Official development blog

Category Archives: Design

Designing Cogmind’s World Map

Cogmind began as a 7DRL based around a simple fight (or flight!) from your subterranean starting location directly to the surface. As the new Cogmind works its way towards 1.0, a big part of its departure from those humble origins is the significantly expanded world. (For an initial discussion about the layout of the world, […]

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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 […]

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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 […]

Also 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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Garrison Access

Nearly two years ago, five machines were added to the game, forming the core interactive environmental feature in the world of Cogmind. Since then we’ve seen the addition of a few more environment-based elements in the form of non-interactive machines and traps, but no more hackable installations. Introducing: the Garrison Access point! Background Locating exits […]

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