain I would think? I guess that's helpful at the start, but later on I was swimming in cash so I didn't care how much things cost or need to trade to make money, and no matter how skillful your captain is, another redshirt is generally more effective than a bump or two to a captain's stat.
Title: Re: Prospector, a roguelike in development
Post by: Sharp on August 21, 2013, 04:22:08 pm
Most of the perks don't seem that beneficial to me. I guess haggler and merchant are the most important, but all the rest only buff your captain I would think? I guess that's helpful at the start, but later on I was swimming in cash so I didn't care how much things cost or need to trade to make money, and no matter how skillful your captain is, another redshirt is generally more effective than a bump or two to a captain's stat.

Yeah the point is money is easy to get later on in the game, however surviving up to there can be more tricky, giving yourself like 5 Aim means that monsters can be hit from more then 2 tiles away, haggler isn't necessary, confident is nice to get some missions early especially if you start of in or near an Omega Research base as the finding a planet for them is pretty easy, I normally do 5 Aim, 5 Sharpshooter and then Confident and random item, sometimes you get some really nice starting items.
Title: Re: Prospector, a roguelike in development
Post by: Il Palazzo on August 21, 2013, 04:26:53 pm
Charrrming pirate is the only way to go. It is also the most painful.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 21, 2013, 04:27:13 pm
Quote
So unless you've got tons of credits to outfit your crew with top-of-the-line equipment, you're fragged

Good thing with trading you not only can afford to equip your crew with what is needed... but artifacts are the best equipment in the game. Plus no risk on any planet.

Also you can make tens of thousands with trading.

Quote
The enemies also get stronger. 


Yeah, there are few enemies that even matter in this game once you start to enter the late game.

Quote
you've got about a 50/50 chance of correctly identifying the artifacts, and only a handful of them are weapons or armor

And every planet will have 4 of them AND the game rarely has repeats. I've had my entire 50 person crew have their own.

Then if you don't identify them correctly, you get a huge infusion of cash. Equip the rest of your crew.

Either way the best strategies are just "not doing anything interesting until you build a bankroll" whether it be trading or mining robots.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 23, 2013, 11:29:28 am
   I go full talent. The money you lose is picked up within the first few planets and even if your just getting a couple extra items your better off. Perks of course are amazing, its on your captain yes but hey, he is the one that gets the best ranged weapon by default so I don't mind if he can actually shoot things.
Title: Re: Prospector, a roguelike in development
Post by: Neon Green on August 23, 2013, 06:33:32 pm
Anyone else find that talents don't seem to do what they claim to do? Close Combat Expert doesn't seem to do anything, Sharp Shooter increases ranged accuracy instead of damage, Aim improves melee accuracy instead of ranged, stuff like that?
Title: Re: Prospector, a roguelike in development
Post by: Tnx on August 25, 2013, 05:53:12 pm
What settings would I change to make the tiles bigger/easier to see?  With 1920 x 1080 resolution the screen is way too small to see anything.  I've tried all the settings in options but they don't seem to actually do anything.
Title: Re: Prospector, a roguelike in development
Post by: copperd on August 27, 2013, 08:56:57 am
Just a quick update while I am out on the road. I plan to be back later in the week.

This comes from Magellan on the prospect main forum.
http://prospector.freeforums.org/latest-experimental-builds-and-notes-t374-10.html

r155
http://www.mediafire.com/?uttms57xqwci2mx

Savegames are not compatible!
Cursor wierdness should be fixed.
Minor bugfixes.
You can now hunt animals for food or luxury items!
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on August 27, 2013, 11:47:27 am
   Well I guess it is a good thing I died to a giant space worm while refueling in my last video. It will be nice to have the cursor weirdness gone. Also being able to hunt animals for luxury items will be nice as I seem to occasionally go a little crazy and just kill things on random planets for no particular reason. It seems to be attached to either being a really good shot or getting a really shiny gun.
Title: Re: Prospector, a roguelike in development
Post by: EuchreJack on August 29, 2013, 01:12:59 am
   Well I guess it is a good thing I died to a giant space worm while refueling in my last video. It will be nice to have the cursor weirdness gone. Also being able to hunt animals for luxury items will be nice as I seem to occasionally go a little crazy and just kill things on random planets for no particular reason. It seems to be attached to either being a really good shot or getting a really shiny gun.

I'm pretty sure that I've read somewhere that in Prospector, the best strategy is to kill now, loot later.  Better to kill the xenoscum now rather than wait for it to get angry for no good reason and kill you.  Herbavore just means it won't eat you after it kills you.
Title: Re: Prospector, a roguelike in development
Post by: guessingo on August 30, 2013, 12:49:50 pm
so this game is back in development? wasnt it abandoned for a long time? Have their been major updates?
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on August 30, 2013, 12:51:08 pm
so this game is back in development? wasnt it abandoned for a long time? Have their been major updates?

To me it wasn't so much abandoned so much as it is near most pretty much finished.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on September 02, 2013, 10:36:26 pm
   So I have another video up (http://www.youtube.com/watch?v=kx2M23Ot6Vs) and I found a bug though it might just be on my end. I am sure with this save I am playing that when I last played I was able to dock with things in space like the mini space stations and what not but now when I try to the game crashes. I don't know whats up with it but the error message I get is as follows:
0.3 Error #6 in 563:LANDING F:\Prospector\rlprospector\prospector.bas
Title: Re: Prospector, a roguelike in development
Post by: Gamerlord on September 03, 2013, 12:12:20 am
EHEHEHEHEHEH.

I found an exploit. If you get rid of all your starting money for more points and bury all those points in Merchant, you can buy things for less than you sell them.

EXAMPLE:

I buy 1 Weapons Parts for 3000
at the SAME station WITHOUT leaving, I can then sell it for 3900.
Title: Re: Prospector, a roguelike in development
Post by: Geen on September 03, 2013, 02:46:28 pm
EHEHEHEHEHEH.

I found an exploit. If you get rid of all your starting money for more points and bury all those points in Merchant, you can buy things for less than you sell them.

EXAMPLE:

I buy 1 Weapons Parts for 3000
at the SAME station WITHOUT leaving, I can then sell it for 3900.
lods emone
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on September 10, 2013, 02:01:48 am
   So uh, in my latest video all my crew got narcolepsy at one point and when I went back to the ship then tried to go explore some more my game ended with everyone dead apparently. What I assume happened is that they all got assigned not go with the away team because of the whole narcolepsy thing and then when I tried to leave it went "oh noes, ya dont have crew with ya so they musta died" and game overed me. If this is what happened then there should probably be a warning about leaving the ship without crew.
Title: Re: Prospector, a roguelike in development
Post by: puke on September 24, 2013, 05:15:49 pm
found the pirate base, but the commander does not want to talk to me.  I remember in the older versions I could challenge him to a duel.

Whats up?  How do I proceed?
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 11, 2013, 02:52:27 pm
*Gets defibrilator, revives thread*

So, this game has a new forum and magellan (dev) has been posting there, here (http://www.prospector.at/forum/)
On the site's menu you can also find the download page with r176 version.

It's been a looong while since I played this, but I missed it so I gave it a try.
The graphics aren't ASCII anymore and my game doesn't crash every 20 minutes or so, like it used to do.
And it's awesome cruelness is still there: I am savescumming and feeling bad for doing it since I already died around 30 times with different terrible deaths.
Title: Re: Prospector, a roguelike in development
Post by: LordSlowpoke on November 11, 2013, 02:57:21 pm
i would really enjoy if the space battles weren't so... fucky

that's the only term i can use really. there's no way to see what's going on (unless you turn on sensors and make yourself a bigger target than a small planet), you're attacked by pirates and they run into asteroids offscreen and you're thrown out

also space battles have historically been the cause of many a ctd'd 3k+ turn game for me, or that's the best i can trace it to. you've played it it seems, have they been unfucked?
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 11, 2013, 03:17:53 pm
I did only few space battles, only now I got a ship that can actually blow things up instead of tickling them.
I haven't had any problems with it, though, and my game hasn't crashed once.
Title: Re: Prospector, a roguelike in development
Post by: Niveras on November 11, 2013, 04:31:30 pm
The last time I played this it had a rudimentary auto explore, but I don't see the key in the r176. Does this version not have it; forked from an earlier version that didn't include it?
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 11, 2013, 04:34:57 pm
I believe the autoexplore is ' # '. Shift+3.
But I'm not sure, I had to change almost every keybind since I'm playing on a laptop keyboard.  :-\
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on November 11, 2013, 04:52:42 pm
One thing I was never able to find out- how do you select a landing location?

/ct doesn't tell you much. Tried /, c, t, ctrl and nearly every other button out there.
I too would like to know this. Used to know and quickly forgot.
Title: Re: Prospector, a roguelike in development
Post by: Sharp on November 11, 2013, 04:55:52 pm
ctrl + l isn't it? or ctrl + d, one of the two im sure
Title: Re: Prospector, a roguelike in development
Post by: puke on November 12, 2013, 12:12:52 am
control-l, without a doubt.  it tells you right from the scanning menu.  You can even do it from the system display and attempt to land at specific coordinates on an scanned planet.
Title: Re: Prospector, a roguelike in development
Post by: SharpKris on November 12, 2013, 03:06:51 pm
I was scrolling through kickstarter when i saw this
http://www.kickstarter.com/projects/181428952/approaching-infinity-a-space-adventure-roguelike?ref=category
not very sure what to make of it
Title: Re: Prospector, a roguelike in development
Post by: puke on November 12, 2013, 03:31:11 pm
Huh, I do like David Gervais's pixel work.  He's done some high profile stuff in the past, as far back as the old Panzer General games. 

I do like what he did with the Space Empires 5 UI, even though I dont feel that it ultimately served the game well from a functionality perspective.

Has anyone tried his alpha?
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on November 12, 2013, 03:56:52 pm
I was scrolling through kickstarter when i saw this
http://www.kickstarter.com/projects/181428952/approaching-infinity-a-space-adventure-roguelike?ref=category
not very sure what to make of it
Fromt he looks, it's very similar to prospector...

It's kinda hard not to be if you have tiles in 2d. I could say it looks very similar to Avernum and nothing like Escape Velocity.
Title: Re: Prospector, a roguelike in development
Post by: getter77 on November 12, 2013, 04:07:02 pm
I was scrolling through kickstarter when i saw this
http://www.kickstarter.com/projects/181428952/approaching-infinity-a-space-adventure-roguelike?ref=category
not very sure what to make of it

It is going to be a quality thing with a style to itself---more the merrier as far as I'm concerned for space-faring Roguelikes.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 12, 2013, 04:21:01 pm
To admit Prospector as I later found out isn't the most original game either. It is based on another series Starflight.

Though DEAR HOLY was Starflight absolutely malicious. In many ways it is why I prefer Prospector.

Though yeah the Kickstarter seems TOO close to prospector.
Title: Re: Prospector, a roguelike in development
Post by: Sharp on November 12, 2013, 04:26:24 pm
Well David Gervais definitely knows about Prospector. It does indeed look very similar to Prospector, the worrying thing is because Prospector is open-source, similar game is one thing but copy-pasta sauce code is another, still it could just be coincidence or even inspired by Prospector which is probably more likely so could just be good by adding another game to the rogueliike list.

Gotta be honest though I didn't like the pitch video that much, just seemed a bit too laissez-faire for me. I won't be backing this because from what I've seen so far I might as well just play Prospector.
Title: Re: Prospector, a roguelike in development
Post by: Graknorke on November 12, 2013, 04:30:04 pm
We have a Prospector thread? I have nothing to contribute really, but I'll post to get it in my unread replies.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on November 12, 2013, 04:31:17 pm
Quote
Then there's my experience with roguelikes. ADOM, angband, DCSS, their variants, years of 7DRLs, etc.

Zero mention of Prospector by name. Not as inspiration or anything of the sort.
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 12, 2013, 05:59:52 pm
It looks and sounds TOO much like Prospector, if it get more factions, faction related features, storylines and a more graphical UI.
Or, in other words, if Magellan went indie dev and Kickstarter.
So I don't like this :P

I'm almost finishing my savescummed-run, and as I always said, the game has a LOT of potential, and currently there's a lot of fun to be had in it.
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: getter77 on November 13, 2013, 07:57:11 am
Well David Gervais definitely knows about Prospector. It does indeed look very similar to Prospector, the worrying thing is because Prospector is open-source, similar game is one thing but copy-pasta sauce code is another, still it could just be coincidence or even inspired by Prospector which is probably more likely so could just be good by adding another game to the rogueliike list.

