Official development blog

Yearly Archives: 2013

Context Help

The casual player can get by for a while in Cogmind without paying too much attention to the details. Just strap on a power source, some legs, a weapon or two and you’re good to go. But a majority of players will no doubt be looking to tweak and optimize their build, and to do […]

Posted in GUI | Tagged , , , | Leave a comment

Info, Animated

The info windows have been overhauled and are now even more informative than before, made possible by smaller fonts. Before they were just walls of text and numbers, while now we have color-coded labels and bars to help quickly weigh the advantages and drawbacks of whatever you’re examining without being forced to interpret a bunch […]

Posted in GUI | Tagged , , , | Leave a comment

Fog of War

“Unknowns” are an important part of roguelikes. One could say they constitute the primary appeal of the genre, especially considering that it makes sense to define “fun” as a result of encountering the unexpected. Thus it’s no surprise that roguelikes are growing in popularity, seeing that they place a heavy emphasis on exploring the unknown. […]

Posted in Mechanics | Tagged , , | 7 Responses

Allies & Factions

One of the major challenges playing the 7DRL prototype was a limited list of options for dealing with hordes of enemy robots that would alert each other and swarm you. You could fight them in a bottleneck or narrow corridor, try to herd them into a group and use a powerful explosive, or better, simply […]

Posted in Mechanics | Tagged , , | 4 Responses

GUI Animation

The GUI is getting a makeover with new animations While the 7DRL had animated window borders, text printing, and button hover highlighting, all were just simple features copied over from the original source at the time (X@COM). Nonetheless, it was definitely a feature that had players going “wow” from the start, so we need more […]

Posted in GUI | Tagged , , | 8 Responses