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Messages - magellan

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256
Other Games / Re: Prospector, a roguelike in developpement
« 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.

257
Other Games / Re: Prospector, a roguelike in developpement
« 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. ;)

258
Other Games / Re: Prospector, a roguelike in developpement
« 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!)

259
Other Games / Re: Prospector, a roguelike in developpement
« 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.

260
Other Games / Re: Prospector, a roguelike in developpement
« 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.

261
Other Games / Re: Prospector, a roguelike in developpement
« 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

262
Other Games / Re: Prospector, a roguelike in developpement
« 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.

263
Other Games / Re: Prospector, a roguelike in developpement
« 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.

264
Other Games / Re: Prospector, a roguelike in developpement
« 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)

265
Other Games / Re: Prospector, a roguelike in developpement
« 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"

266
Other Games / Re: Prospector, a roguelike in developpement
« 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"

267
Other Games / Re: Prospector, a roguelike in developpement
« on: July 27, 2009, 08:11:22 pm »
Agreed. Botany needs to be nerfed/spiced up.

268
Other Games / Re: Prospector, a roguelike in developpement
« 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

269
Other Games / Re: Prospector, a roguelike in developpement
« 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 :) 

270
Other Games / Re: Prospector, a roguelike in developpement
« 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.

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