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Author Topic: Prospector, a roguelike in development  (Read 275587 times)

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Re: Prospector, a roguelike in developpement
« Reply #750 on: October 20, 2009, 07:24:57 am »

I forgot to tell how I love meteors. We need more things like this. I.e. volcano eruptions, caveins and randomly appearing caves during an earthquake.

Heck yeah! Those would be awesome  8)
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Quote from: Vilien
Yes, you should always apply more magma.

Evaristo Carriego

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Re: Prospector, a roguelike in developpement
« Reply #751 on: October 20, 2009, 09:33:32 am »

(...)
I forgot to tell how I love meteors. We need more things like this. I.e. volcano eruptions, caveins and randomly appearing caves during an earthquake.

That already happens... sort of. In lava planets random tiles might turn into lava from time to time; my ship have been trapped into "lava islands" this way a couple of times.
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Deon

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Re: Prospector, a roguelike in developpement
« Reply #752 on: October 20, 2009, 10:42:31 am »

Yes it does, but it seems to happen planet-wide in random locations. Something more specific on a "normaL" (not magma-crazy) planet would be nice, like a single huge volcano in a jungle. I'd say, more specific landmarks would be cool.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Drakale

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Re: Prospector, a roguelike in developpement
« Reply #753 on: October 20, 2009, 12:34:16 pm »

This game has grown in a good way since I last played it, I really love the new stuff.

Just a small gripe, I'd like to be better able to choose my fights as a pirate. I can understand getting killed by pirate hunters if I get too close to stations, but the biggest offenders is the crazy merchant escorts that can ruin your day at any moment. It seem that right now the only way to play a pirate is to start as a good old explorer, get some money and THEN turn to piratery. It would be more fun starting with low scale arsons and smuggling, and move up to merchant hunting once you got some decent weapons and shields. Maybe pirates should start with some form of limited cloaking technology to possibly avoid fights they cannot win?
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #754 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.
« Last Edit: October 20, 2009, 01:09:29 pm by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Deon

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Re: Prospector, a roguelike in developpement
« Reply #755 on: October 20, 2009, 01:33:35 pm »

What about flash grenades, biomes for bigger planets and other suggestions? Do you like them enough to think about implementing them?
:)

Also may I suggest to make acid a bit more different from green moss/grass. I often jump into it by occasion. Maybe make it more yellowish or totally change the color?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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a1s

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Re: Prospector, a roguelike in developpement
« Reply #756 on: October 20, 2009, 01:36:18 pm »

more bugs:
1.W doesn't seem to work right... last time it displayed a message about a 4-legged robot climbing out of a sensor (or something).
2.I started as a pirate, and decided to fly around the universe first, before landing on the pirate base. I came upon a ship that ran out of fuel (these are common enough) and sold them some fuel, after which went back to the pirate planet (hoping to purchase better equipment and restock on fuel). Instead I was gunned down by pirates (the planet-walking kind, with guns) and upon death discovered that my mission type was in fact "explorer" (not pirate).
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

magellan

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Re: Prospector, a roguelike in developpement
« Reply #757 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
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Gabeux

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Re: Prospector, a roguelike in developpement
« Reply #758 on: October 20, 2009, 02:06:31 pm »

Magellan, have you thought about the Colonization feature I've said long ago?


hahah just kidding...............
have you?
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

magellan

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Re: Prospector, a roguelike in developpement
« Reply #759 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.
:)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #760 on: October 20, 2009, 02:19:40 pm »

2.I started as a pirate, and decided to fly around the universe first, before landing on the pirate base. I came upon a ship that ran out of fuel (these are common enough) and sold them some fuel, after which went back to the pirate planet (hoping to purchase better equipment and restock on fuel). Instead I was gunned down by pirates (the planet-walking kind, with guns) and upon death discovered that my mission type was in fact "explorer" (not pirate).

No bug. Obviously the game is populated by cartoonishly evil pirates. Your act of kindness of gouging people at the pump was enough for them to consider you an entity of good. If you stole candy from babies a few times before going back, maybe they would have let you back in.
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Gabeux

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Re: Prospector, a roguelike in developpement
« Reply #761 on: October 20, 2009, 02:32:08 pm »

Thats awesome, when I get the time I will try it out :D
Where's the download page again? [edit: oh duh, ty. I'm sleepy ._.]
« Last Edit: October 20, 2009, 03:10:27 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

magellan

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Re: Prospector, a roguelike in developpement
« Reply #762 on: October 20, 2009, 03:00:50 pm »

Well, in place, but not implemented yet ...
Download page, see Sig :)

And yes: They do get grouchy if you help the enemy! They just weren't supposed to get that grouchy that fast ...
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

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Re: Prospector, a roguelike in developpement
« Reply #763 on: October 20, 2009, 03:32:45 pm »

Is there someway we could surrender to pirates?
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BishopX

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Re: Prospector, a roguelike in developpement
« Reply #764 on: October 20, 2009, 03:59:53 pm »

I'm loving the new release, but I found a couple of typos,

Vacuum not vakuum

It's spelled hallucinogenic.

Also, the description:
Quote
this once was a human being. It's arms, legs and head are encased in crystal tubes, fused to bare flesh. The torso is still bare. You can see the torn uniform of scout ship security team member.


Should be changed to "This was once a human being. Its arms, legs and head are encased in crystal tubes, fused to bare flesh. The torso is still bare. You can see the torn uniform of scout ship security team member." Also, if the chest is bare how do you see the uniform?

And what does Tow do?
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