I'm rather very confident that the game is NOT copying source code and whatnot from Prospector---IBOL, the dev, has a fair number of prior Roguelike projects to his name and has always done his own thing while often snagging some help from Gervais on the graphics front since the latter somehow wound up in The Game Creators community in the years after his classic Roguelike tilesets became a thing.
Title: Re: Prospector, a roguelike in development
Post by: SharpKris on November 13, 2013, 10:38:11 am
I dunno, still smells fishy to me
Title: Re: Prospector, a roguelike in development
Post by: puke on November 13, 2013, 12:02:26 pm
The source is in FreeBasic, and if I remember correctly was a learning experiment Magellan.  So it's probably not great stuff to go basing a commercial application on.

BUT, the gameplay elements of planetary landings and ship interiors and even the station menus look like he lifted the themes straight from prospector.  There is actually nothing wrong with that.  Magellan should be flattered that he inspired another game.  You don't get to make a product and then forbid anything similar from being created, that isnt how it works.

Similarly: minecraft, dwarfcorp, gnomoria, towns, game of dwarves... these guys dont owe Toady royalties.  He can't demand that they pull their crappy knock-off games off the market.  He's created a genre, and people can make similar works.  Usually, having more products out there foster a healthy marketplace and actually boost your sales, unless you stop innovating and creating. 

Sometimes not.  In these cases, you're probably innovating wrong so it's time to adapt and overcome.

I'd still love to play some prospector, if it keeps updating.  I'd also love to play a new game by Magellan, if he keeps making them.  If this guy draws more attention to this sort of game with his crazy kickstarted knockoff, good for him.  good for me, it means more games that I like being made.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 13, 2013, 12:03:44 pm
Quote
Similarly: minecraft, dwarfcorp, gnomoria, towns, game of dwarves... these guys dont owe Toady royalties

Those are sort of pale imitations that don't hit the same notes.

Everytime I think of an example (Monster Rancher and Princess Maker for example), it turns out they were made by the same company.
Title: Re: Prospector, a roguelike in development
Post by: puke on November 13, 2013, 12:11:31 pm
How about every resource gathering base building RTS ever made?  Do they owe it back to Westwood for Dune 2?
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 13, 2013, 12:12:01 pm
How about every resource gathering base building RTS ever made?  Do they owe it back to Westwood for Dune 2?

ALL made by Westwood for the longest time.
Title: Re: Prospector, a roguelike in development
Post by: puke on November 13, 2013, 01:38:53 pm
why do people try to "win" threads?  I mean, what the fuck?  Tell me when Prospector updates, I'm going to the park.
Title: Re: Prospector, a roguelike in development
Post by: Tilla on November 13, 2013, 09:27:20 pm
There's a demo version of Approaching Infinity on the kickstarter for free download. While it definitely has a lot of the same ideas and mechanics (an understatement even), it's definitely not running on stolen code. The whole thing is a lot slicker usability-wise than Prospector ever was and things are just different enough that copy-pasting code would not really be a plausible scenario. Almost definitely someone who played Prospector though.
Title: Re: Prospector, a roguelike in development
Post by: IBOL17 on November 14, 2013, 02:15:13 am
Hi, my name is Bob Saunders, and I hear you're talking about my game, Approaching Infinity.

Let me start by saying, I talked to Matthias (Prospector's developer) in October, and we got along well.
Approaching infinity is indeed inspired by prospector, and Matthias gave me this blessing:
"I haven't looked at approaching infinity yet, but if it was inspired
in some ways by prospector that's very flattering, and I say thank
you! "

Secondly, if you enjoy prospector, please do check out my game. kck.st/16WbPeY
And even more-so, if you found prospector hard to get into or understand, then definitely look into Approaching Infinity.

Approaching Infinity is meant to be accessible, and it has quite a different focus from prospector. There are huge stories, and you can take part in great wars and other things that certain alien species see as important goals.
And the game is designed to be infinite. No level cap, no "this is the best gun and that's it", no "sector 999 reached, turn back now"
Play for as long as you want, or pursue game-ending goals with vigor. The choice is yours.

Regarding kickstarter
Yes, my video is not great. I have remade it many times. I find it's not one of my strong suits.
I am a programmer. I am a designer. I am not an actor, and I am not a video editor.
I am not kickstarting my video, I'm trying to get support for my game, which if you read about it, is pretty awesome!

And regarding "open source":
I don't know what your motivation is, but my code is my own. I've never looked at prospectors code. The only code I've borrowed is my LOS() code, from a friend, who in turn took it from a roguebasin article.

You can read my dev blog and see how the game has progressed over the last few months:
http://ibol17.wordpress.com/

You can also check out my other games, which are many and varied:
http://ibol17.wordpress.com/other-projects/
Including "Random Realms", a fairly well known classical roguelike where even the monsters are procedurally generated with each new game. And there you'll also see that I've had the privilege of working with David Gervais many times in the past.

In closing,
thanks for noticing,
try out the free alpha for PC if you're so inclined,
Bob
Title: Re: Prospector, a roguelike in development
Post by: Gamerlord on November 14, 2013, 03:09:10 am
Might take a look.

Is it just me or is having a post/thread/username on Bay12 requred for indie devs, particularly roguelike devs?
Title: Re: Prospector, a roguelike in development
Post by: getter77 on November 14, 2013, 08:08:15 am
Considering this is a place where a good number of players have congregated over the years with much visibility and a reputation for digging deeply into more complex games---probably sensible.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 14, 2013, 11:48:38 am
why do people try to "win" threads?  I mean, what the fuck?  Tell me when Prospector updates, I'm going to the park.

Ohh no, you mean if someone disagrees with a statement you say... that they will actually argue their point?

Whoa... Why do people keep doing that? :P

Quote
the game is designed to be infinite. No level cap, no "this is the best gun and that's it", no "sector 999 reached, turn back now"
Play for as long as you want, or pursue game-ending goals with vigor. The choice is yours

Sounds like a design flaw to me. Games tend to function if they have a hard cap or soft cap. So I'll just assume this is an exaggeration and it is "infinite with no end goals" like The Sims is.

In that you can play forever, but you can "max out" so to speak. After which you will just experiment.

Unless I guess this is procedural and it will continue to generate tougher planets, enemies, and ships as well as equipment... until you are flying around with universe destroying doomsday weapons.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 14, 2013, 12:11:11 pm
Yes, posting on Bay12 is a requirement. They know that, we know that, don't mess with the system. It works, and it's pretty cool that some devs take the time to post here, regardless of the reason. They're not so much promoting as taking a bit of time to chip in to a pretty cool and wide-spread audience on the stuff they're doing. Even if it is for cash, glory, or simply connecting with prospective audiences of their games, it's a thing I'd like to see more of. When else do schmuks like myself get to hear directly from the makers of a game and possibly give a valid opinion in reply? Bay12 is a rarity on the almighty web due to the fact that it actually happens sometimes, from small or large studios, and even mini or micro developer groups from niche genres. They may not owe Toady royalties, but we all owe him a bit of kudos for the awesome community that has grown up around his products.

Anyway, as an aside point, I'm finally about to finish a study course I've been doing tomorrow (with hopeful employment shortly afterwards). In the downtime between the unpaid and paid, I'm damn well going to chill out playing Prospector (and probably DoomRL and Triangle Wizard). If it wasn't for Toady and the resident dwarf immigrants, I never would have heard of any of these games. So Approaching Infinty, you'll have to wait. But if it's half as good as Prospector, I'll probably sink a bit of time into it.

Ps. why doesn't anyone pick shooty redshirts? Marksmen rock. It's +1 to-hit goddammit. +1 for all 40 of them (with the required medics in tow). With Disruptors. And either point, line or split fire optional. Meh. Maybe I need to play the new versions. Maybe it's changed. 
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 14, 2013, 12:22:44 pm
Honestly the game does get ridiculous later Sambojin where you feel a LOT less like an away team and more like a heavily armed army!
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on November 14, 2013, 12:26:53 pm
Honestly the game does get ridiculous later Sambojin where you feel a LOT less like an away team and more like a heavily armed army!

Have you landed on hostile planets before? Goddamn, you need a frickin army.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 14, 2013, 12:29:03 pm
Honestly the game does get ridiculous later Sambojin where you feel a LOT less like an away team and more like a heavily armed army!

Have you landed on hostile planets before? Goddamn, you need a frickin army.

Yep! and the two hardest enemy types, that I know of, can kill you even with your army! (and only ONE time is it worth it)
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 14, 2013, 04:56:19 pm
I do get the melee side of things though. That one extra HP (or it used to be) can really make a difference early on, and give a bit of buffer space for your doctors and medical staff to keep everyone fighting fit. Although, having heaps of armour and a well trained cadre of snipers seems to do just as well in my opinion.
 
Strangely enough, after your extermitatus team has a bit of buffer HP, acid/lava and inhospitable planets are your friend. It trains your docs up quickly in any case. They're the one sort of officer that it's not a complete disaster to have quit on you, simply because 2 docs and a heap of medics work well and get trained quickly.

Also, what do you mean hostile planets? If it moves, and even if it doesn't, it's a target. I'm not paying my snipers for nothing and they need as much training as anyone else. Plus, my doctors and science officers need samples of *everything*. We don't come in peace, evil xeno scum. Or robots. Whatever. Pew pew pew! 
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 14, 2013, 05:48:00 pm
Well the game's going to be updated tomorrow, I'll wait for this release before going on.

I *think* the update will be about minor fixes, not sure which though, but I reported 3 and I know at least 2 got fixed, including the Apollo planet. To the unfortunate:
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 14, 2013, 05:51:18 pm
Well sambojin... there are some planets more hostile than others.

One of the most deadly planets is what I like to call "Jellyfish world"
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 14, 2013, 09:11:49 pm
I'm still of the opinion that enough firepower will take out anything (other than certain bombardment related things, which is just firepower plus). I've gotten pretty lucky though on getting advanced equips, stupid amounts of minerals (with a mining corp near my start) and an alien ship pretty early on. Cram that full of away team members (or just use a heavy troop transport) and you're laughing.

I'll check the update tomorrow and see how many changes have occured. Is the arena still "free money" for minimal effort?
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 15, 2013, 01:01:01 am
No, I agree Sambojin you can get to the point (quite easily in fact) where nothing realistically challenges you.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 15, 2013, 04:36:43 am
Yeah. I find that most of my saves sort of peter out at about the time that robots aren't that lethal any more. It was a few versions ago, so it might be harder to get to that point now, but after that it became more about exploration and special events/planets. Lightning Jellyfishes of Doom? Pew pew pew. Species extinct.

Once you end up modding out a 50 man crew with enhancements, have level 5-7+ officers and a heap of artifacts, not much can stop you. Although, you still will lose a few crew members to robots and the like (especially on older, bugged-out robot maps), but there's plenty more where that came from. Ship combat was a nuisance, not a disaster waiting to happen.

Still, I've had some hilarious "I'm invincible! But I forgot my emergency beacon....." deaths to asteroid strikes and super-volcanic planets. Plus, I've never actually finished the game, so I'll churn a fair few hours in tomorrow before the missus knocks off work for some entertainment and maybe some bug-testing. 
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 15, 2013, 03:32:44 pm
Well there is no real ending and honestly the "endings" feel very unfinished.

There really is no way to become the ultimate captain?
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on November 15, 2013, 04:47:37 pm
I don't know, I've completed the game after having bought a royal title and my own earth-like planet, and having averted the robot menace. I'm not sure how much more ultimate it gets after that.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 15, 2013, 05:12:04 pm
I don't know, I've completed the game after having bought a royal title and my own earth-like planet, and having averted the robot menace. I'm not sure how much more ultimate it gets after that.

Getting to keep your ship... or even not retiring.

The ending always kind of feels like a downer. You have so much more life to give, but there is no where to advance but to settle down.
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 15, 2013, 09:49:44 pm
I don't know, I've completed the game after having bought a royal title and my own earth-like planet, and having averted the robot menace. I'm not sure how much more ultimate it gets after that.

Getting to keep your ship... or even not retiring.

The ending always kind of feels like a downer. You have so much more life to give, but there is no where to advance but to settle down.

