Prospector: Space themed Roguelike

User contributed sources that have become inactive, deprecated, or generally unusable. But ... we don't really want to throw them away either.
magellan
Posts: 44
Joined: Feb 18, 2009 17:35

Post by magellan »

:)
It isn't called the amulet of yendor of course. But it does the same thing: You get it, you win.
Just like the "kill the dragon"-mission doesnt feature actual dragons and the "rescue the princess"-quest has no royalty whatsoever in it :)
magellan
Posts: 44
Joined: Feb 18, 2009 17:35

Post by magellan »

An ugly bug showed itself:

Not only did the awayteam always forget their weapons in the ship, if someone died they immediately took off all armor, propably to check if they were wearing black ties.

Its fixed now. sorry for the inconvenience.
http://code.google.com/p/rlprospector/
magellan
Posts: 44
Joined: Feb 18, 2009 17:35

Post by magellan »

And again prospector makes another step out of the patheticness gravity well, approaching game-velocity.

Try it and plz let me know what you think.

Changes in 0.1.4
+ "C"ommunicating to aliens might be a bit more interesting
+ CTRL+C opens the configuration menu where you can
Toggle autopickup
Toggle a Beep on low oxygen warnings (may not work on all platforms)
Toggle if you want to select items by hand or always want to use the best item
Toggle diagonal movement: if you move into a direction and its blocked an diagonal is automatically chosen
(This may help those who dont have the luxury of a numpad)
Toggle save screenshots (Converts extended ascii characters when making a screenshot)
+ "," Picks up an item when not in autopickup
+ "D" drops an item
+ "O" offers an item to an alien
+ shallow water no longer blocks movement, but uses oxygen
+ oxygen gets replenished in areas where there is enough of it
+ New Items
+ 2 new unique planets
+ Fixed a bug that "lost" unique planets
+ Botany works slightly different
+ New algorithm for making planet maps
+ New plants & "water" for exotic atmosphere planets
+ Fixed a bug in monstergeneration
+ Fixed a bug in a quest
+ Fixed a bug in item equipping
+ Fixed a bug that caused all your officers to retire when visiting the pirate bar
+ Fixed a bug that payed 250 Cr. wage to each missing officer
+ Shot inventorys on planets dont get reset on each entry anymore.
+ Killing trees doesnt get rewarded with 1.000.000 Credits anymore.
+ Rescuing the scout doesnt make you immortal for the planet anymore, and chances to find people alive are a lot higher

You can get it here:
http://code.google.com/p/rlprospector/downloads/list

Image[/img]
magellan
Posts: 44
Joined: Feb 18, 2009 17:35

Post by magellan »

0.1.5 is out. I think it's the biggest step forward yet, with shiptypes that aren't just bigger than the other and the ability to repair a stranded ship if you find one. Let me know what you think guys!

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
rdc
Posts: 1741
Joined: May 27, 2005 17:22
Location: Texas, USA
Contact:

Post by rdc »

Nice work on this.
AlexZ
Posts: 55
Joined: Aug 09, 2007 9:23

Post by AlexZ »

I'm impressed by how much work and love you put into this, thumbs up! BTW, it's not uncommon nowadays to offer very basic graphics instead of a text based representation for rogue-likes, would improve the game a lot IMO.
magellan
Posts: 44
Joined: Feb 18, 2009 17:35

Post by magellan »

thanks!
And agreed, it isn't uncommon, but i am of the school of thought that ascii is more evocative. Besides i suck at drawing, in a really bad way :)

btw: there has been some serious bugfixing going on the past few days.
0.1.5f is the current version.
MystikShadows
Posts: 612
Joined: Jun 15, 2005 13:22
Location: Upstate NY
Contact:

Post by MystikShadows »

Wow, absolutely awesome Magellan.

Think I can also post this on http://www.ascii-world.com ? it's looking brilliant so far. :)
Galeon
Posts: 563
Joined: Apr 08, 2009 5:30
Location: Philippines
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Post by Galeon »

i liked it, but i'm always running out of fuel and credits... a full tank would only last in going back and forth between 2 docks and i can only carry 1-3 cargo
magellan
Posts: 44
Joined: Feb 18, 2009 17:35

Post by magellan »

sure, go ahead, post, tell your friends and family etc ;)

@galeon: exploring is easier than trading to be honest.

and @ all:
0.1.6 is hereish:
http://code.google.com/p/rlprospector/downloads/ released

Nothing big, just some things made more convenient and some tweaking at balance ... oh and spacemonsters and asteroid belts and close combat weapons! :)
Galeon
Posts: 563
Joined: Apr 08, 2009 5:30
Location: Philippines
Contact:

Post by Galeon »

I just like trading, that's why I choose Galeons :)
AlexZ
Posts: 55
Joined: Aug 09, 2007 9:23

Post by AlexZ »

I noticed quite a few spelling mistakes, maybe you can spend some time on that for the next version.
magellan
Posts: 44
Joined: Feb 18, 2009 17:35

Post by magellan »

Yeah i know. mainly working on that and trying to get rid of bugs these days.
pyrodap
Posts: 31
Joined: Jun 24, 2005 19:37

Post by pyrodap »

cool, i really like it... a whole universe to explore and pillage. i'm really happy about all the RLs coming out lately.. obviously games like prospector and other RLs are not targeted for casual gamers... it's a relatively small niche.. they are thinking-gamer's games.. but there is a large enough base that you can be sure that thousands of people will play your game if it's of quality, which so far it seems to be. keep it up, i'll keep playing it ;-)
magellan
Posts: 44
Joined: Feb 18, 2009 17:35

Post by magellan »

I just uploaded 0.1.7

This is what 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 still resides here:
http://code.google.com/p/rlprospector/

Let me know what you think.
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