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Author Archives: Kyzrati

Tutorials and Help: Easing Players into the Game

With a generally lower barrier to add content compared to other games, roguelikes have a tendency to be packed with features and mechanics, and while that doesn’t characterize every roguelike out there (notably 7DRLs and other quick hobby projects), there is an important need to help new players overcome the initial barriers to learning a […]

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Roguelike Celebration--See you in San Francisco?

I’ve always wanted to go to an IRDC (International Roguelike Developers Conference), but they’ve always been in Europe, not easy for me to reach from way out here in East Asia. More recently IRDC has also made its way into the US, but always out on the East Coast, so still not quite within my […]

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Inventory Management, Revisited

Few roguelikes are without some kind of inventory system, as it’s a familiar and flexible way to provide access to the tools a player uses to overcome challenges. Regardless of however many items an inventory might contain–2, 26, 52, or something else–how it interacts with the rest of the mechanics, as well as how the […]

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Iterative UI Design

Today I’d like to share the process behind the development of a singular UI feature, in particular the part (equipment)-sorting implementation, which is a good example of taking a simple premise and working it one step at a time, examining the results of each new element added throughout the process until as a whole it […]

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Cogmind, 1 Year of Alphas

Cogmind Alpha Access is one year old! (One could optionally end this sentence with “!?!?”) “Year 1” since release in May 2015 overlaps with some previous postmortems I’ve done, so rather than rehash that content here I’ll just be linking to it where appropriate. That said, there is plenty of fresh data to share, too […]

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