Yep, it would fix that if a "New Game Plus" style thing were added and after you "finish" the first sector, you find (or someone gives you) a warp drive or something that enables you to go to other galaxies or sectors.
After all:
Spoiler (click to show/hide)

By the way, it seems magellan posted the update rather silently  :P
From the downloads section:

Quote
R177
+ Major and minor bugs fixed
+ If your ship has a hot weapon it will be shown in the sidebar on a planet
+ reversed the order of choose weapon and choose target when firing on a planet
+ fixed some rover pathfinding bugs
+ new quest: Patrol
+ Apollo bug fixed and some details improved in apollo interaction
+ Changed shipfire on surface (smaller radius, damage calculated differently, ignores playerarmor now too)
+ releasing a key held down now registers instantly
+ lowererd poker game bets

Uploaded on: Fri 15. Nov 2013, 14:54

Nice! The key release bug almost killed me lots of times, and it always pissed me off a lot.
Title: Re: Prospector, a roguelike in development
Post by: puke on November 15, 2013, 10:40:39 pm
Good find!

I think the positive / negativeness of the ending depends on doing the "locate the factory" style missions.  I'm a little fuzzy on this, but I seem to remember being offered missions to locate in-tact robotic factories (pretty certain here) and possibly another to destroy them?  (less certain on that second part).

Since the negative ending is humanity retreating from an advancing robotic threat, and you suggest that the positive ending is more expansionist in nature, I would offer the conjecture that it is possible to get the positive ending by completing some of those missions.

I've gotten pretty powerful with alien scout ship and lots of artifact weapons and equipment, but never seen the positive ending you describe.  I've never completed many of the "find the factory" missions or systematically purged them, either.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on November 16, 2013, 04:31:59 am
   Huh, I should probably play some more of this. As for the ending I actually like it. It seems that people are looking at it as having done so much with so much more you can do. To be honest if you buy all of the retirement stuff your character either only grinded money or has lived a very full life. I don't know about you but if I managed to do so many things and have my own personal planet retiring to it seems like the thing to do.
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 16, 2013, 04:07:38 pm
First: a little oopsie happened with 15.11.13 R177. I forgot to switch off a debugging flag. All special planets are discovered and you start at apollos planet. If you got 15.11 please get it again. If you got 16.11 you are good.

Also there are now 3 endings: (4 if you include dying) Retire, do something against the robot menace, defeat the robot menace.
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 16, 2013, 04:54:09 pm
Whilst not actually endings, I wouldn't mind a few other retirement options. Just off the top of my head, buying out a mining, exploration or bio corp would be a nice one. Maybe with once you've done so (but before retirement) you get a 10-20% bonus on cash payed for those particular types of mission (you're the boss, you need your bonuses). Maybe a bit of blurb/flavour text at the ending to reflect your status, with either your corp getting wiped by robots or having a long prosperous future. They'd be pretty damn pricey, perhaps even more expensive than a planet, but it would be nice to show off your major commercial concern in retirement.

Two more options could be to become a navy sector-admiral or a pirate captain. Pay lots of money, a fleet gets added to your location (either patrol fleet or pirate raiders) that's friendly to you regardless, maybe with an optional text that it's them that picks you up when you use your emergency beacon (perhaps a greater chance of friendly pickup?). A nice little retirement blurb about your ships getting totally destroyed by alien and robot fleets or being victorious and helping bring peace to the sector (or harassing the imperial scum for FREEDOM! and lots of money). Sort of mid/upper-tier pricewise, again just so you can characterize your captain a bit better.

Even without the ingame effects (which might be a bit harder to code), it'd be nice to customize your ending a bit more than "I'ze own a big rock".

Ps. It's just occured to me that these sort of already are retirement options (I'm just waking up), but the ingame effects would be nice.
Title: Re: Prospector, a roguelike in development
Post by: generalpie on November 17, 2013, 01:13:33 am
So, I don't really know if this is a spoiler or not, but it could be, also if this has been addressed before, then my apologies, I tried CTRL+Fing some words that I thought would be in a post if one did answer this and I came up with nothing
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 17, 2013, 02:36:33 am
That is amazing generalpie, never heard of it and unfortunately I think I lost my savegame to incompatibility. :P
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 17, 2013, 02:49:21 am
I've fought the crystals before. They're a tough enemy, but not as bad as robots or lightning jellyfish, if only because there tends to be a lot fewer of them. I kept wiping them out, but didn't really find a story progression/mission with them. Or damaged stations. This was all a while ago, so my memory might be faulty. Can you go into the hive-mind? Perhaps after using explosives/bombardment on it? Is it a part of the robot storyline? An item they have that you need? I totally forget the outcome of that game.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on November 17, 2013, 07:51:21 am
Not sure if it was me being unable to find it or a bug, but when I went into the 'used ships' shop, I couldn't exit it. It had, as option J, 'sell equipmentExit', which makes it seem that the 'sell equipment' and 'exit' options were accidentally bound to the same letter.

It's only for a certain shop type, but it happened to me as well..
Title: Re: Prospector, a roguelike in development
Post by: magellan on November 17, 2013, 02:54:10 pm
So, I don't really know if this is a spoiler or not, but it could be, also if this has been addressed before, then my apologies, I tried CTRL+Fing some words that I thought would be in a post if one did answer this and I came up with nothing
Spoiler (click to show/hide)

Can I have a savegame/error.log for this?
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 17, 2013, 04:01:59 pm
Well, the past three games have tried to screw me over. HUGE, long gas clouds between the stations. Meaning that the only way to get between them is to hope for a wormhole, and hope said wormhole doesn't eat you.

EDIT: Is there a way to call rovers towards you, and, if not, it'd be good to be able to. I dropped some rovers on a planet, and they won't return due to the planet constantly resurfacing.

EDIT2: you... cannot run from space battles?

I always imagined it as fleeing, as opposed to surrendering. This irritates me, because I'm going to lose so many ships to pirates coming out of nowhere.

EDIT3: found a planet with only two lifeforms, both of which are predators.

EDIT4: Another couple of bugs.

Found a ship in a gas cloud. If I try to dock, the game crashes. And when I was in a gas cloud, I got damaged. I received -2 damage, resulting in me leaving with more HP than when I went in.

EDIT5: I dislike the game showing you where a rover's been if you leave one on the planet. I left one on a planet without realising, and went back there a few thousand turns later...

It's still going.

Also, I can't dock with ANY ships, now.

Rovers: I tried used them but they were bugged at the time and they "broke" the planets which I left them, but I think that's fixed now, not sure..

Fleeing from battles: I think when you are in the battle, I read that if you get to the edge of the map and press something, you can flee. But I never tried it, and usually when I asked for surrender (I believe it asks to the enemy if he wants to surrender), pirates usually accept.
Otherwise, you can flee when the pirates contact you to drop your cargo, you have some options there IIRC..like flee, negotiate, attack, etc.

About the gas cloud: maybe you could send magellan you savefile, that seems a bug that could be addressed.
I also noticed that if you try to tow a stranded ship in a gas cloud, you can't leave the gas cloud WITH the towed ship. It "drops" the ship inside the gas cloud, and it stays there forever.
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 17, 2013, 04:14:37 pm
I think you can turn that off in the configurations menu, there's a option called "Savescumming".
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 17, 2013, 10:04:08 pm
From memory, fleeing from battles only works when you're miles away from the enemy ship, preferably next to a ship-combat map edge. But the further from the enemy the better. If you're faster then them you're fine('ish), if you're not then you get caught('ish).

Ingame, this means that if you're fast and agile you can just retreat (possibly with another battle shortly afterwards, but try and retreat better next time), or if you're slower you can fight. You can just pick either top or bottom of the map as a full-speed-ahead-to-the-other-side-of-the-map-captain! option and blow right past them, even if you're slower, just hope you pick correctly and then retreat as you hit the other side of the battle area. I'm not even sure if ship-combat-maps have edges now, but the further you are from your enemy and the faster you are, the better. Yes, all those ship upgrades are worth every credit.

Meh. I'm going to have to do those hours of gameplay I said I would. Too much information from too many versions ago. I could just say "Get two disintergrators/disruptors (whatever) and you'll be fine", but ship combat had an over-haul.

Actually, that's why I like ProspectorRL.  It's complicated, it's a voyage of discovery, but it's not terribly well wiki'd. So I probably know a lot more than some, but heaps less than other players, but I'm not really sure if my experiences are atypical or not. I could look at the source code, but meh. I'll "finish" the game one day. Today maybe :)
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 17, 2013, 10:25:49 pm
http://code.google.com/p/rlprospector/

Double post, but since there seems to be plenty of interest in ProspectorRL (one of my favourite roguelikes), I figured that I'd chuck the link up again. Open source, BASIC programming, really cool and divergant starts (but you will end up with a mini-army and a trading/mining empire if you're doing well), and I've never really seen anyone say "I've won the game". Saves just before you won if you have, or it didn't happen.

For an easy start, grab a troop transport and start getting whatever minerals/exploration payments you can. Hire heaps of red-shirts, kill some red-shirts, kill some pirates, kill some xenos. Avoid ship combat. Try it, you'll have fun.
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on November 17, 2013, 10:29:48 pm
Yep ship combat can be hard if you just try to fire-fest at your enemies. I also noticed that "shields" exists and that they can mitigate the damage you do to the enemy ship, I believe. So you can't just steamroll like you do to the lifeforms once you have an army.
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on November 18, 2013, 02:34:49 am
At the same time, as soon as you find a ship-mounted disruptor, you're in business. I've found very few enemies that survive more then a shot or two from that.
Title: Re: Prospector, a roguelike in development
Post by: Caz on November 18, 2013, 07:39:37 am
Is it just me or is having a post/thread/username on Bay12 requred for indie devs, particularly roguelike devs?

Bay12 is the mothership.

And new prospector version!  /me downloads
Title: Re: Prospector, a roguelike in development
Post by: mainiac on November 18, 2013, 08:07:10 am
and I've never really seen anyone say "I've won the game". Saves just before you won if you have, or it didn't happen.

Well I've gotten enough money to buy an earthlike planet.  In the older version you just needed to find materials on bare planets until you save enough to buy stocks.  Then you buy stocks and fly around carrying cargo so the stock has time to change value.  Stocks were super duper lucrative so I probably could have bought earth with the amount I was earning.

The new version doesn't have the stock market working so you need to prospect longer.  But once you get personal forcefields or reactive armor for every member of your combat team nothing can kill you except for bobby traps and special planets.  So you watch out for those and prospect like crazy.  I've only gotten to around 500k before a glitch destroyed my game but it seems perfectly viable and I never lost a redshirt (<3 my redshirts.)

Finding the bastard alien menace however is a whole other matter...
Title: Re: Prospector, a roguelike in development
Post by: generalpie on November 18, 2013, 09:34:47 am


Can I have a savegame/error.log for this?

Sorry, ive long since deleted the save.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on November 18, 2013, 12:01:02 pm
Yeah, it would have been nice if they made it easier to find the alien menace.... rather that needing to check every planet in the galaxy.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 20, 2013, 06:56:44 am
The sensors are annoying. Due to the difference in both planet scans and space scans. Especially space scans. With the joys of the squaring of area, 4x4 is so much better than 3x3. Especially as by the time you start to ramp up to level 3's across the board, you're pretty much ready for level 4's, cash-wise and gameplay-wise. Although, it does make tracking down those big ship hulls (and the alien one) all the more lucrative, and gives you a slightly prompted path to the big upgrades or what you should be doing.

Having artifacts be found a little later isn't a huge problem. You'll still get them if you're willing to explore a heap of planets (and have the kit to do so), but they won't be the super-free-boosts that they once were. You used to start getting the best weapons, armour and items while you were still trying to equip your away-team, so now they're ultimate upgrades rather than "you don't need to buy as much equipment because you found the best stuff for free early on in the game" upgrades.
Title: Re: Prospector, a roguelike in development
Post by: IBOL17 on December 09, 2013, 04:24:12 pm
Hi again,
Bob from Approaching Infinity (http://www.kickstarter.com/projects/181428952/approaching-infinity-a-space-adventure-roguelike/posts).
You guys mentioned my game here long before I did. I'm not trying to hijack this thread, but I've got a lot of fans who also love prospector. Hundreds of people have already pledged to Approaching Infinity. It's a great game. Please take a look, and grab some of the awesome rewards while you still can! Name a planet, an officer, a ship, a quest item or a monster. Design a unique item, a letter in an alien alphabet, a playable ship class, or an entire alien race!

