Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 66 67 [68] 69 70 ... 152

Author Topic: Prospector, a roguelike in development  (Read 275588 times)

Tilla

  • Bay Watcher
  • Slam with the best or jam with the rest
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1005 on: November 10, 2009, 05:52:21 pm »

I went to a planet and the entire population was nothing but people turned into frozen statues. My scientist thought he could thaw a few of them out but because he was low skilled he killed the emperor who could have warned me of the creature who froze my team solid.

Ok that didn't happen... but wouldn't it be cool if it did?

That would be pretty cool. Also gets me thinking of some HP Lovecraft inspired stuff (Specifically At the Mountains of Madness, wherein ancient alien beings are frozen into statue form in antarctica. Also featuring sprawling underground cities ...would definitely be cool in this game)
Logged

Megaman

  • Bay Watcher
  • What is love?
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1006 on: November 11, 2009, 03:27:02 pm »

Persoanaly I would like to see the glitches fixed first than fetures added
Logged
Hello Hunam

ductape

  • Bay Watcher
  • MAD BOMBER
    • View Profile
    • Alchemy WebDev
Re: Prospector, a roguelike in development
« Reply #1007 on: November 11, 2009, 03:35:44 pm »

It's a roguelike tradition, very few are willing to break with. It's propably one of the oldest even older than savescuming ;)

IN fact, I would wager the tradition started IMMEDIATELY before savescumming  ;D
Logged
I got nothing

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1008 on: November 11, 2009, 03:44:24 pm »

Maybe savescumming became a traditon slightly before permadeath, thus violating causality, and making time travel possible, thus destroying the universe, and we now live in a wierd parallel universe in which savescumming came into existence, right after permadeath?

@megaman: agreed. Trying to concentrate on that. But adding new uniques is fun, and seldom a source for bugs :) And that one sounds fun, though i'd say the job to thaw them up befits the doctor more than the science dude.
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1009 on: November 11, 2009, 04:28:31 pm »

I would love some more interactivity with some of the unique planets. Especially the ones containing intelligent life.
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1010 on: November 11, 2009, 09:15:24 pm »

We are living in a savescum folder on a dwarves *<<Microcline laptop>>*
Logged

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1011 on: November 12, 2009, 06:37:49 pm »

So pirating is way to easy in 1.8C, for several reasons...

1) merchant ships don't need to be killed to drop cargo.
2) merchant ships only carry ship's guns
3) pirate crews don't seem to need to be paid, and aside from one pilot deciding he never wanted to leave the bar again, pirate crews never retire.
4) you can't saturate the market in stolen goods.
5) merchants don't stay away from high pirate areas...like the 2X2 area where I've killed more than 40 ships...
6) anti-pirate patrols don't respond to increased pirate activity.
7) no less than 5 of the sectors best gunners all crashed their ships into the pirate base, and turned them into bunkers after $WILDLIFE ate the rest of their crew. I've also never seen $WILDLIFE on the pirate base...
Logged

thobal

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1012 on: November 12, 2009, 10:53:56 pm »

might just be on my end, but the config version numbers and the readmes and stuff dont look like they've been updated in a while.
Logged
Signature goes here.

Tilla

  • Bay Watcher
  • Slam with the best or jam with the rest
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1013 on: November 12, 2009, 11:02:26 pm »

might just be on my end, but the config version numbers and the readmes and stuff dont look like they've been updated in a while.

What do you mean, the documentation isn't up to date? Mine seem to be fine stating version 0.1.8 in readme
Logged

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1014 on: November 22, 2009, 05:43:30 am »

Just wanted to mention that some bugs have been fixed.
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Ampersand

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1015 on: November 22, 2009, 03:20:52 pm »

Excellent.
Logged
!!&!!

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1016 on: November 23, 2009, 02:25:01 pm »

The anti-ship mines have no descriptions. Also, what is the improvised mine Talent?
Logged

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1017 on: November 23, 2009, 04:57:12 pm »

Ooops. thanks for pointing that out.
Improvise mines lets you drop mines that you don't have. You don't need to buy them, but they use 5 fuel units. (They boom a little less than Mk I and MK II)

Hmm... that might be interesting... shield penetrating mines that do more damage vs shields than vs Hull... might be an interesting additional ship weapon as well...
« Last Edit: November 23, 2009, 05:16:58 pm by magellan »
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Ampersand

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1018 on: November 23, 2009, 07:15:19 pm »

It seems like gaining talents is very difficult to do, as with leveling up your crew. Experience gains don't seem to be entirely consistent except for the doctor, or are fractional with makes things take quite a long time. Ideally, I'd cut the experience requirements for gaining a level quite a bit, as the crew members die quite quickly anyway, and I'd make crew members you hire have a higher possibility of having talents already if they're above level one when you hire them. I know there is a small chance of that already, but it seems rather rare.
Logged
!!&!!

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1019 on: November 23, 2009, 08:11:15 pm »

Experience is rather...unbalanced right now. Every officer gets 1 exp for doing a certain thing. Pilots get 1 exp per landing (planet landed on?). Gunners get 1 exp per hit in space combat. Science officers get 1 exp per planet scanned. Doctors get 1 exp per injury fixed. Captains get 1 exp per payday. Security seems to get experience for hurting/killing wildlife, I don't have any concrete metrics as I can't see who is hitting what.

In practice this means pilots and science officers on merchant ships and combat ships don't really gain exp. Doctors on the other hand, gain experience way too easily. Just find a planet with ammonia, buy some armor, and go swimming repeatedly. Captains seem to take forever, but since I can't figure out what skills they use, and they're already pretty tough, it doesn't matter much. Exp also resets at every level.

My suggestion regarding experience is to raise the experience requirements, but to allow more than 1 action to grant experience gains.

Experience should be granted for a number of actions:
-hitting/killing a creature
-landing on difficult terrain
-capturing an asteroid
-navigating a gas cloud
-dodging a attack in space combat
-hitting in space combat
-useful tactical command decisions (i.e. those that make the difference between sucsess and failure).
-making contact with an alien species
-making scientific breakthroughs (i.e. finding novel organisms)
-healing wounds
-curing disease
-evaluating dead humans
-finding alien artifacts (including disintegrators and adaptive body armor which the game doesn't count)
-completing missions


Experience is granted to the person who succeeds at the role, so pilots would get exp from landing, but if the pilot died the captain would gain exp for planets he landed on. Finding artifacts and completing quests should grant experience to everyone who was there. Not all of these actions should grant the same experience (i.e. flying through a gas cloud should be worth three to five times what a difficult landing would be worth.

Officers should require 100, 200, 300 exp, security forces should go 25/50/75. The reason for this difference is that officers can function like security forces (i.e. shooting stuff) while security forces can't function like officers (although battlefield promotions would be kinda cool).

EDIT: in lieu of double posting I'm going to post my bugs here:
- when you scare aliens into giving you resources, they don't get sold to the corporations
- officers who have been killed sometimes retire upon landing
- The alien scoutship doesn't seem to have stats...
- it can rain sulfuric acid inside a cave
- Alien space craft which describe themselves as not haveing an atmosphere should have one
- gratefull crewmembers say "thank you for safeing our lives". It should be "thank you for saving our lives".
- why would you deploy a sattilite when boarding a drifting space craft?
- Casino thugs will eat each others corpses
- Predatory seaweed should not live on airless rogue planets
- Stations will ask you to deliver cargo to themselves
« Last Edit: November 24, 2009, 06:41:22 pm by BishopX »
Logged
Pages: 1 ... 66 67 [68] 69 70 ... 152