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Author Archives: Kyzrati

Animation vs. Pacing: A Dilemma of Modern Roguelikes

One of the nice things about traditional roguelikes is you can play a game at any pace you like. Turn-based action means you can stop and contemplate your next move as long as you like, but at the same time instant feedback from actions means you can string them together as fast as you can […]

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Part Info Visualization Modes

I recently entered “tired of seeing notes about future tasks that could easily be done now” mode, wherein every few weeks I attack all those little comments that have piled up here and there while working on bigger features (most recently hacking). One result was the addition of new visualization modes for data about your […]

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Recycling Units & Repair Stations

An introduction to two more interactive machines for dealing with used parts. Recycling Units At a recycling unit you can insert parts from your inventory to be broken down into reusable matter, so they’re basically an additional way to get access to matter besides attempting to blow up robots with as little collateral damage as […]

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Scanalyzers & Fabricators

Aside from the terminals described in the previous post, other machines have more specific functions and therefore a narrower range of options when using them. Below are two more such interactive machines. Scanalyzers “Scanalyzers” can produce a schematic for a specific part you provide. The first thing you have to do is get it to […]

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Terminals

Terminals are the most versatile interactive machine you’ll encounter. Their primary feature is the ability to provide useful information. Of course that information usually doesn’t come without risks, and you’ll be hacking to get it as described in the previous post. Information None of the information available through terminals is absolutely essential to the game, […]

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