It's the Final 48 Hours! (http://www.kickstarter.com/projects/181428952/approaching-infinity-a-space-adventure-roguelike/posts)

And if you're still upset, please refer to my earlier post. I talked to Matthias before I started this. I also talked about prospector on my comments page, and in my interview! ;)

Title: Re: Prospector, a roguelike in development
Post by: guessingo on December 09, 2013, 10:27:59 pm
how do you raise morale? i have tried raising wages, paying musicians in space stations. randomly finding planets without mobs.

moirale drops when i fight even though its a good way to train. what is the best way to manage this?
Title: Re: Prospector, a roguelike in development
Post by: niltrias on December 09, 2013, 10:34:29 pm
Wow, it seems I missed a lot of development.  Ima check this out again next weekend
Title: Re: Prospector, a roguelike in development
Post by: LordSlowpoke on February 10, 2014, 03:23:40 pm
how do you raise morale? i have tried raising wages, paying musicians in space stations. randomly finding planets without mobs.

moirale drops when i fight even though its a good way to train. what is the best way to manage this?

hey guys i'm necroing a thread

in r180 i managed to get half my 100 person (ascs ho) awayteam murderized by spoilerbots so morale was so far down it looped back to :D or something

ended up spamming entertainer performances (you get that option when you chat up an entertainer in a bar) for something 1.8k creds worth and the shouting stopped and they loved me again yay

also


seriously though go get that shit RIGHT NOW (http://www.prospector.at/forum/dm_eds/showcat.php?id=1) i need people to figure out the mysteries of the universe i just bruteforce my way though them
(http://i.imgur.com/dHGxT6r.png)

i shit you not i just bruteforce my way through everything

used to have ~500 firearms, but everyone died and it's greens again ror
Title: Re: Prospector, a roguelike in development
Post by: mosshadow on March 09, 2014, 09:09:58 pm
I just downloaded this game. It needs alot more documentation in my opinion because I would says its even harder than DF Adventure mode though much less boring. I have died so much. Also the pirate cruiser option doesnt seem to 'work' in that I can never find a ship to pirate before running out of fuel or hull.
Title: Re: Prospector, a roguelike in development
Post by: KingofstarrySkies on March 09, 2014, 09:41:12 pm
Holy shit, I forgot this game existed. This game is FUTTBUCKING AMAZEBALLS. So gud. SO. GUUUUD.
Title: Re: Prospector, a roguelike in development
Post by: mosshadow on March 10, 2014, 03:00:35 pm
Tried again last night. Died 5 times .... in 30 minutes  :-[
Title: Re: Prospector, a roguelike in development
Post by: mainiac on March 10, 2014, 03:05:31 pm
Some planets are very dangerous at first, others are quite safe.  Danger doesn't correspond to mineral abundance very much so look for worlds without dangerous terrain and big scary animals when you are starting out.

If you just last long enough, you'll start finding tons of alien artifacts and weapons that will make you well nigh destructible.  Then you just need to avoid getting killed by space stuff or special planets.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on March 10, 2014, 03:45:44 pm
I've always found mountainous outer-rim planets to be the best for early exploring. The closest distances tend to have big nasties on them, while the no-atmosphere hunks of rock are perfectly suited for passively sweeping up all the data/minerals you can without worry.

Though I noticed in the new version natural creatures very rarely attack my crew, is that true for anyone else?
Title: Re: Prospector, a roguelike in development
Post by: ollobrains on March 10, 2014, 05:32:16 pm
game really needs more regular updates
Title: Re: Prospector, a roguelike in development
Post by: sambojin on March 10, 2014, 06:54:07 pm
Well, you could help them. It's semi-open-source and written in BASIC, so there's no real excuse for complaining about updates. Just have a chat with the current code repository holders and start beavering away.
Title: Re: Prospector, a roguelike in development
Post by: ollobrains on March 11, 2014, 06:13:42 pm
Well, you could help them. It's semi-open-source and written in BASIC, so there's no real excuse for complaining about updates. Just have a chat with the current code repository holders and start beavering away.

needs to be made fully open source before id even consider but im sure there are those that would help if it was opened up
Title: Re: Prospector, a roguelike in development
Post by: sambojin on March 11, 2014, 06:59:45 pm
I think it might be that way to stop people playing silly buggers with the code. It may actually be fully open though. Just check the download page or ask the author.
Title: Re: Prospector, a roguelike in development
Post by: Orb on March 20, 2014, 10:10:23 am
I think you just move "off" the map to attempt to escape.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on March 20, 2014, 10:10:52 am
I think you just move "off" the map to attempt to escape.

Yes. Just run away.
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on March 20, 2014, 02:24:46 pm
Isn't there a dedicated flee key for space battles?
Title: Re: Prospector, a roguelike in development
Post by: Mictlantecuhtli on March 20, 2014, 03:00:51 pm
I'm pretty sure there is in the new version, I don't remember exactly, though.
Title: Re: Prospector, a roguelike in development
Post by: Mongol13524 on March 26, 2014, 11:21:54 pm
Prospector or the Bay 12 community around it's not dead yet? Maybe Ascii Sector will get an update before I wake up from this dream!
Title: Re: Prospector, a roguelike in development
Post by: getter77 on April 23, 2014, 06:51:12 am
R 181 released

Quote
Hi all!
Yes! This really happened. Prospector got an update to r181.
This is what happens.
R181

Savegames not compatible!

+ Balancing: Beefed up ancient alien ships, Bladebots are now slightly slower
+ Balancing: Character build points are worth more in money, talents cost 2 points instead of one
+ Balancing: Stockmarket unbroken
+ Balancing: New formula for weapons prices (Ship, ranged and closecombat)
+ more B5 ship names
+ New system to place pirate bases (It makes sense now)
+ UI: If you know where shops are on a planet/map and there are more than 3, you get a menu, as in the big spacestations.
+ People at the casino now might teach talents
+ Bug fix: Breeding monsters now breed their own sort
+ Rovers fixed
+ Oxygen inconsistency found and fixed. Higher grade armor now also has more oxygen storage
+ new "rooms" for underground caves
+ new starting option: junk ship
+ slightly updated manual
+ some more minor bugfixes

Linux and windows versions are at the usual place. Linux sound version will come as soon as i remember how to compile that one :)
Have fun!
Title: Re: Prospector, a roguelike in development
Post by: dehimos on April 23, 2014, 08:45:38 am
here? http://www.prospector.at/forum/dm_eds/dmedsdl.php
Title: Re: Prospector, a roguelike in development
Post by: Kaje on April 28, 2014, 12:05:09 pm
I wish this had a much more frequent and much more feature heavy update cycle, this really is one of my favourite freebies.
Title: Re: Prospector, a roguelike in development
Post by: wobbly on May 05, 2014, 11:40:39 am
A new versions up, looks like mostly bug-fixes:

R184
+ Spacesuits get holes if you take damage. Corrosion can cause holes too. These holes leak oxygen.
+ Probes fixed
+ Rovers fixed (again)
+ Error handling by sopissd
+ polish: Item stats (Needs more work, but the infrastructure is there now)
+ polish: no more +0 or +-5 when showing skillrolls

http://www.prospector.at/forum/dm_eds/dmedsdl.php
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on July 15, 2014, 11:10:03 pm
Started playing this again, lots of changes. Noticed that I can't buy extra equipment at the starting space station. Where can I buy some? Also, since there are 3 main space stations does that mean that the starting one isn't one of the main ones (because I'm assuming that equipment can be bought at the other space stations)?

Also, can lava destroy your space ship? Because some lava started sprouting up on a planet and I couldn't find my ship.

Also also, Is there a way to leave your pilot on the ship and have in not use a space suit in exchange for a security guy?
Title: Re: Prospector, a roguelike in development
Post by: getter77 on July 16, 2014, 08:02:10 am
R187 now as of July 9, progress is nice!

Quote
Hello again. A new version is availiable.

R187
+ Changed file layout

R186
+ More types of shops possible in small space stations
+ Ordering Items in shops works now
+ Damage for teams with mixed spacesuit-status works now
+ Fixed a bug causing you to attack creatures after putting them in cages
+ Fixed exit crash
+ Spacecombat sound crash & heal disease crash fixed
+ lamps now do something and space is darker
+ some more polishing

Have fun!

In other news I am at the start of a 2 week vacation, and hope to get a lot of work done on prospector, and be a bit more active on the forum again.

R185
+ New Item: Spacesuit repair kit (Usable by hitting either the (h)eal or (i)nspect key)
+ Removed another trigger for planetside menu that wasn't supposed to be there.
+ used ships and custom ships work now
+ No more looping maps that shouldn't loop
+ polish: Switched no spacsuit question so you now have to confirm if you want to land without spacesuits.
+ Some crash bugs fixed (Firing grenades towards map border, spacecombat sound version)
Title: Re: Prospector, a roguelike in development
Post by: puke on July 16, 2014, 12:46:36 pm
Started playing this again, lots of changes. Noticed that I can't buy extra equipment at the starting space station. Where can I buy some? Also, since there are 3 main space stations does that mean that the starting one isn't one of the main ones (because I'm assuming that equipment can be bought at the other space stations)?

Also, can lava destroy your space ship? Because some lava started sprouting up on a planet and I couldn't find my ship.

Also also, Is there a way to leave your pilot on the ship and have in not use a space suit in exchange for a security guy?

Have not looked at the latest release, but I believe this might be true:

you do start at a minor station.  I thought there were some merchants there, but maybe not equipment?  You can get equipment at the 3 major stations and some special planets.

I dont think that you can land in lava, so I would assume that it can destroy you.  If your planet starts falling apart, it is time to get off.  You can always (if it is alive and in range) call your ship and order it to land somewhere else or to come to you.

I think you can choose who comes, but I dont remember clearly.
Title: Re: Prospector, a roguelike in development
Post by: LordSlowpoke on July 16, 2014, 12:56:17 pm
you need a commsat to actually call it from anywhere though

regular range is more or less visual
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on July 18, 2014, 12:56:21 am
Well, I'm disappointed. It seemed my ship only had 1 health left, but when I tried to repair it it said i was fully armored. Thena random damaging event happened and I lost :(

How do I repair my ship?
Title: Re: Prospector, a roguelike in development
Post by: LordSlowpoke on July 18, 2014, 03:09:52 am
critical damage is sort of bullshit, as it leaves you in no position to undo it other than replacing your ship entirely and when you're driving your spoiler tier around there's no real way to do so

planetside shipyards should be able to fix something like that at least, i'd be fine with space stations going vOv
Title: Re: Prospector, a roguelike in development
Post by: Micro102 on July 18, 2014, 05:24:07 am
Really? So there is a separate healthbar that is unrepairable, forcing you to constantly buy new ships?
Title: Re: Prospector, a roguelike in development
Post by: LordSlowpoke on July 18, 2014, 05:35:43 am
no, crit simply removes a bit from your max armor
Title: Re: Prospector, a roguelike in development
Post by: Reverie on July 18, 2014, 05:40:10 am
Huh, I never heard about this game.
Title: Re: Prospector, a roguelike in development
Post by: Niveras on July 19, 2014, 02:46:36 pm
Downloaded what I presume is r187, yet the ordering items still doesn't seem to work. I tried to order a light from a weapon shop, and despite trying a dozen times (leaving, doing other things meanwhile, then going back) it never stocked a flood light.

The reason I was trying to buy one is because, apparently, your visibility can actually hit 0? I don't really understand how visibility works. I presume lights extend it, but I don't know how the sensornet aids it (I still had 0 with a sensornet but no light), or binoculars.

Additionally, the completely random permanent damage that your ship takes is too frequent. Often times it is even things like "an explosion in the cargo bay!" (cargo bay empty...), "direct hit to the bridge!" (while not even fighting); basically, things that make 0 sense while just traveling. It's probably not at all helpful to suggest it here, but if permanent damage is going to stay I suggest that it only result from combat. I'd also prefer to see the random "traveling" damage removed entirely (if you want to make space travel more expensive, just increase fuel cost).

Title: Re: Prospector, a roguelike in development
Post by: Retropunch on July 19, 2014, 03:30:32 pm
Additionally, the completely random permanent damage that your ship takes is too frequent. Often times it is even things like "an explosion in the cargo bay!" (cargo bay empty...), "direct hit to the bridge!" (while not even fighting); basically, things that make 0 sense while just traveling. It's probably not at all helpful to suggest it here, but if permanent damage is going to stay I suggest that it only result from combat. I'd also prefer to see the random "traveling" damage removed entirely (if you want to make space travel more expensive, just increase fuel cost).

I completely agree, although I think just drastically toning down the frequency of damage (asteroid hits and whatever) would be better, as I feel some (smallish) random damage is good to keep you on your toes.
 
