Official development blog

Author Archives: Kyzrati

Quicksaving and Restore Points

For me, permadeath is a huge part of the roguelike experience. When you make enough mistakes that you lose–that’s it, it’s over. No immediately starting from a safe checkpoint not long before in order to try again, no in-game benefits carrying over to future attempts. Each run is an isolated attempt in which you’re armed […]

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Rebranding Difficulty Modes

A couple years back I introduced difficulty settings to Cogmind. At the time I wrote about the benefits and drawbacks of difficulty modes in roguelikes, along with an introduction to Cogmind’s difficulty-related features, and overall I’ve been pleased with the results, but with experience I’ve discovered there is definitely room for improvement in a few […]

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Building the Ultimate Roguelike Morgue File, Part 4: History Logging

The final part of Cogmind’s new scoresheet that I added was the “history log,” referring to a list of important events and actions that took place throughout a run, and when (turn number) and where (depth/map) they occurred. Even without any other supporting info from the scoresheet, by covering the highlights of a run in […]

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Building the Ultimate Roguelike Morgue File, Part 3: Mid-run Stat Dumps

In the first part of this series I described how I didn’t want to get into fundamental changes to the stat system while in the middle of development, leading me to completely avoid modifying the underlying architecture despite greatly expanding the number of stats recorded. Among other limitations, this is also why we’ve gone for […]

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Building the Ultimate Roguelike Morgue File, Part 2: ASCII Maps

Although there’s only so much information ASCII alone can hold without color or a supporting interface, it’s still worth it for morgue files to include a map of the area around the player at the end of the run for added context. For wins generally not so much, but such maps can definitely be useful […]

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