Official development blog

Yearly Archives: 2013

Multi-tile Robots

Cogmind Multi-tile Robot (3x3)

One thing you don’t see in a lot of traditional grid-based roguelikes is multi-tile units. Most such games are designed on the “one space, one entity” principle (though X@COM has had multi-tile units for a couple years). This makes things simpler from both a tactical and implementation perspective, but somewhat reduces realism when your fighter […]

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Options

Cogmind Config

If a game has more than one player, there will always be more than one play style and set of needs. In game development it’s generally good practice to make features customizable if possible [without breaking or ruining something], and to add optional features that aid usability for those that need or want them. I […]

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Building a Better UI

Most of the post-7DRL weeks of development were spent improving usability rather than tweaking the gameplay itself (which was already pretty solid). Usability, as well as availability and presentation of information, are vital to ensuring the best user experience after all (duh). There is still plenty of room for improvement, though, and much of it […]

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Guided Weapons, Salvos & Overloading

Rocket Salvo

First, a recap. Weapons in the 7DRL prototype were divided into four categories: Guns: Encompass a wide variety of beam and projectile weapons. Cannons: More powerful than guns, but with heavy resource costs. Launchers: Fire explosives including rockets, bombs, etc. Special: A small category of tools that could potentially be used as weapons, like mining […]

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Straight to the Source

X@COM Source Comparison 2012-13

Last year I said if I ever decided to take Cogmind beyond the 7DRL stage I’d rewrite the entire thing from scratch. Note that “from scratch” is not to be taken in the absolute literal sense, since my intention was to simply do what I did for the 7DRL: Strip down a copy of X@COM, […]

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