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Messages - magellan

Pages: 1 ... 15 16 [17] 18 19 ... 29
241
Other Games / Re: Prospector, a roguelike in developpement
« 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)

242
Other Games / Re: Prospector, a roguelike in developpement
« 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. :)

243
Other Games / Re: Prospector, a roguelike in developpement
« 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)

244
Other Games / Re: Prospector, a roguelike in developpement
« 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?

245
Other Games / Re: Prospector, a roguelike in developpement
« 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)

246
Other Games / Re: Prospector, a roguelike in developpement
« 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...

247
Other Games / Re: Pirating, your opinion.
« on: August 06, 2009, 06:36:24 pm »

No they don't, the internet just gets ever faster, that's all. Even the cheapest connection my ISP offers, 10Mb down/1Mb up, is more than enough for torrents. I'd settle for a tenth that speed for my everyday browsing, but there's simply no such option anymore.

But doesn't that fact show a bit about the demand? Of course a lot of computer related demand is caused by people having no idea what they need ("what do you mean i can write a letter without a dual core?") But not all of it. If there was still enough demand to justifiy a rack of 56k modems taking up valuable space, from an ISP POV, you would be able to buy that kind of service.

248
Other Games / Re: Pirating, your opinion.
« on: August 06, 2009, 03:17:44 pm »
Piracy is a lot harder than exploring stuff. It's a balance thing. I am working on it.

Oh... *that* piracy.
Actually i think companys are really bad at making games, because they have to. See, what makes a game good, makes it a lousy product.
Replayability should be a key value. Lets look at one of the classics: chess. Around for, what. 2000 years? And in all that time there was one new product (www.sjgames.com/knightmare/) and that didn't exactly change the world of chess either. Now imagine going to your marketing department and stating that that would be what you aspire to as a product life cycle. I guess they won't think that is such a good idea.

And of course distribution has a whole lot less added value than it used to. Look at my little pet project. almost 500 people got the last version. It isn't much but if you got all of them together they would not fit comfortably into my flat. Now i could have made the exact same game 20 years ago, but to get 500 people to try it i would have had to put a considerable amount of time and money into buying disks, envelopes and stamps.


249
Other Games / Re: Prospector, a roguelike in developpement
« 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 :)
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-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.
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-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.
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Ugh nevermind I am uninspired...

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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)

250
Other Games / Re: Prospector, a roguelike in developpement
« on: August 04, 2009, 11:47:10 am »
Spoiler (click to show/hide)

Also thanks for pointing that out!

251
Other Games / Re: Prospector, a roguelike in developpement
« 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 :)

252
Other Games / Re: Prospector, a roguelike in developpement
« 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.


253
Other Games / Re: Prospector, a roguelike in developpement
« 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.

254
Other Games / Re: Prospector, a roguelike in developpement
« 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 :)

255
Other Games / Re: Prospector, a roguelike in developpement
« 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 :/

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