Official development blog

Yearly Archives: 2021

Design Overhaul 1: Capping Inventory

Last time here on the blog we covered sensor changes and other new related utilities coming to Cogmind’s next major update. At the time I wrote: Cogmind’s next update (Beta 11) is taking years of play experience, feedback, and observations into consideration for a comprehensive review of the many items and their stats with an […]

Posted in Cogmind Beta Overhaul | Tagged , , | 4 Responses

Infowar Expanded

Stealth plays a role in most Cogmind runs, with the degree varying all the way from “maybe I’ll dodge this one patrol until I’m in a better position to siege up” to “I am ninja.” To best support a variety of play styles in that regard, we need a range of systems and utilities built […]

Posted in Mechanics | Tagged , | 2 Responses

The Map Ruler (and other overlay QoL)

As the player’s gateway to accessing the experience they’re after when they want to play a game, building a fluid and comprehensive interface is essential. Many high-priority player needs should be apparent in the earliest stages of development, and help shape the entire foundation for an interface’s design, but still other needs with lower priority […]

Posted in GUI | Tagged , | Leave a comment

Cogmind Beta 9 Player Stats

For years now, with each new major Cogmind release I’ve analyzed the player stats reported for runs in the prior release (I covered this process in the latter half of this article before). Back when Cogmind came to Steam here on the blog I did take a close look at player metrics with a particular […]

Posted in Meta | Tagged , | 2 Responses