Official development blog

Author Archives: Kyzrati

An Alternative UI?

Normally when I publish a new article, the focus is on explaining the results of some new feature/mechanic/design. Today’s post is a little different because it’s about an important feature that has not yet been implemented, nor have I come to a decision on how best to handle it. I’m using this post as a […]

Posted in GUI | Tagged , , , , , | 16 Responses

REXPaint 1.0

Over two years ago, I released the first version of REXPaint, a tool I originally built to explore the possibility of adding art to one of my other projects. Since then it’s become a major component of my workflow for everything from art to UI mockups to map design and prefabs. Come November there hadn’t […]

Posted in Uncategorized | Tagged , | 2 Responses

Year 2 of the Cogmind

Cogmind has been in mostly full-time development for 2.47* years now, and things got especially interesting this year with alpha opening up. Again it’s time to recap the past year’s highlights and make, um, “educated guesses” as to what the future holds ;). Like last time, let’s first check out a collage of development images […]

Posted in Annual Review | Tagged , , , | 3 Responses

Unauthorized Hacks

Hacking has been around since early pre-alpha 2013, and while the early Alpha releases have dozens of commands you can use to achieve various effects, I’ve always considered the system a work in progress. There are more things that can be hacked, a few tweaks and changes to expect, and furthermore there are three major […]

Posted in Mechanics | Tagged , , , , , , | 6 Responses

Garrisons

Last time we looked at what happens when you use the Unlock hack on a Garrison Access machine. Now about that rabbit hole… SPOILER WARNING: This post is going to be absolutely full of spoilers. There are so many details to the implementation of this feature that tip-toeing around them would be annoying and not […]

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