Official development blog

Author Archives: Kyzrati

Kyzrati is on Patreon

Well here we are, after eight years of roguelike development and blogging, it’s time to try a little something new: I’ve set up a Patreon page! If you’ve never heard of it before, Patreon is basically a subscription service through which you can support individual creators and their work. A number of developers have relied […]

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Roguelike Level Design Addendum: Procedural Layouts

Last time I described the entire design and creation process behind Cogmind’s latest new map, though a single map can’t quite cover all aspects of the so-called “standardized approach” I’ve taken to level design in Cogmind. So we’re back again today to expand that article with a look at some more potential parts of the […]

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Level Design and Shaping a Cogmind Experience

For years I’ve been taking a pretty standardized approach to designing each new map in Cogmind, and although we have dozens of them now, it’s one of the few topics I’ve never covered on the blog. This is essentially because a serious in-depth look at the entire process would require spoiling a lot of content, […]

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Year 5 of the Cogmind

It almost seems unbelievable, but we’re already pushing into our sixth year of full-time development! Once again it’s time to look back over the past year at our progress, which in 2018 includes several major releases, other roguelike happenings, and our first full year on Steam. Here’s an image collage to get us started :D […]

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Debugging Mapgen Seed Divergence

I rather enjoy debugging. It’s just another type of puzzle, one of the many challenges of gamedev approached with logic and the tools at hand. It should be noted I actually don’t much like debugging if it involves a bunch of code I didn’t write, but this is why I almost entirely use my own […]

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