Grid Sage Forums
- November 25, 2024, 01:50:00 AM
- Welcome, Guest
First, thanks for creating this wonderful gem of a game. Please consider my humble and easy to implement suggestion.
Consider adding one or two random "fun items" to the starting scrap heap besides the stock parts. This would give each game an ever-so-slight difference in starting condition to provide some initial direction and make this part of the game worth not skipping.
Also consider adding an unusually high level, broken item to the scrap heap. This does three things:
- Gives players an interesting decision to make at the start (leave it, or lug it around in hopes of fixing it)
- Provides a fun early game side-quest (getting it fixed).
- Makes use of chronically underutilized Repair facilities at the beginning of the game.
thanks for reading!
Looks great so far! Liked the rules regarding propulsion bonuses and dice-wise decisions for damage rules. Weapon types provide cogmind spirit, i feel like even more can be done to make them more unique.
How are you planning to implement movement? Will it cover rotate speed or being able to strafe, or any other shenanigans like being able to jump over midsize junk when playing as lightweight walker? Also I looked at robot samples and movement speed difference between Tier 2 and 3 looks ridiculous: T3 unaware get both more movement slots and better props, so for now T3 Battle Tank is moving x3 faster than T2 walker grunt If only crash damage can be used to calculate ramming
Also "Hardwire" is an interesting title, since one of the proposals for the original Cogmind 7DRL was to name the game "Softwired" because you're able to switch gear so easily and nothing is really permanent. So like, the opposite of what you've named thisInteresting, well part of the RP may become having and using parts at your disposal a bit more like equipment is traditional RPGs, although when making things i intentionally added the durability system because i think part of what makes Cogmind the game it is is the chaotic nature of constantly having to swap and replace parts as they break or become obsolete, and i wanted to keep that feeling for the RPG
Palettes look fine, those and more in the future are for printing out as chips on a board? Or is this just a character sheet-based game? Just trying to get an idea of what kind of play space is used for this.
I see some interesting mechanics in there so far--definitely Cogmind-inspired yet not trying to stick hard and fast to too many of the same rules
@Jeffg10: Remember that seeds only reproduce the same world in the same version, so the version number is important here and in the long run someone would need to have access to an older version to get the same world as described here.well, seeing as how beta 9 is stuck in bureaucratic hell for right now it still seems like a worth-while venture to me, who knows, maybe i'll update the thread every time there's a new version with a brand new list to start working on!
Hey Jeffg10, you can see the spritesheets inside cogmind.x, which can be opened like a .zip archive and the tiles are in data/fonts/Cheers, took a second to get it figured out because my winrar didn't want to cooperate with it, but i got it figured out and found the sheet, this will be invaluable going forward in this project. In exchange i'll put up the current modules i have done for the tabletop RP, people are free to use these how they like but they probably wont be of much use until i get the rules written out and more of the weapon and utility modules pinned down: