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Author Archives: Kyzrati

Full UI Upscaling, Part 2: Holy Mockups!

Last time was all about exploring a high-level direction for Cogmind’s shift towards supporting an increased size for interface fonts and tiles by reducing the amount of space available to display information, beginning especially with the map view. Now it’s time to make concrete plans to determine what we can actually fit into a 45-row […]

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Full UI Upscaling, Part 1: History and Theory

A long time in coming, but here we go! This marks the beginning of what will be the most significant undertaking in Cogmind’s UI development history: making everything bigger. Not just the map, for which zooming was recently implemented as a toggleable option, but all the text as well. This will be fun since I […]

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Year 10 of the Cogmind

Well then, we’re well into Cogmind’s 10th year now xD It’s kinda hard to nail down a clear “ten-year” mark, since we could measure Cogmind’s age from its birth as a 7DRL nearly 12 years ago, or when I started working on it full time in mid-2013, or its first commercial release in May 2015, […]

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Adventures in Map Zooming, Part 4: Polishing

The core functionality of our map zooming feature is operating smoothly–common windows are popping up where they’re supposed to go, map interaction itself appears normal… however there are plenty of less vital systems that still need to consider the effect of zooming. And after those there’s the public-facing side of this feature, like how do […]

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Adventures in Map Zooming, Part 3: Implementation

Time to get serious! Last time I told you about my engine upgrade and the new “quads,” now it’s to put them to use. If you recall, for my initial Cogmind map zoom demo upon adding Quad support to REX, all I did was change one thing in the game: the map font size. The […]

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