Official development blog

Author Archives: Kyzrati

Versioning Schemes

Normally I wouldn’t have another post up so soon, but the topic of versioning has become somewhat time-critical. I’ve been thinking over it quite a few times in recent months, but haven’t been able to make a final decision on where to go from here. Why now? Well, know that in one sense–one of the […]

Posted in Gamedev | Tagged , , | 10 Responses

Working with Seeds

No, not plant seeds. As most fans of the genre are aware, a fair portion of a given roguelike run is determined based on values returned by a pseudorandom number generator, commonly referred to as the RNG. Before it can do its job, an RNG must be “seeded,” or given a value that starts the […]

Posted in Gamedev | Tagged , , , | 2 Responses

Music for Cogmind?

For a while the whole music thing was something I was going to start dealing with in mid-2016, but last year Cogmind just kept increasing in scope as it felt like there was enough funding to justify adding more Fun Stuff while still on the route to finishing off the story. And my intent all […]

Posted in Design | Tagged , , , | 18 Responses

Dissecting a Cogmind Changelog

Cogmind has had 15 major releases in the past 21 months, and the changelogs for especially the latest four have each been massive walls of text. While it’s fresh in my mind, and before we move on to a different system of smaller, quicker patch-style releases, I thought it would be interesting to share an […]

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Adjustable Difficulty

Roguelikes are notoriously difficult. In this way they’re really no different from games of old, across numerous genres, which many players were far from guaranteed of completing. It’s only today that roguelikes have become more uniquely associated with difficulty because the market around them has changed so much! There will always be an additional layer […]

Posted in Design | Tagged , , , | 10 Responses