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Messages - Jeffg10

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1
Ideas / Re: Scrap Heap Fun
« on: December 12, 2020, 11:17:05 AM »
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!

Maybe this area could have randomly broken [1-2] & [1*-2*] items in it? as well as special variants of the [4] 'makeshift' derelict items called jerry rigged items [2] for some spice?

2
We gots some items bois!

3
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 :D If only crash damage can be used to calculate ramming ;D

as of right now movement is cumulative based on your propulsion, i didn't want to do just do "your best propulsion determines your speed" because that would incentivise people only going for 2-3 propulsion slots and never any more unless they wanted propulsion armor (something which, even of in itself is made a bit more moot based on how armor is calculated in the RPG, purpose built armor is MUCH better than parts are unless you have a ton of parts you really don't care about). also keep in mind your listed speed is your MAX speed, not how fast you have to go each turn, in fact that plays into the accidental crash speeds for flying and hover, if they never exceed the accident speed they never have a chance of crashing into anything. as for rotation and stratifying that aspect works like conventional RPGs, you can move up to your maximum movement speed and shoot in any direction.

As for the other subjects we'll see ; ) . I'm taking suggestions when writing everything and some fo the things you said are rather interesting.

4
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 this :P
Interesting, 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

5
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 :)

I'm planning this to be for something like roll20, online tabletop based, but given that all of the mechanics are dice based and all of the assets will be released in the future when i have them done there's nothing stopping people from printing them out and going physical

(bonus additional color palates, i've made massive progress on recoloring sprites and i basically have it down to a science now, there's about 30-40~ robot sprites in the game and i can get them all knocked out for a new palate pretty quick now! i'll get around to working no coloring item sprites at some point- probably)

-also going to update the modules sheet since i got a ton of work done on that too
[Edit apparently i can't update the attachments like i thoulght so i'll put it here:]

6
Here are some of the sample color palliates: (had to make this a reply since the forums only allows 4 attachments per post)

7
Hello, today i'm here to present the current work i have put into my tabletop RPG adaptation of Cogmind, some thing are missing or need to be expanded, but i have just enough done so far that i want to release the files for people to take a look at so i can start getting feed-back from the general public about thing i should add or tweak! Below i'm going to include 4 .txt files: (The General Rules, The Modules and Parts List for DMs, A sample sheet showing a standard floor configuration and a sample sheet showing some basic robot configurations, all of these lists will be expanded in the future) I'm also going to include some pictures of a couple color palates I've made in preparation for re-coloring all of the item and robot sprites in the game (i just want feedback on these, i have plenty of others in store!)

8
find or make a signal interpreter and hit up every branch you can, particularly after you get to your first factory level, i can guarantee you wont be disappointed if you explore around enough

9
General Discussion / Re: Project: Escape Plan [Potential Spoilers!]
« on: September 21, 2019, 09:18:43 PM »
@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!

As for armchair robotics i've actually seen some of the threads, i just haven't gotten a chance to full on read the whole thing.

Anyway the idea is making maps that people can look at and use at least during the current version to have a predictable environment, also because this was a private project of mine but i decided there's no reason i shouldn't release my data for others.

10
General Discussion / Re: Non interactive machines, interactive?
« on: September 21, 2019, 02:47:55 PM »
I think this is a pretty good idea, i'll brain storm some ideas and make some notes, maybe later on in the development process we can get a "machine extravaganza" update or some such

11
General Discussion / Project: Escape Plan [Potential Spoilers!]
« on: September 21, 2019, 10:39:35 AM »
Hello forums, currently i'm working on a table top RPG based around the Cogmind universe (although robust enough to be tweaked and changed as needed), but as of right now that is not the main topic of this post (although progress on that is also coming along great). The topic of this post is my other main project: project escape plan. Currently i'm attempting to map and document a Cogmind seed as thoroughly as humanly possible, an asset that new players or veterans could use to refine their skills in a known environment, as of right now i'm mainly going to work on mapping the main world map and exact branch access levels, but if i find a way i might tackle specific floors too (but i don't have the technical knowledge right now to tackle something like that) anyway, here's what i have so far, i'll periodically update this more and more as i find new things, later on i may map the exact number of machines on each floor or other bonuses too:
Seed: 'EscapePlanAlpha' ( Beta 8 )
Floor Access:
-11 - [Scrapyard]