However, I really don't like the permanent damage idea. However I do like the idea of 'critical damage' which costs more to repair and can only be repaired at certain places. I can't remember what other game did it, but armor had a 'superficial durability' number and then a 'base durability' number, most damage affected superficial durability as well as a little bit of base durability until superficial was depleted, and then base took all the damage. If base was completely depleted the item was destroyed. Superficial was cheap to restore, base was not.

I really enjoyed this mechanic, as it added a few more choices as there was some armor with really awesome base durability but low superficial, and vice versa. 
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on July 19, 2014, 08:50:46 pm
Get on the Prospector forum and let magellan know.
Title: Re: Prospector, a roguelike in development
Post by: getter77 on July 21, 2014, 04:42:51 pm
Quote
So, here we are, at the end of my vacation.
Didn't get as much done as I would have hoped, But some things happened none the less. Enjoy

R189
+ Ship inspections now may fix structural damage
+ Monsters on high grav worlds have more hps and are slower.
+ Mining stations now have mines again
+ No more unlimited supplies in shops
+ Space is still as dark, but suns are a bit brighter
+ Slight changes in retiring crewmembers
+ Added a list of star trek shipnames with 268 names (and found another B5 name: Ares)
+ minor bugs and continued polishing
+ Savegame versioning

R188
+ Refracturing
Title: Re: Prospector, a roguelike in development
Post by: sambojin on March 20, 2015, 10:35:42 am
Ka-Bump!

R197 seems to work fine. It has more stuff, less bugs, and things like that.

Has anyone had much of a go at ship designing? I have a tendency to start with a troop transport (vets and room for more officers/crew from the word go), but it's not exactly hard to design a better one.

Hull 3 (I know it's really low, but you've gotta save costs somewhere)
Shields 1 (more cost saving)
Sensors 4 (sensors are hugely important. Saves time, saves fuel, gives science officers experience)
Engines 3 (it isn't a combat ship, run away!)
Weapons 1 (for other modules, crew or fuel pod. Even good weapons fit in one slot)
Crew 15
Fuel 80 (it's a throw-up between 85 fuel/sensors 3 and 80 fuel/sensors 4. Both save wages, one from the beginning, one all game. I went with sensors 4. Sometimes you find awesome stuff you won't be able to use otherwise, on ships, planets or in stores).

Plenty of fuel, plenty of crew. If you come across any good engines or sensors, at least you get to keep them without needing a new ship. For 3500 credits it lets you save up for tier 3 stuff, entirely skipping tier 2 if necessary. Although, see below, so you don't waste credits. Hull points are a hassle, but the difference between 3 and 5 still means constant repairs either way. You can upgrade to diamond armour (or the next one down) pretty damn cheaply on a tier 1 ship, then watch your HP and repair costs skyrocket, but at least you'll have the HP even with this design. Use your weapon if you find a good one for on-planet bombardment, but it mostly lets you transition to a tier 1.5 drop ship with a crew pod (25 members) later on, or dump on a fuel pod if you get a duff sector or wages screw you. Once you've got some cash, start upgrading that away-team as much as you can.

It's hard to design a ship that is specifically "better" than the tier 2 ships are by default, point-for-point. Kind of. You can make the above with more crew and a few extra hull points and have it more flexible and actually worth the cash. It might be better to skip the whole tier and either just use your transport until you've saved for tier 3, or make the below, which is a definitive upgrade to the starting TT. Kind of.

But here's my best attempt at a reasonably purchasable ship:

Hi-Tech Drop Ship.

Hull: 5
Shield: 1
Engine: 3
Sensors: 4
Crew: 20 (upgradable with crew pods)
Weapons: 3 (you sort of can first-strike with it, but the weapon turrets are actually for crew and fuel pods).
Fuel: 90
Price: 5000

It's better than a drop-ship (honestly, sensors and engines ARE that important) and can hold plenty of weapon modules or pods as you want them. Worth the 5000 credits, where it's hard to say if a drop ship or my upgraded troop transport would be worth buying at all. This one is.

---------
What are people's thoughts on the traits system? I tend to sell down some initial credits until I can pick 4-5 traits, then pick Aim (everyone is now a sniper) and Haggle (an absolute fortune gets saved in the long run). Maybe a couple of extra space suits for your officers if you want. I get another science officer straight away so scans work better as well as bio pickups, then whatever you want with leftover credits (more officers and one squad leader usually). Rummage through the starting locker, and remember to manually assign space suits to your science guys first.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 20, 2015, 11:21:27 am
mmm, will have to check out the latest version.

I tried ship designing a few versions back, but the ships you can build are not as good as the high end stock ships.  At least, it seemed that way to me at the time.  A Heavy Explorer (or whatever it was) seemed to have more capabilities than anything I could design on my own.

Might have changed since then, or I might have been doing something wrong.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on March 20, 2015, 12:12:25 pm
There is a bad trade-off on custom ships compared to stock. I tend to think of it as the advantages of mass production compared to specific custom orders.

There's also a few "Have it now, expensive, or have it later, still expensive" trade-offs.

It costs more to add 5 extra crew bunks than it does to add another weapon turret to a custom ship. But an extra weapon turret can hold a weapon or a crew pod, as well as some other things. Crew pods hold ten extra crew. But will you be able to buy a crew pod? They're not too cheap anyway. Will you find or buy a decent weapon? A weapon turret is a potential, whereas a basic stat works straight away.

Fuel seems to cost more than a fuel pod would on a weapons turret as well. Maybe. It was close. But I can customize a weapon turret, fuel just does fuel things.

Hull points are expensive, but it's cheap to upgrade armour, even all the way to diamond. Then it's very expensive to repair that armour afterwards.

It just depends on what you want to fit into the constraints. You'll pay either way, but is it now or later? When you've got a 5000 credit limit for a tier 2 design, it's better to pay later, even if it costs more in the long run.

Sensor, shield and engine slots mean nothing until you actually buy the damn things. But I'm always finding lvl 3 sensors and engines early-on, then having to put a comment on the map on them so I can come back to them later. Way later. After I've saved up. After I've got a better ship. After I've remembered not to blow all my cash on my away-crew for the umpteenth time. Thus the design I've made.

The ship components themselves aren't actually all that pricey in a store compared to the crap your away-team totes around. But having slots to put it on when you find it or when it's for sale, while making sure your away team still has its gold-plated horde of random gubbins? That's hard. Thus the design.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 21, 2015, 12:14:45 pm
sometimes worthwhile though.  Was just playing around with engine and sensors at 4, no hull or shields to speak of.  I was fast, but could not touch anything that might have dented me (gas giants, nebulaes, dangerous landings)

Also, you can buy something with speed and sensors so that you can make a good income on scans, and maybe locate a nice derelict.  I found a destroyer, and a heavy scout just floating in space.  Went with the heavy scout and then could start doing things that would abuse the hull.

and man, never use the expensive armor.  so hard to repair!

Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 21, 2015, 04:04:21 pm
So I started playing experimentally, but... have no idea what to do, how to make money, or how to do anything.  What... what do?
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 21, 2015, 04:06:04 pm
Well... later on you are going to make money hand over fist. It actually pays to explore less at the start of the game.

But that is more of an exploit.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on March 21, 2015, 07:04:49 pm
So I started playing experimentally, but... have no idea what to do, how to make money, or how to do anything.  What... what do?

Explore everything! Die often! What else would you be doing? Other than printing out the keybindings and ship radio commands....
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 21, 2015, 07:43:53 pm
This doesn't help me.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on March 21, 2015, 08:09:12 pm
Selling complete surface maps makes money. Picking up ores and selling them makes money. Finding *redacted* special planet makes early retirement. Other than that, explore the universe.
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 21, 2015, 08:22:27 pm
Who do you sell it to?  I've explored planets but been unable to like, talk to anyone important...
Title: Re: Prospector, a roguelike in development
Post by: gimlet on March 21, 2015, 08:26:32 pm
Sell the maps and minerals to the guy in the office on the space stations.
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 21, 2015, 08:27:02 pm
...what office?
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on March 21, 2015, 09:39:15 pm
When docking with a space station there should be a "____ _____ ____ office" somewhere in the list of things to do.
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 21, 2015, 09:44:20 pm
Apparently not every starting station has one.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on March 21, 2015, 09:49:32 pm
Apparently not every starting station has one.

The small stations are not nearly as good as the regular ones.
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 21, 2015, 10:56:22 pm
After finding some better stations, I'm still not sure how you're supposed to progress in anything.  Scanning planets gets you paltry little money, and collecting resources if decent but so many planets are unsuitable to exploring that they're rather rare.  And I've got 5 veterans with gear, but trying to attack ANY creature gets all of my crew killed.  How do you do anything, when it seems like EVERY encounter is deadly?

Okay but seriously, I landed somewhere and first step, it rains sulfuric acid and my gunner dies.  I go to dock, and my science retires.  Hiring another is 45 wage per mission, despite my last science being 10 wage.  So there's my crew just faffing away and my money draining.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 22, 2015, 01:35:54 am
5 is not much.  You could take some planets if you had really good gear, but you're going to need 10-20 to be vomfortable getting in fights.

Be cautious about atmosphere type before you land.  Be wary of exotic or toxic unless you have armor.  Have extra space suits, and visit your ship often to repair them.

(moving to the ship refills air, fuel, patches suits)

"i" nspect things - ground tiles, dead aliens - for more science values.  attempt communication with any non-hostile creatures.

By a little stock when you can, and favor selling your discoveries to the company you are invested in.

If you want, you can turn off autoselling and micromanage whivh corp you sell what to.  Geodata is more valued at the exploration corp, minerals more valued by heavy industries.  I think another is medical that pays for lifeforms?

Live captures can profit you, have cages or stasis fields, and anesthetics to offer animals.

use ranged weapons to fire on things before they close to melee.

radio for ships guns to fire on things you can't take.
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 22, 2015, 02:07:46 am
Well, it seems hot planets are impossible at the beginning because lava springs up randomly, so that kinda limits me to cold or normal worlds with earth-like or no atmosphere, which isn't many...  So with such limited options, how do you make the money needed to get started enough to survive the rougher planets?  And is there any way to track the value of trade goods across multiple stations, other than visiting them and hoping the price is good?
Title: Re: Prospector, a roguelike in development
Post by: puke on March 22, 2015, 03:03:56 am
Yeah, stay off lava worlds until much later.  Even with large crews and good armor, you can get randomly jacked up.  Also, many of the unique worlds are downright deadly and you might want to avoid them unless you dont mind dieing to learn what they are for next time.  or savescumming.  Some are easy and lucrative though, so it is a gamble.

I actually do go for the exotic atmosphere early in the game, I just keep the ship nearby.  Walk 10-20 squares, and then radio for it to land 5 squares in front of you.  always keep the ship near, and fall back to it for healing and repairs.  If you cant fight things, don't be afraid to make generous use of the ships guns.  if it starts raining acid, get back to the ship.  even if you dont take injuries, most equipment is not acid proof and you could have things damaged.

in the early-early game, you can make money just from performing scans.  Repeatedly scan planets from orbit until you have most of a map, and then move on.  Keep a small crew, all you really need is a scientist, but it helps to have a pilot also as he may gain some experience from navigating asteroid fields or whatever.

There is actually a detailed price history thing in the trading screen, but I think that is only for the local station.  Honestly, I think commodity shipping is a waste of time.  I love me some trade and economic games, but you'll be better off burning that fuel for exploration and such.

Sometimes company offices will give you exploration missions (visit these waypoints) or escort jobs.  You can always offer to escort merchant convoys you find in space (radio them).  You can sell fuel to stranded ships sometimes, you might be able to extort them for 50-80 credits per fuel unit depending on your persuasion.

If you find some aliens you can talk to, try trading with them.  Have some cheap crap on hand that you can exchange for their primitive art items, and you can make a small fortune on some of that stuff.
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 22, 2015, 06:25:48 pm
How do you tell where you are on the starmap?  There's jobs for "go here" but I can't figure out where I am.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on March 23, 2015, 02:18:34 am
Get a Navigation Computer. You can get one at most stations that sell ship parts. I think they're about 350 credits. It remembers where you've been and gives you your coordinates. Probably down the bottom left or on the right hand side panel if I remember correctly.

Up your sensors level ASAP. The scout might be a better ship at the start than the troop transport just due to it's possible sensor rating. Then make a custom Hi-Tech Drop Ship like the one above for your tier 2 ship.

Don't fight anything at first. Ever. Run away.

Don't bother with trading. This is a resource collection game. And exploration. You can carry 1 gazillion resources and half a galaxy's maps, but only a few tonnes of cargo. Go with the former.

