Official development blog

Author Archives: Kyzrati

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 […]

Posted in Post-Mortem | Tagged , , , , | 8 Responses

Fabrication

Fabrication has just been redone, and it is good. I wrote a little about Fabricators a long while back when they were first introduced to Cogmind as a new feature we didn’t have in the 7DRL, allowing you to build robots and parts if you could get your hands on the schematics and meet other […]

Posted in Mechanics | Tagged , , | 4 Responses

FOV Aesthetics

At its most basic, displaying field of vision in a roguelike is simply a matter of whether you see a cell or don’t. These cells are in view–draw them; those cells aren’t–don’t draw them :P But there can be more to it than that! There are plenty of ways to get better-looking FOV, though before […]

Posted in Design | Tagged , , , , , , | 6 Responses

Generating and Populating Caves

Before this point, the vast majority of Cogmind maps have fallen under the room-and-corridor style generation. The wide range of adjustable parameters, when combined with a variety of themed content (and prefabs!), give that one style plenty of potential to create a unique feel and gameplay for different areas of the world. That said, roguelikes […]

Posted in Design, Dev Series: Procedural Maps | Tagged , , , , , , | Leave a comment

Dialogue UI

I recently added the third and final dialogue-related UI feature to Cogmind, so it’s time for a review of what all these different ways of displaying who says what are doing in the game :D Message Log This is the obvious one–any NPC dialogue is added to the message log for future reference if necessary, […]

Posted in GUI | Tagged , , | 2 Responses