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Topics - magellan

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1
Early Dev / Prospector public Beta-Beta
« on: September 09, 2010, 06:38:31 PM »
The AARP is drawing near. So I decided to go a similiar road like Frozen Depths:

Release a Beta of the current prospector version, and ask people if they might want to help me testing.
Also: it really has tiles now, and they look like this:


So if you want to lend a hand
http://code.google.com/p/rlprospector/downloads/list
is the place to go.
It would be most appreciated.

2
Hi guys...
remember me?

If you dont, then maybe you remember prospector, my science fiction roguelike?
New version out, with an incredibly short changelog, considering the time it took to implement it!

it is here
http://code.google.com/p/rlprospector/

and this is what happened:
    * customizable tile & textsizes, should fit even the most exotic display now
    * new retirement system
    * redid postmortem
    * a new anomaly type
    * new item: All-terrain landing gear
    * some attempts at balancing
    * some medium to major bugs squished
    * some UI improvements

3
Other Announcements / 7DRL Challenge: How finished is finshed?
« on: March 10, 2010, 09:50:13 PM »
Things are going suprisingly well with "Generic Fantasy Thingy"!

But with halftime almost past, I start to think that I might not be able to put in everything I wanted to. So I ask myself: Are there any clear cut rules what constitutes a success?
Bugfree is propably impossible if you don't limit yourself very, very much (and/or use a lot of libraries)
Winnable? Propably should be there
Is dieable enough?
Any pointers on where I am supposed to post on saturday? :)

4
Traditional Roguelikes (Turn Based) / Prospector 0.1.10
« on: January 25, 2010, 09:33:53 PM »
Some bugfixes and some new stuff.

Changelog looks like this:

* 3 new alien artifacts
* 2 new ways to die
* 3 new goods to trade
* several new modules to add to your ship
* 1 new unique planet
* cosmetics:
Tiles that require jetpacks or hoverplatforms to pass get a background color
Reptiles are now L(izards) to distinguish them from R(obots)
Upper case Monsters have more HP, color depends on Armor, Red monsters have weapon>2

* Balancing:
Asteroid mining yields more resources,
Wormholes do less damage,
Live animals get a bonus
upped chance for gold/dark yellow monsters(still the strongest standard critters)

* Fixed 2 Unique Planets
* Stock market bugs fixed
* Pirate refit is now buyable and actually works
* some item bugs & typos fixed
* forgot to add descriptions for the 5 new unique planets
* 4 of the new uniques could cause wierdness on the map. Fixed
* if your ship lands on critters it hurts them
* found a bunch of tiles that should have been shootable yet were not
* managed to fight savegame bloat a little

http://code.google.com/p/rlprospector/

5
Traditional Roguelikes (Turn Based) / Prospector 0.1.9 released
« on: December 31, 2009, 03:00:51 PM »
Screenshot:

Prospector 0.1.9 has left the docking bay.

During the last month i mainly tried to make prospectors world a bit more reactive to the player, to allow for less luck, more strategy. For example you can add biotech implants to your crewmembers, to get something similiar to a "crew build" Or manipulate the companies on the stock market. (They can go out of business now, giving you a chance to "reroll" your initial company set) Also i think the prefixes for some of the items are neat. There are cheap binoculars, powerfull mining drills, balanced monoswords and camoflagued space suits availiable now, to name a few.

So here you go, guys:
http://code.google.com/p/rlprospector/

Changes in 0.1.9

    * 6 Biotech augmentations to buy for your crew
    * added Prefixes for weapons, armor and some misc equipment
    * More resource variation
    * Critters behave minorly more intelligent
    * Random Critters get stored after generation (Allowing to do some
neat new things with them)
    * Comments to make the logbook a little more usefull
    * You can now assigne favourite weapons to awayteam members
    * toughness talent works now
    * Fixed some bugs in quests
    * a certain alien scoutship now displayes the correct statbox
    * Fixed a bug in space rescue
    * Audio alerts now work with aux. oxygen tanks too

6
Traditional Roguelikes (Turn Based) / Prospector 0.1.8
« on: October 12, 2009, 03:44:23 PM »
Just put prospector 0.1.8 up. It is still far from bug free, but it at least isn't buggier than the last version.
This is what roughly what happened since 0.1.7a

0.1.8
+ new unique planets
+ more quests
+ New things to plunder in space
+ New possible end for pirates
+ New atmosphere type: corrosive
+ New Officer: Ships Doctor
+ Diseases
+ W shows all items you have not equipped and their descr.
+ E does the same with equipped items.
+ O opens/closes the helmet switching from suit air supply to atmosphere and back
+ A lets you chose wich officers join you on the awayteam
+ new item: auxillary jetpack fuel tanks
+ Mining drills ignore damage reduction of walls
+ Added day/night cycle to planets
+ Suffocation damage ignores armor
+ Gasclouds come in different densities (low density is less dangerous than in earlier versions, high density clouds are more dangerous)
+ Pilots can save your life! (financially speaking) (I hope that is cryptic enough)
+ Lowered basedamge & increased to hit for ground combat, making weapons and tactics more important
+ fixed a bug when picking up artifacts
+ fixed a bug that caused locked doors to be harder to open by better science officers
+ fixed a bug with smoking geysers
+ fixed a bug with loading savegames & autorestart option
+ fixed a bug with binoculars and portable sensor sets
+ fixed a bug with finding random points (thanks to xenomorph for the hint to find it)
+ fixed a bug in damage routine
+ fixed a bug in highscore
+ rewrote awayteam HPs
+ slowed monster respawning, speeded up pirates

You can find it here:
http://code.google.com/p/rlprospector/
Enjoy

7
Traditional Roguelikes (Turn Based) / Prospector 0.1.7
« on: July 13, 2009, 09:57:50 PM »
Hi guys.
Prospector 0.1.7 is there for those who dare to face it's numerous bugs!