Press "i" on plants and trees. You sometimes get a few bio resources. Think of it as petrol money. It's not much, but every bit helps. It trains your science officers as well, which gives better scans, which means less faffing about.

Smith Heavy Industries tends to pay more for resources, and you earn most of your money early on by trading resources (and scans). So if given the option, trade to them. The bonuses get pretty huge later on.

If you don't have the money for a tier 2 ship, but want more crew, ditch the crappy ship weapon and put a crew pod in its place. It's about 1000 credits. You won't be fighting in space for a while (tier 3+ ship), and it's better to run than fight until you have a decent sized crew with plenty of weapons and armour anyway.

Science officers are great. Get two of them. They do semi-stack. Better scans, more bio data, and the more they level, the better it is. Get 3-4 of them later when you have cash, to cover retirements.

Medical officers are great too. They semi-stack with each other and with medics. Get two at the start. If you've got a troop transport, even fire the vets and fill whatever room leftover with medics. Regen is your friend. Get more later, and plenty of medics.

Armour is incredibly important. Get lots, even if it's crap at the start. More cheap suits means more crew can come along. Crew are like ablative armour at the start. With cheap armour. Everyone is essentially a redshirt guest star other than you, your science officer and your medical officer. Think Kirk, Spock, McCoy. Everyone else is just window dressing. Even Scotty can go fuck himself.

My optimum load out at the start with the troop transport/scout, after some basic resource collecting and scans (the star you start near is usually easy-mode, so grab everything you can from it) is: Captain, Pilot, 2x Science, 2x Medical, Gunner, 3x Medic. Chuck in a Squad Leader and some Vets or Snipers if you have a transport and some weapons and spare money. But science and regen is your first priority.

Redshirts are never any good. If you're going to pay someone, make sure they're good at something. You're wasting crew, money and experience otherwise. Get professionals, not mooks.

When you've got a small crew, 2-3 hover platforms and a mining drill are worth their weight in gold. Opens up plenty of planets and resources to you. No more lava/water/mountain problems. Costs a bit, but earns you that money back very quickly. Some of these planets are dangerous for other reasons though.

Get a set of binoculars and/or a sensor kit. Cheap as and increases your vision range. Get a headlamp and a ground penetrating radar as well. Planets are now about 3-4 times faster to explore and find resources on. Even just binoculars speed up everything remarkably.

An (Improved) AT landing gear is worth the cash in saved repair costs and wages easily.

If you get some good armour and a decent medical team, you can grind/train them by walking through geysers. Eventually they'll get so good that they're almost insta-heal.

That's just off the top of my head. The game is a little slow at first, you have to play as a coward, but it ramps up pretty quickly. Bonuses get bigger, you can buy some weapons and armour, then you've all of a sudden got a 70 man army toting plasma rifles, laughing at lightning squid swarms as you genocide them. Don't fuck with those squid until then though. Or the robots.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 23, 2015, 04:04:18 am
wow, those guys stack?  I never knew!

Some things:

lamps, sensors, ground penetrating radars, binoculars, etc:  you only need one.  I dont know why it lets you buy multiple, maybe if the first is lost to acid rain?  You might think:  everyone needs a headlamp.  They don't.

Jetpacks and grav platforms:  useless unless you have enough for everyone.  Dont buy them until you can buy enough for everyone, or reduce the number of people in the away party.

Things like drills, I'm less certain on.  My ability to tunnel through mountains seems to be improved by having multiple drills, or maybe it is just a factor of having more firepower?  It's hard to be sure.

The advice about not fighting is good, but you can still fight dirty.  use the radio to keep your ship close.  use the ships guns for everything.  Dont call fire too close to your own position, and bigger guns have bigger area of effect.  take some test shots before using them for reals.
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 23, 2015, 04:51:41 am
I guess I'm just not sure what you're 'supposed' to do.  And it seems half the times, there's three major stations and all of them have the same megacorp.  Like, I can't even buy stock for a different corp.  So I end up running around to easy planets, selling scan results, barely paying off my fuel costs, and then scan something and get hit by space squids or something.  Sometimes I can get a lucky break and get an easy mission for a few thousand, but it's rare and then I get eaten by something.  Most of my income ends up around the 200 mark, which gets consumed by repairs, fuel, and wages instantly.  I feel like I'm missing something and there's some larger profit feature that I've somehow overlooked.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 23, 2015, 05:16:03 am
well, you're "supposed" to retire rich.  But it is usually my personal goal to explore as many unique planets as possible and to obtain an alien ship.  I consider adding aliens and other unique characters to my crew to be a minor victory as well. 

There is some sort of subplot with the robots and somehow being able to thwart them, but I've never been able to do this.  Eventually you can get corporate missions to scout robotic factory worlds, this is hard stuff.  I think the major victory in the game is if you can achieve this, but I've never gotten that far.

You used to be able to duel a famous pirate captain, but I've not been able to do this in a few versions and I suspect it is broken.

If you dont get multiple corps on the major stations, this is not a huge deal.  One is pretty much as good as another, the differences are minor.  Sometimes you can get offices for a different corp on the smaller "truck stop" stations, but I dont believe that they show up on the stock market unless they are on one of the 3 major stations.

I usually get a couple thousand per trip in the early game.  This is between bio-data from 'i'inspecting things, geo data from scanning and mapping planets, and whatever resources I turn in.  For me I feel like the big money is in the biodata and inspections.  You can inspect each individual dead alien, not just one of each type.  And inspecting terrain can be valuable as well.  Some planets are more interesting than others, usually lush biodiverse worlds give better terrain value than dead vacuum worlds, though sometimes you can find interesting rocks when inspecting barren tiles.
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 23, 2015, 06:04:31 am
How do you get anything in the thousands?  I tried investigating worlds and scanning and walking about, but everything is costly and nothing pays.  I found a planet with life, it was hostile and attacked me.  I called my ship to fire on it, and my weapon exploded.  My first science officer died in combat, then got to ship and went to nearby station, and my secondary science officer immediately retired.  So I had to pay for repairs, fuel, got essentially no data to sell, and then the next 20 worlds are hellish corrosive and I can't even cover my fuel costs, much less my much higher wage costs because I had to hire new science officers.

Again, it feels like I'm missing something.  Like, I'm playing an MMO and killing mobs for hours, and someone says "oh yeah, quests give like 1,000x the rewards of killing mobs" and I realize I've been doing it wrong.  Scanning planets and finding resources feels like fighting mobs, it takes a long time, I take a lot of damage, and it doesn't even pay out.  Surely there's some trick or some style that I'm just not getting.
Title: Re: Prospector, a roguelike in development
Post by: mainiac on March 23, 2015, 06:15:37 am
As a general rule, avoid special planets completely until you know what you are doing and are rich.  If it has a unique description there is about a 50-50 chance you are going to die unless you know exactly what the trick is.  Some of them are benign and even profitable but you dont need them.

Exploring is a good source of wealth it's just pretty erratic in results.  You want to explore to get yourself off your feet.  Once you save up enough money to properly equip your core crew you will be a lot safer.  Once you save up a ton of money and start buying/finding top level equipment you can shrug off robot attacks.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 23, 2015, 06:16:43 am
It is actually far better to just be a trader at the start until you got enough cash flow to get a great ship with a full compliment of crew.

Since as I said the game actively punishes you for exploring too early...

But another thing that helps are mining bots.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 23, 2015, 06:41:35 am
hmm, not sure.  There are a few things similar to questing, but they're erratic.  I usually make money the same way you describe.

The first thing I do, is fire any command staff with skills less than 3, and then hire new ones at the first station.  You can keep turning down applicants until you find ones with skills at 3, and then take them on staff.

I also keep pilots and gunners on the ship, take them off of away teams by hitting "A" to manage the away team while you are at your ship.  That way they dont die horribly.

I've never had a ships gun explode.  Ouch!

You can spam communication attempts with any creature that you can communicate with.  If it keeps asking for food, you're wasting your time.  But if it is chatty, you can keep talking until you get it to trade local currency or art items or whatever.  I think this trains your scientist, but maybe only the first time he breaks through with each creature.  It definitely give some funds, some of those art items are worh over 1K each (many only in the 100's though).

Where do I make money?  hmm.. I ration my fuel by only landing on places that look promissing (two or more items detected, or breathable with biospheres) and explore fairly thoroughly.  I can usually get 2-4 landings per trip out, depending.

I dont refuel in gas giants unless my pilot is at 4, or I really need the gas.  It's a hard trick balancing hull repair costs against fuel prices, but if you have a good pilot (or some drones) you can always try selling fuel back to a station?  I have not tried this, but it is conceivable that gas giant mining might pay off.  Seems more grindey than exploring, though.

If you want to jump straight to mid-late game activities, fire up Cheat Engine and give yourself more money.  You will still have some challenges and risks.  you will still need to train up your crew and find better items than you can buy at stations, but you can at least afford a nice ship and some good equipment out of the gate.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 23, 2015, 08:55:58 am
Okay, here are some hard numbers.  Fresh game, hired a level 3 scientist. 

Made one landing on a green looking world with a few resources in sight, spammed some conversations with aliens and got some of their junk.  tried trading with one, but ended up losing a combat knife and getting nothing in return.  Should have offered him the play script I got from the guy in the bar.

Some hostile spiders came along, I was able to kite and kill a couple from range and examine their bodies after, but ended up losing two security guys when I tired messing with a third.

scanned maybe 20 other planets from orbit, without landing.  Including some uniques.  flew through some red/green gas clouds, but no dangerous nebula.  went past a wormhole.

Smith Heavy Industries:

Map data on 4982.5 km2: 773
data on alien life forms: 210
resources: 1877
info on wormholes and anomalies: 660

So thats a little over 3k on a first flight with a light scout.

For the first time this game, I tried changing the map parameters.  Default size is already as small as it goes, but you can increase the number of stars and wormholes.  I kept the map small with a high number of stars, and there is a bit more density of stuff to work with.  seems beneficial.
Title: Re: Prospector, a roguelike in development
Post by: forsaken1111 on March 23, 2015, 01:33:22 pm
I need to try this game out again. A lot has changed since I last picked it up.
Title: Re: Prospector, a roguelike in development
Post by: Fniff on March 23, 2015, 01:55:27 pm
The crew of the ship LS Jackson seem to have delved into the more horrid parts of colonialism and just generally being dicks.
Everything started off cool, working up enough money to buy spacesuits and get better guns by scanning dangerous planets (Read: anything with life on it) and stripping any rock of whatever it had provided my crew of lazy assholes didn't have to climb up a mountain like real men.
Then I realized, once I had enough guns, that I was able to make a much neater profit off planets if I gathered biodata by murdering the wildlife instead of just plant samples. I did this for a while and made a pretty penny (Got myself a country manor and life insurance) but then realized exactly what I was doing. I was wiping out (Depending on the scale of enemy encounters: I generally imagine them to be herds and packs rather then loners unless they are bosses) whole species across the sector just so I could dissect them and sell them to scientists. Oh well, such is life in the Zone the outer rim.
Then I had to get rid of a walking mushroom infestation on a small space station. Alright, cool! 50 creds per head sounded amazing, especially since my crew were so well-armed they could take on most things. Problem is, the infestation was concentrated in a single room which for some goddamn reason was also filled to the brim with civilians. Civvies, civvies everywhere. We waited for them to dissipate, but every time one of them left another one jammed himself in there. Why? The room had walking mushrooms in it. What were they getting out of this?
I got tired of waiting. So I aimed at the mushrooms and figured that my crewmembers were accurate enough to not cause what was meant to be pest eradication to turn into a horrible cross between friendly fire and a war crime.
Guess what happened next? Yep, every single civvie got killed, so we kept firing while they wailed at us. They weren't able to get past our combat armor at all, and no-one suffered as much as a bruise. I expected that no-one in the station would ever sell to me again. That is until I approached the vendor who told me to kill the mushrooms, who thanked me and handed me 150 credits, which would barely pay for our fuel. Despite my crew being covered in the blood and guts of his former customers like something out of Dead Alive, we received absolutely no punishment whatsoever for what was essentially a shooting spree. Well, apart from the occasional civilian attacking us whenever we visited that station again.
Then we arrived on a special planet. Usually I avoid these, but this one was... well, special. The lizards living there had divided themselves into two groups: redcaps and bluecaps. These two tribes warred with obviously human-made gauss guns. We tried convincing them not to war with each other for a bit, but then we decided to go with the more profitable route and follow them around while they killed each other then dissect the corpses of the fallen for precious biodata. Eventually we started claiming to both sides that we were against the other side, then randomly killed lizards from both sides then dissected them. Now acting like some horrible colonial power made up entirely of serial killers, we walked around the planet a bit until we found a cave. Inside was filled with human pirates, and it wasn't hard to draw a conclusion: they were running arms to the lizards, most likely both sides.
We killed them all, for great justice, then decided that the whole 'let's sell arms to warring lizard tribes' was a pretty excellent idea and sold our surplus of guns to the lizards who greatly appreciated it. We then left, since we had probably fucked this world up and doing much more was likely to cause God to throw a meteorite at us just to get some positive karma going. Which has happened to my crew, and we only had a few scratches!
We had murdered innocent wildlife (And probably a few sapients we didn't bother to talk to), killed human civilians for getting in our line of fire, and essentially pulled a Belgium on an entire planet. By now, you would expect the crew's mental states to be so bad it would make Spec Ops: The Line look like a tea party, but they were still constantly going 'You're the best captain ever!' and telling funny jokes while we did all of this.

