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Messages - magellan

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211
Other Games / Re: Prospector, a roguelike in developpement
« 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.
:)

212
Other Games / Re: Prospector, a roguelike in developpement
« 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

213
Other Games / Re: Prospector, a roguelike in developpement
« 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.

214
Other Games / Re: Prospector, a roguelike in developpement
« 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.

215
Other Games / Re: Prospector, a roguelike in developpement
« 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?

216
Other Games / Re: Prospector, a roguelike in developpement
« 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 :)

217
Other Games / Re: Prospector, a roguelike in developpement
« 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 :)

218
Other Games / Re: Prospector, a roguelike in developpement
« 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.)

219
Other Games / Re: Prospector, a roguelike in developpement
« 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?

220
Other Games / Re: Prospector, a roguelike in developpement
« 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?

221
Other Games / Re: Prospector, a roguelike in developpement
« 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

222
Other Games / Re: Prospector, a roguelike in developpement
« 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.

223
Other Games / Re: Prospector, a roguelike in developpement
« 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.

224
Other Games / Re: Prospector, a roguelike in developpement
« 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.

225
Other Games / Re: Prospector, a roguelike in developpement
« 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!

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