These are the main things that happened since 0.1.6:

    * 5 new unique planets (actually 10, but 5 are pretty similiar to each other)
    * Bigger spacemap
    * Wormholes
    * Gas giants
    * selling disabled if you have no cargo
    * UI Improvements: You can land from the scanning screen, System overview shows atmosphere
    * Balance tweaks: Jetpacks need fuel, Firearms have more punch, Lower tier short range Weapons are more expensive
    * Fixed some glitches and bugs
    * Fixed some Typos again

It is still largely plotfree: Grab your scoutship, explore, pillage, kill and get rich :)
And it also is still availiable here:

http://code.google.com/p/rlprospector/


8
Programming / Any tips on how to do monster/monster interaction?
« on: May 05, 2009, 04:38:19 PM »
Thought i ask here, since there are a lot of people here who are smarter and more experienced than me.

If i want my monsters to have allies and foes amongst the other monsters, the only way i can think of doing that would be to use a table with monster_no rows and monster_no columns and store in it what each monster thinks of every other monster.

This seems a bit excessive and very clunky to me. Am I missing something? are there any other concepts for that? (there have to be)

9
Traditional Roguelikes (Turn Based) / Prospector 0.1.5
« on: April 28, 2009, 10:17:52 PM »
Here we go again.

Several bugs fixed, some new features added, and minor cosmetics applied.
In case some of you don't remember: Prospector is my little space exploration roguelike. Grab your scoutship, hunt spacepirates, gather ressources and avoid getting eaten by aliens. And try to get rich while you are at it.

It is availiable here:
http://code.google.com/p/rlprospector/downloads/list

Enjoy! Bugreports and feedback is of course highly appreciated!

Changes in 0.1.5
+ added 15 shiptypes, with scout/explorers being the most general purpose, merchants and fighters specializing in cargo and space combat respectively and troop carriers who are best for transporting big awayteams
+ Fuel and Crewquater module to add to your ship
+ Added more pirates! (Because more is always better, at least as  far as pirates are concerned)
+ And destroying their bases now counts towards pirate kills!
+ Also they really really come after you when you got high price cargo. For real this time. I hope.
+ Docking on first turn doesn'cost money anymore
+ Added a new command for your ship
+ descriptions for shiptypes and items in shops added
+ "That's a weapon too" Ship engines leave a trail. flying into it hurts.
+ Fleets meet when they are adjacent to each other, used to be when they hit the same square
+ planets above 100ø surface temperature don't have open water anymore and planets below 0ø as well
+ 2 new monster types
+ 1 new unique planet
+ intercepting radio messages happens less often
+ warning for earthquakes
+ station shops are better stocked
+ Kills with grenades and shipweapons now yield biodata
+ Fixed a bug in fleeing space combat
+ Fixed a bug with special tiles on planet surface (Couldnt enter shops unless you were dead)
+ Fixed a bug that could cause tiles to be come blocked/unblocked that shouldn't
+ Fixed a bug that could cause starsystems to sit on top of each other
+ Fixed bug: unidentified alien artifacts dissapear again
+ Fixed bug: Teleportation device doesnt dissapear on next landing anymore
+ Fixed a typo, here and ther
+ Tiles changing outside your visual range no longer show up immediately
+ Menu bars remember their former position
+ Config.txt now works with on/off too
+ Unique planet descriptions don't get mangled anymore
+ Added soundeffects

10
Programming / whats a good number to test map generation?
« on: March 19, 2009, 04:27:09 PM »
I finally got something like a dungeon map generator to work, but i dont really trust it.

So i just ordered it to make 1000 maps, and it did, which made me a little more confident, but i wonder if 1000 is good enough.

So i wonder if i should ask the devs here what they consider a good number to test the reliability of a map generator.
Oh, i guess i just did :)

11
Programming / Prospector
« on: March 03, 2009, 11:20:21 PM »
lacks content? yes
lacks polish? yes
interesting? well... to me it is!

But i think its save to say that it has made quite some progress over the past weeks, so if you want to give it a(nother) try:

http://rlprospector.googlecode.com/files/prospector0.1.0.zip

Feedback and bugreports are of course most welcome!

12
Traditional Roguelikes (Turn Based) / Prospector Alpha
« on: February 18, 2009, 03:24:56 PM »
Hi guys! I present you: Prospector.

A marginally roguelike game with a space exploration theme.
Grab your scoutship and get rich.

Alpha version, its playable, winable (in theory) but you might still encounter a bug or 2, and balance could be an issue.

Feedback is of course welcome.

Screenshots:
http://sites.google.com/site/prospectorctor/_/rsrc/1234969397245/Home/capture_18022009_154510.jpg

http://sites.google.com/site/prospectorctor/_/rsrc/1234969415339/Home/capture_18022009_154544.jpg

http://sites.google.com/site/prospectorctor/_/rsrc/1234969428844/Home/capture_18022009_154648.jpg

And zipfile with .exe and FB sources here

Enjoy, and tell me what you think!

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