Is the morale system a placeholder? Or are people willing to do anything if it means a few extra bucks in Prospector RL?
Title: Re: Prospector, a roguelike in development
Post by: puke on March 23, 2015, 02:16:21 pm
They'll do anything.  I prefer to communicate with anything that I can, and trade in little trinkets. but you can certainly make some easy money playing ugly.

If I remember from older versions, these are some of the big money makers on the special planets. 

You can sell arms like you just did -- basically trafficking the cheapest weapons you can buy, and hauling them there and selling them at a tidy mark up.  There also used to be a few colony worlds that would either pay a premium for some specific kind of good, or convert one cargo type to another.. For example, theres an industrial world that converts tech items to luxury items for you, and depending on the market you can clean up this way.

Some things I recently learned:

- robots seem even harder than they used to be
- multiple drills ARE in fact an advantage over single drills.  If you want to knock down mountains, you need several laser drills.
- OMG ship guns do explode pretty often now when you call fire on a planet!  ouch!  I guess this curbs some abuse, but I really liked using them that way.  Wish it was easily editable.

those mushroom infestations used to be really common, but I have not seen one lately.  I used to find derelict ships over run with them, and the cool thing was that I couldnt always fight them off -- but I could blow a hole in the hull and the vacuum would do them in.  That didn't work on the crystal things though... Those used to be monstrous.  Again, have not seen so many in this version.

Title: Re: Prospector, a roguelike in development
Post by: Gabeux on March 23, 2015, 03:10:23 pm
EVERY TIME I get back on these forums you guys make me play this game again.
EVERY TIME.

And it's always better than the last time.  8)

But seriously, it's pretty awesome Magellan is still improving it.
Title: Re: Prospector, a roguelike in development
Post by: NullForceOmega on March 23, 2015, 10:37:23 pm
I just downloaded this yesterday, and I'm actually doing fairly well with it (strange because I tend to feel that I'm not good at RLs).  The only real problem I'm having is that it throws a terminal error and crashes after an hour or so of play.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 24, 2015, 02:25:42 am
I have had a couple crashes, usually when I try to hit a button somewhere that is inappropriate for that... dont remember well enough to reproduce, but it's a little glitchy sometimes.  Conveniently, it keeps you quicksaved every time you launch your ship.  So crashes are never /too/ frustrating.

Unless you just successfully cleared a robot world or something.  I'd be pretty upset if I lost my progress doing that.  and OMG, I cant use ships guns for that any more since they explode now!
Title: Re: Prospector, a roguelike in development
Post by: puke on March 24, 2015, 05:29:18 am
aaah! robots!  Robots!

I successfully charted a robot world for SHI, and now they can build robot crew for me!  Its awesome!  They come with jetpacks, and start at level 6!  I wonder if they want wages?  Probably not, but how can I tell without fireing everyone else?

Slightly less awesome though, they may be a little bit useless.  They still take up bunk space on the ship, and I cant issue them weapons or armor.  I *think* this may mean that they have no ranged attack ability, hard to be sure. 

I guess I could take all my living crew off the away team and disarm my captain, and then try shooting something.

 
Title: Re: Prospector, a roguelike in development
Post by: sambojin on March 24, 2015, 08:57:27 pm
WTF? How long has robot crew been in the game?

Bye-bye weekend......

Girlinhat, Don't listen to anyone. You scan once, maybe twice, then you land on a planet. If it's not completely batshit-crazy-exotic-lava-death world, or swarming with life-forms, you explore it by foot. Letting some time tick over at the start isn't a horrible thing to do. Bonuses get bigger, stuff you can buy gets better, and stuff.

It's a slow game at the start. But when people say "explore", they mean get your arse down to the planet and grab every resource you can. Get a full map if you can be bothered. Investigate every damn plant if you want. But wander around collecting resources.

It's slow. But it works. The interesting stuff comes after about the first 20-30 planets explored.

Save your game. Make a backup. Whatever. It even let's you save scum. Then you won't have to do it all again.

The stuff I said to buy wasn't in any particular order. Buy Binoculars, a drill and 2 hover platforms. In that order. Plus a few extra space suits. It gets you heaps of resources. Then other stuff. Maybe........

It's not only a possible roguelike to beat, it's a likelihood to do so, as long as something doesn't bug out or you don't take a gazzilion years getting going. There's a few good endings. And an ultimate one (or is it two?)
Title: Re: Prospector, a roguelike in development
Post by: Girlinhat on March 25, 2015, 01:18:19 am
Gonna try that advice...  What would you say is the 'transition' out of explore/resource and into the combat/larger game?  Like, amass money to fit everyone in armor and rifles and go for it?  Should I be aiming for a specific place to be in order to get pass out of the starting setup?
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on March 25, 2015, 02:21:10 am
Once you have a crew of 20+ and decent (0.5+ weapons, 5+ armor) equipment for all of them, you can start shooting native lifeforms fairly successfully (and then perform taxidermy on them.)

Once you have a pilot with decent (3+) skill and a ship with a solid hull, you can also start exploring the edges of nebulas. You need to keep an eye on your hull and not venture in too deep, as nebula damage can rack up quickly if you're unlucky.

Finally, as sambojin says, save often. Especially before you try planets with unique descriptions - the special planets range from the safe and interesting to the murderous hellholes.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 25, 2015, 02:37:57 am
I still can't tell if these stupid robots are shooting anything.  Things seem to be easier to kill with them on the team, but when it tells me how many crew are participating in each attack, it is only like half.

I'll have to run an empirical test, leave the rest of the team on the ship and try to squash a spider or something.

I had found a Heavy Explorer rusting on a planet a while back, and got it patched up and flying.  Ship of my dreams, that is.  Rather have it than a battleship, any day.  Extra crew and better sensors and 50% more fuel are worth the trade against one more shield/engine/turret.  Though maybe the crew capacity is a wash against the turret?  Do they add 5 or 10?  Cant remember.

I'd crewed up enough at that point that I was able to crack some of the very hostile worlds.  Sitting on the pad on one of them was an ACSC, but I didn't think this was a big deal because rusted ones show up occasionally.  Maybe a source of artifacts.

Spoiler (click to show/hide)

I'm not sure how you get those good endings, Sambojin.  No mater what I do, I always seem to get the one where humanity gets a bloody nose and decides to hole up instead of expanding.
Title: Re: Prospector, a roguelike in development
Post by: Graknorke on March 25, 2015, 09:00:56 pm
There's endings other than retiring with money? That's news to me.
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on March 25, 2015, 09:04:00 pm
I can't really remember about endings, I played a lot of this in different versions but I don't remember.

By the way, does anyone play without savescumming and enjoy it?
It's so easy to lose some officer you've been training for long and all the other bad things that can crush your progress.
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on March 26, 2015, 02:24:29 am
Spoiler: Good End? (click to show/hide)

As an aside, all this talk of Prospector has gotten me playing again as well. I've had a good run of luck, finding an abandoned, intact heavy transport and taking it over, along with finding the Squid homeworld (with a couple Squidsuits I had found elsewhere in tow) which had a derelict alien ship, empty of enemies. No weapons, but I did pick up a few suits of adaptive body armor and some cryo units.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 26, 2015, 02:39:05 am
And once you collect enough Cryo units you can pretty much forget entirely about unit storage.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on March 26, 2015, 04:54:04 am
Yeah, I was talking about the robot ending.

There may be a crystal one, but I've never seen it.

Then there's the mega-rich, friends with people from another galaxy one that was mentioned. Need the alien scout ship and heaps of stuff I think.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on March 26, 2015, 05:19:15 am
It would be nice if we could start our own colony in the future, giving intermediate goal in the game, doing things to support them to thrive.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 26, 2015, 05:32:10 am
Yeah, I was talking about the robot ending.

There may be a crystal one, but I've never seen it.

Then there's the mega-rich, friends with people from another galaxy one that was mentioned. Need the alien scout ship and heaps of stuff I think.

Retired with an alien scout ship and buckets of money, no effect.  Even when you have the ACSC, it gives you the text that you have to sell your ship and book normal long-haul transport to get back to civilization.

I've never seen a negative ending that involved crystals, so I'm not sure what a positive one would be.  The only ending I've seen is the one that closes with mention of encroaching robots and humanity holing up. 

I will have to try to follow Hanzoku's tip and see if I can stick that ending.
Title: Re: Prospector, a roguelike in development
Post by: sambojin on March 26, 2015, 08:03:36 pm
Perhaps the crystals *are* the outside aliens. I'm pretty sure you have the option to be nice to them when you find the crystal tower (or at least, not blow the hell out of it).

If you do that, nuke the robot forcefield generator, shoot Apollo with your ship weapons, do some other plant/squid/insect/pirate related things and manage to take out the robot factory computers, good+good ending?
Title: Re: Prospector, a roguelike in development
Post by: gimlet on March 26, 2015, 08:08:31 pm
Hey are there some tips for mining robots?  I bought some, and it worked great the 1st time - I dropped one off near the ship, spent a bunch of time exploring the planet, picked it up and it had 250 credits worth of resources iirc.  So I bought morte, next 6 times, with multiple robots, I do the same and they always have 0 when I pick em up - doesn't seem to matter where I put em, near mountains, ON dug out mountains.  Am I missing something?
Title: Re: Prospector, a roguelike in development
Post by: Hanzoku on March 27, 2015, 01:58:10 am
Huh, there's some pretty serious AI errors or bugs in R176. Specifically, it seems none of the NPCs either have ranged weapons or know what to do with them. Couple in the fact that they stop moving if you start shooting them at distance 2+, and as long as you can engage them in a one-square corridor, even defense robots will succumb eventually to being plinked at by a 15-man crew.
Title: Re: Prospector, a roguelike in development
Post by: Neonivek on March 27, 2015, 02:37:59 am
I thought the Mining Robots mine while your off planet.
Title: Re: Prospector, a roguelike in development
Post by: puke on March 27, 2015, 02:58:02 am
Hanzoku:  Confirmed the no ranged weapon thing.  I've seen some strange pathing bugs, like some native aliens seemed to hit an invisible wall and not advance past that point.  But it is very inconsistent. 

Injuring creatures does also seem to have a paralyzing effect.  I hadn't noticed because the movement of larger mobs of creatures often masks the behavior of any individual, but now that you mention it, it is definitely there.
Title: Re: Prospector, a roguelike in development
Post by: Damiac on April 07, 2015, 01:15:56 pm
The game is just too easy right now, especially due to the fact that once you have any ranged attack at all, you can shoot enemies until they're dead, since for some reason they rarely move when you shoot them. 

The invisible wall is where the planet wraps around, monsters can't pass it, and neither can your shots.  If you do try to shoot past it, weird stuff seems to happen, mostly you shoot a big line of terrain behind you.

It's fun for a little while, but once you get the idea, it's just so easy it feels pointless.  Autoexplore also needs some work, it's really slow, and stupid about enemies and hazardous terrain.
Title: Re: Prospector, a roguelike in development
Post by: Kaje on April 10, 2016, 06:44:31 am
Sorry to necro (really sorry!) but does anyone have the link to where the latest builds are uploaded?

