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Messages - magellan

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196
Other Games / Re: Prospector, a roguelike in development
« 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 ...

197
Other Games / Re: Prospector, a roguelike in development
« 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!

198
Other Games / Re: Prospector, a roguelike in development
« 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)

199
Other Games / Re: Prospector, a roguelike in development
« 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?  ???

200
Other Games / Re: Prospector, a roguelike in development
« 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)

201
Other Games / Re: Prospector, a roguelike in development
« on: October 26, 2009, 05:07:34 pm »
2 more talents to implement....
I am aiming for thursday atm.

202
Other Games / Re: Prospector, a roguelike in development
« 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!

203
Other Games / Re: Prospector, a roguelike in development
« 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.

204
Other Games / Re: Prospector, a roguelike in development
« 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. :)

205
Other Games / Re: Prospector, a roguelike in development
« 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:


It made me smile a little, maybe it makes other people smile too. :)

206
Other Games / Re: Prospector, a roguelike in development
« 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...

207
Other Games / Re: Prospector, a roguelike in developpement
« 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 :)

208
Other Games / Re: Prospector, a roguelike in developpement
« 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!

209
Other Games / Re: Prospector, a roguelike in developpement
« 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)

210
Other Games / Re: Prospector, a roguelike in developpement
« 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 ...

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