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Author Topic: Prospector, a roguelike in development  (Read 273065 times)

magellan

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Re: Prospector, a roguelike in developpement
« Reply #45 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!
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

wallish

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Re: Prospector, a roguelike in developpement
« Reply #46 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?
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Vucar Fikodastesh

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Re: Prospector, a roguelike in developpement
« Reply #47 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.
« Last Edit: April 30, 2009, 08:39:55 pm by Vucar Fikodastesh »
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #48 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.
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I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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Hawkfrost

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Re: Prospector, a roguelike in developpement
« Reply #49 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.
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Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #50 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.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Drakale

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Re: Prospector, a roguelike in developpement
« Reply #51 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 @.
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #52 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.
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beorn080

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Re: Prospector, a roguelike in developpement
« Reply #53 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.
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #54 on: April 30, 2009, 11:34:03 pm »

I suddenly understand one of the previous quotes.  Let me just add:


AHHHGGGGG!!  SANDWORMS!

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Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #55 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!
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

MrWiggles

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Re: Prospector, a roguelike in developpement
« Reply #56 on: May 01, 2009, 12:22:02 am »

Damn...

Not mac compatible.
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Captain Mayday

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Re: Prospector, a roguelike in developpement
« Reply #57 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.
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Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #58 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.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #59 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.
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