-10 - [Materials]
-10 - Br. [Mines]

-9 - [Materials]
-9 - Br. [Infested! Mines]

-8 - [Materials]
-8 - Br. [Mines]
-8 - Br. [Storage]
-8 - Br. [Recycling]

-7 - [Factory]
-7 - [Lower Caves]
-7 - [Zion]
-7 - [Deep Caves]

-6 - []

-5 - []
-5 - Br. [Extension]
-5 - Br. [Hub_04(d)]
-5- Br. [Archives]

-4 - [Factory]
-4- Br. [Armory]

-3 - []

-2 - [Research]

-1 - [Access]
--------------------
Update: murdered in deep caves, RIP, let's try again

12
General Discussion / Re: Not Significant enough of a disruption!
« on: September 20, 2019, 06:54:10 PM »
Ironically enough i actually got off of that floor just fine, i took advantage of the chaos to grab some nice parts and yeeted myself into the entrance to the next floor by the time my bots gave in to the overwhelming force. I love the robot and drone storage rooms in 'storage' for exactly this reason, just got lucky enough to find two relatively near to each other.

13
General Discussion / Not Significant enough of a disruption!
« on: September 20, 2019, 04:42:31 PM »
Apparently i'm not significant enough of a disruption for main.c!

14
General Discussion / Re: Access to the game Assets?
« on: September 18, 2019, 07:23:42 PM »
in other news i tried to split the sprite sheet at 14x14 and have 6000 pcs of finely minced cogmind, whoops. i'll sort out properly spitting it when i get back up. Edit: also yea that sounds fine with me, i'll make a post when i get the system sufficiently worked out.

15
General Discussion / Re: Access to the game Assets?
« on: September 18, 2019, 06:31:56 PM »
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:

16
General Discussion / Access to the game Assets?
« on: September 18, 2019, 03:09:31 PM »
Hello, This post is particularly pointed towards Kyzrati given it's nature (i know you'll see it, i've been lurking long enough to know that you reply to almost everything) but i was wondering if anyone knew where i might be able to access the game's assets, i'm currently working on a tabletop adaptation / remix of Cogmind and i have RexPaint and a handful of screenshots that's i'm currently using to replicate / base some of the art off of, but if possible i'd like the source pictures to make the process easier so that i have assets for my players (and possibly some custom ones of my own after i study the art style in depth a little more). This is a private venture since i'm a DM and want something new and interesting, but i might consider releasing the mechanical system and any custom art here if i make any reasonable progress on all of this. I poked around in the internal files but only found these strange .x files i couldn't open and a surprising lack of things like robot names on files. If you can't help me in this i understand, i just figure there's at least no harm in asking at the very least since it would be a god send if it's possible to decompile the art in any way.

Bonus:  a sheet of hack-job scouts i adapted for the lolz while getting the hang of REXPaint:

17
Ideas / Software
« on: November 04, 2017, 05:28:58 PM »
Software - Drives that contain software that can be applied to an item for a small stat boost, wouldn't need to be extremely complicated as the drive would just take up and inventory slot until you use it then the drive locks and is more or less useless (disappears from your inv.) and the stats of an item would change when inspected to reflect it (say have the stats change to a different color like cyan or something to show that they have been modified with software) any amount of software can be applied to one item but given how fast items break it's not a great idea to load all of your software into one item unless you're a hacker that *might* be able to find repair stations
just thought it could be a cool way to spice up items

18
Ideas / Rusted Items
« on: October 23, 2017, 08:45:52 PM »
Rusted Items - old items that are found on the starting floors that act sort of like prototypes and have higher damage or special effects but either degrade at a much faster rate or start out with a massive hit to their integrity, mainly for weapons but could also be for engines, treads, hover units, exc. rusted parts could also have special variants that can't be found in non-rusted formats (think an old design that's been long since phased out by MAIN.C and is no longer being produced for better alternatives)

Bonus:
Uniques - unique items that can only be found once per play through and typically have better integrity and damage as well as special effects and a unique ASKII picture as opposed to their base model, so for example a special proton cannon that pierces targets or a rail gun that fires at two targets at once, exc. (could drop 2 - 3 update if it's not worth it to make a bunch of them at once)

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