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Author Topic: Prospector, a roguelike in development  (Read 275606 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #1305 on: June 04, 2010, 01:51:53 pm »

Erm, no, no base classes and derived classes in there.
Just lists containing objects and a global variable telling where the list ends.
Its all very primitive :)

Edit to add:
I hope nobody minds me asking, but:
Does anybody have feedback on the retirement storys? Anybody gotten "run to andromenda" yet? Or even "War in the magellanic clouds"? anything?  ???
« Last Edit: June 04, 2010, 07:25:11 pm by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

The Scout

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Re: Prospector, a roguelike in development
« Reply #1306 on: June 10, 2010, 02:35:31 pm »

What do the ancient alien bombs do?
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BishopX

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Re: Prospector, a roguelike in development
« Reply #1307 on: June 10, 2010, 09:42:21 pm »

blows up the planet (more or less). Watch the video on the google code site.
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Orb

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Re: Prospector, a roguelike in development
« Reply #1308 on: June 11, 2010, 06:48:08 am »

Not sure if this was mentioned before....but I attacked an insect. It attacked me. My crew members started dieing of disease. And they kept dieing. Everytime I moved, they died again. After getting on my ship, they still kept dieing. After going to medbay on the station and healing them up, they still died.

I saved the file incase you want to see it.

"Edit" Also, there is nothing explaining dense atmosphere/heavy gravity affecting landings in the manual. Also, I cant seem to repair my hull. I enter a number and press enter, nothing. Maybe im going about it the wrong way.
« Last Edit: June 11, 2010, 07:56:09 am by Orb »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1309 on: June 11, 2010, 08:04:57 am »

Savegame would be helpful

As for the gravity & atmosphere thing:
I would have thought that that one is rather obvious. As obvious as you cant breathe in exotic atmospheres.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

The Scout

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Re: Prospector, a roguelike in development
« Reply #1310 on: June 11, 2010, 11:15:17 am »

blows up the planet (more or less). Watch the video on the google code site.
Well I'm dead now.

Edit:I'm stuck on a planet with no way to get to my ship or contact it. Friggin meteors. Earthlike atmosphere and no animals.
« Last Edit: June 11, 2010, 11:43:31 am by RedAlertFan »
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Saint

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Re: Prospector, a roguelike in development
« Reply #1311 on: June 11, 2010, 12:05:14 pm »

What do the ancient alien bombs do?
How do you get one?
I really want to blow up a few of these planets.
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BishopX

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Re: Prospector, a roguelike in development
« Reply #1312 on: June 11, 2010, 01:20:27 pm »

You can a) find them in as artifacts b) find a certain unique planet with a intact alien bomb storage bunker.
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Deon

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Re: Prospector, a roguelike in development
« Reply #1313 on: June 15, 2010, 12:08:42 pm »

Awesome update. I'm yet to encounter bugs in it. I haven't played it for a while and now I'm happy to play it again :). Hopefully after tomorrow exam  I will have enough of free time to fully enjoy it.

P.S. I would like to volunteer to draw tiles for the game :). Could you work on the graphical side please? I already have a few version for the current release, I would like to be able to make 32x32 or at least 16x16 tiles.

P.P.S. I was able to use tiles.bmp before... How do I do it now?
« Last Edit: June 15, 2010, 12:14:57 pm by Deon »
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Deon

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Re: Prospector, a roguelike in development
« Reply #1314 on: June 15, 2010, 12:18:10 pm »

Just spent an afternoon implementing something like pathfinding.
Another thing nobody is ever going to realize its in there
Soon merchants will avoid anomalies and gas clouds and have funny routes like this:



@Duke 2.0
Are you certain you can't start with a dead pilot? Launching never checked for crew, and I havent touched that part. What exactly is happening?

@BishopX
Spoiler (click to show/hide)
That looks cool. Any chance to have refuel depots and space bars in cross-sections of such routes in the future? It would add to the atmosphere a lot :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Orb

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Re: Prospector, a roguelike in development
« Reply #1315 on: June 15, 2010, 01:41:20 pm »

Savegame would be helpful

As for the gravity & atmosphere thing:
I would have thought that that one is rather obvious. As obvious as you cant breathe in exotic atmospheres.

Sorry for the delay, but I must have hit "t" instead of "y" for save. Silly stuff. I played the game for a while and never encountered the bug again.

Also, you mentioned a "way" while back that you wanted to dampen the learning curve. I didnt realise the gravity/atmosphere thing for a while. I could also mention some other things that took me a while to figure out, if ya likes.

By the way, really like the game. :)
Just spent an afternoon implementing something like pathfinding.
Another thing nobody is ever going to realize its in there
Soon merchants will avoid anomalies and gas clouds and have funny routes like this:



@Duke 2.0
Are you certain you can't start with a dead pilot? Launching never checked for crew, and I havent touched that part. What exactly is happening?

@BishopX
Spoiler (click to show/hide)
That looks cool. Any chance to have refuel depots and space bars in cross-sections of such routes in the future? It would add to the atmosphere a lot :).

That would be cool, expecially if it didnt count as a mission. Then you wouldnt have to choose between entering a gas giant for fuel(if you can find one) or entering the station and going bankrupt. Trust me, I went bankrupt once. :P
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Deon

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Re: Prospector, a roguelike in development
« Reply #1316 on: June 15, 2010, 01:58:52 pm »

Yep, you don't pay wages in bars. That was the idea.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Orb

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Re: Prospector, a roguelike in development
« Reply #1317 on: June 15, 2010, 03:58:01 pm »

Question:

I have yet to figure out what lowering standard wages does besides saving you some quick bucks. Does it increase the chances for retirement for your crew members?
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

BishopX

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Re: Prospector, a roguelike in development
« Reply #1318 on: June 15, 2010, 05:10:06 pm »

Yes and it also reduces your chances of hiring highly skilled crew.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1319 on: June 16, 2010, 01:57:06 pm »

Interesting Idea, Deon & Orb.
I was thinking that merchant captains would sell their sensor data for a particular leg for a few credits in bars.
Of course, such "Space truck stops" would be fun too, but they shouldnt make it too easy. Maybe they could charge exorbitant 3 credits per ton of fuel. There also could be a chance of "Something has happened"
...
Hmmm....
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/
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