I was under the impression that they were no longer available on the standard site and there was a 'nightly' (almost...) type depository somewhere?
Title: Re: Prospector, a roguelike in development
Post by: getter77 on April 10, 2016, 07:20:02 am
http://www.prospector.at/forum/viewforum.php?f=8
Title: Re: Prospector, a roguelike in development
Post by: GrayFox on April 10, 2016, 10:21:04 am
I loved this game, but i quit after a week or two because I was just awful.
Title: Re: Prospector, a roguelike in development
Post by: puke on April 10, 2016, 12:46:44 pm
it's a really great game.  try the latest version. 

per the previous page of this thread, there are several pathing issues with the AI in the current version that make it pretty exploitable and easy.
Title: Re: Prospector, a roguelike in development
Post by: GrayFox on April 10, 2016, 11:33:52 pm
it's a really great game.  try the latest version. 

per the previous page of this thread, there are several pathing issues with the AI in the current version that make it pretty exploitable and easy.

are ship vs ship battles still weird? I couldn't figure them out when I played. it never went well.  :(
Title: Re: Prospector, a roguelike in development
Post by: puke on April 11, 2016, 02:59:17 am
Ship battles I always ran from until I had a much better ship.
Title: Re: Prospector, a roguelike in development
Post by: Damiac on April 11, 2016, 08:43:54 am
Do enemies still just... stand there while you shoot them? 

It was a fun little game for a while, but last time I played it, it needed a bit more work to move from time-waster to a real game in my opinion.  And it doesn't sound like it's going to get that work.
Title: Re: Prospector, a roguelike in development
Post by: puke on April 11, 2016, 09:10:11 am
Do enemies still just... stand there while you shoot them? 

It was a fun little game for a while, but last time I played it, it needed a bit more work to move from time-waster to a real game in my opinion.  And it doesn't sound like it's going to get that work.

That is a bug in the latest version, but it wasn't there in older versions.  I'm not sure how far back you have to go for it to be fixed, but all the historical builds are still there for download I think.
Title: Re: Prospector, a roguelike in development
Post by: Sebastian2203 on April 18, 2017, 01:44:19 pm
.. ?

http://www.prospector.at/forum/viewtopic.php?f=8&t=22597
Title: Re: Prospector, a roguelike in development
Post by: Mephansteras on April 18, 2017, 01:54:17 pm
Huh. Neat. I'll have to try to remember to come back and download the new version when it is out.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on April 18, 2017, 02:33:27 pm
I'll download it for sure.
Title: Re: Prospector, a roguelike in development
Post by: cartmann on April 18, 2017, 03:03:22 pm
Yeah if someone could drop a line when it's out, been a damn long time since I last played this, I'm excited to see what's gone off since I last tried it out.
Title: Re: Prospector, a roguelike in development
Post by: Majestic7 on April 18, 2017, 03:24:22 pm
Prospector has risen from the dead? Awesome news!
Title: Re: Prospector, a roguelike in development
Post by: Retropunch on April 18, 2017, 05:31:06 pm
Awesome! I always thought this game had so much potential but so many rough edges. Hopefully this pushes it further in the right direction.
Title: Re: Prospector, a roguelike in development
Post by: Little on April 18, 2017, 09:22:21 pm
This game was awesome! I think the last time I played it was 2010 or 2011. Glad to see it's still going, was tons of fun! :)
Title: Re: Prospector, a roguelike in development
Post by: Aklyon on April 19, 2017, 05:42:16 am
Huzzah!
Title: Re: Prospector, a roguelike in development
Post by: sambojin on April 19, 2017, 12:38:38 pm
I'll have to get a new run going when the new version comes out. I still haven't actually finished it, but I'm pretty sure I was in a position to last version (alien ship, disruptors for nearly everyone, huge crew, great officers). Just never got around to finding the right planets.

I wonder if the arena money cheese is still in?
Title: Re: Prospector, a roguelike in development
Post by: magellan on April 23, 2017, 11:42:08 am
Yeah if someone could drop a line when it's out, been a damn long time since I last played this, I'm excited to see what's gone off since I last tried it out.

Consider that line dropped ;)
http://www.prospector.at/forum/dm_eds/dmedsdl.php
Title: Re: Prospector, a roguelike in development
Post by: Sebastian2203 on April 23, 2017, 11:54:34 am
I legit felt hyped for this.
Good way to spend my Sunday night.
Title: Re: Prospector, a roguelike in development
Post by: BigD145 on April 23, 2017, 12:37:21 pm
Woot.
Title: Re: Prospector, a roguelike in development
Post by: Gabeux on April 24, 2017, 05:17:01 am
Awesome! I think I had a look at the forum last month to see if it still existed. Probably gonna play it casually and die horribly!
Title: Re: Prospector, a roguelike in development
Post by: Sebastian2203 on May 01, 2017, 12:38:48 pm
R201 is out!

http://www.prospector.at/forum/viewtopic.php?f=8&t=22631
Title: Re: Prospector, a roguelike in development
Post by: Ehndras on May 01, 2017, 04:25:40 pm
PTW :)
Title: Re: Prospector, a roguelike in development
Post by: sambojin on May 01, 2017, 08:39:06 pm
Great to see some continual updates. Thanks magellan!
Title: Re: Prospector, a roguelike in development
Post by: Sebastian2203 on May 25, 2017, 01:13:06 pm
R202 is out!

http://www.prospector.at/forum/viewtopic.php?f=8&t=22645
Title: Re: Prospector, a roguelike in development
Post by: Sebastian2203 on June 05, 2017, 10:54:56 am
R203 is out!

http://www.prospector.at/forum/viewtopic.php?f=8&t=22654
Title: Re: Prospector, a roguelike in development
Post by: ollobrains on June 05, 2017, 06:21:28 pm
its a good ongoing start
Title: Re: Prospector, a roguelike in development
Post by: Mephansteras on June 05, 2017, 06:23:01 pm
Nice. I haven't even had a chance to try out R202 yet.
Title: Re: Prospector, a roguelike in development
Post by: Haspen on July 21, 2017, 03:05:43 pm
PTW also.
Title: Re: Prospector, a roguelike in development
Post by: somebody on August 31, 2017, 02:02:41 am
Sorry for the necro but could someone
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: ollobrains on September 16, 2017, 10:52:39 pm
any new updates recently ?
Title: Re: Prospector, a roguelike in development
Post by: Sebastian2203 on December 13, 2017, 05:13:35 am
R204 is out! Now with more explosions!

http://www.prospector.at/forum/viewtopic.php?f=8&t=22714
Title: Re: Prospector, a roguelike in development
Post by: ShinQuickMan on December 13, 2017, 08:33:01 am
Nice! Now I just need to wait for the Linux update.

please let it be done soon
Title: Re: Prospector, a roguelike in development
Post by: Sebastian2203 on December 26, 2017, 05:37:30 am
R206! Still going.

http://www.prospector.at/forum/viewtopic.php?f=8&t=22723
Title: Re: Prospector, a roguelike in development
Post by: pilgrimboy on January 06, 2018, 08:10:28 am
I have neglected by Bat 12 Forums account for so long. Years. And then I come back here to be reminded of this gem. Downloading now.

Is there are a reason you haven't published the game on Steam?
Title: Re: Prospector, a roguelike in development
Post by: wobbly on April 23, 2018, 02:54:04 am
Bip. 207 & 208 came out last week. Change logs look small & I've yet to try it. Usual place: www.prospector.at
Title: Re: Prospector, a roguelike in development
Post by: Fungee McBungee on April 26, 2018, 06:27:04 am
So I guess I got a bit addicted and "beat" the game:
Spoiler (click to show/hide)

Thanks for letting me know about this nice little roguelike!
Title: Re: Prospector, a roguelike in development
Post by: ollobrains on November 15, 2018, 12:59:31 am
any new updates on prospector ?
Title: Re: Prospector, a roguelike in development
Post by: wobbly on November 15, 2018, 01:11:29 am
any new updates on prospector ?

www.prospector.at

It would appear not. Last was July
Title: Re: Prospector, a roguelike in development
Post by: sambojin on November 15, 2018, 07:42:55 am
So I guess I got a bit addicted and "beat" the game:
Spoiler (click to show/hide)

Thanks for letting me know about this nice little roguelike!

Very impressed. Well done!
Title: Re: Prospector, a roguelike in development
Post by: Deon on December 27, 2018, 02:28:51 pm
Glad to see that some of my sprites are still in game :).
I am in a weird love with this game. It has its own limits, but what it has, it does great. I keep returning to it every few months.
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on December 27, 2018, 02:54:33 pm
I do the same thing. Quite an interesting game
Title: Re: Prospector, a roguelike in development
Post by: bloop_bleep on December 27, 2018, 03:45:33 pm
PTW, might play this
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on December 27, 2018, 04:03:47 pm
Just going to warn, this is a slow thread
Title: Re: Prospector, a roguelike in development
Post by: ollobrains on December 27, 2018, 06:07:49 pm
is the game open or closed source, if it is open sourced we could attempt to recruit more hands to move it forward
Title: Re: Prospector, a roguelike in development
Post by: Retropunch on December 27, 2018, 08:01:06 pm
is the game open or closed source, if it is open sourced we could attempt to recruit more hands to move it forward

It's close source and sort-of-worked-on so I don't think the dev will be opening it up just yet.

That said, If you're actually interested (and more importantly capable - no one likes 'ideas' people) then definitely get in touch and see if you can help!!

Title: Re: Prospector, a roguelike in development
Post by: Iduno on December 28, 2018, 10:52:42 am
I just noticed there's an option to do random perks for your captain now (possibly before now, but also now). Drop starting cash to zero and go to town on that button. Before, the only use I found for starting money was hiring a better pilot and science officer.

Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on December 28, 2018, 06:36:22 pm
I liked buying random gear till I got binoculars and some sort of lamp
Title: Re: Prospector, a roguelike in development
Post by: ollobrains on December 29, 2018, 11:54:04 pm
is the game open or closed source, if it is open sourced we could attempt to recruit more hands to move it forward

It's close source and sort-of-worked-on so I don't think the dev will be opening it up just yet.

That said, If you're actually interested (and more importantly capable - no one likes 'ideas' people) then definitely get in touch and see if you can help!!

given the dev hasn't really been working heavily on it, I would have thought open sourcing it would have been a smart move, given the lack of income probably if it was to be sold.  But that's just me
Title: Re: Prospector, a roguelike in development
Post by: sambojin on December 30, 2018, 08:35:54 am
It was openish source a while back, all in BASIC too. You could probably find an old version of the source if you looked.

Probably under ProspectorRL or RLProspector. I'm actually inclined to think you didn't even look, because it's here:
https://storage.googleapis.com/google-code-archive-source/v2/code.google.com/rlprospector/source-archive.zip

2012 (0.2.4'ish) source code, but plenty of things worked back then. Or you could pretty please the hell out of Magellan, but don't be surprised if it's a polite "No", especially if you can't code.
Title: Re: Prospector, a roguelike in development
Post by: bloop_bleep on December 30, 2018, 04:18:43 pm
In... BASIC?

That still, like, exists?

What is it coded in now?
Title: Re: Prospector, a roguelike in development
Post by: Akhier the Dragon hearted on December 30, 2018, 04:23:11 pm
Likely not literally BASIC but one of the newer basics. For instance when in highschool I was taught to program with visual basic.
Title: Re: Prospector, a roguelike in development
Post by: AzyWng on January 01, 2019, 09:56:26 am
Guess I'll try this game out some time. I've seen it but haven't really gotten into it so far. Will be here to ask questions and describe my experience.
Title: Re: Prospector, a roguelike in development
Post by: Iduno on January 02, 2019, 04:58:11 pm
I've played this game for more hours than is reasonable, but I'll die every time there's a derelict with the possibility of loot.

I also once
Spoiler (click to show/hide)
Title: Re: Prospector, a roguelike in development
Post by: Retropunch on January 04, 2019, 03:51:48 pm
It was openish source a while back, all in BASIC too. You could probably find an old version of the source if you looked.

Probably under ProspectorRL or RLProspector. I'm actually inclined to think you didn't even look, because it's here:
https://storage.googleapis.com/google-code-archive-source/v2/code.google.com/rlprospector/source-archive.zip

2012 (0.2.4'ish) source code, but plenty of things worked back then. Or you could pretty please the hell out of Magellan, but don't be surprised if it's a polite "No", especially if you can't code.

I'm inclined to say that I knew all about that Sambojin, but didn't mention it as it's a) very old, and b) Magellan hasn't released the source of the current (or even vaugely current-ish) version which leads me to believe he might not want others to work on it atm.

The best way to go about this is to ask him directly, but as mentioned, if you can't code in the language it was written in there's probably not a great deal of point.

Title: Re: Prospector, a roguelike in development
Post by: Parsely on January 04, 2019, 04:14:07 pm
PTW, wanna try this at some point.