Official development blog

Category Archives: Design

Hacking, the Interface

As previously mentioned, there is no hacking “mini-game.” We don’t want to interrupt the flow of a game that can otherwise be quick to play (if that’s your style). Thus the process of hacking emphasizes a very quick “in and out fast” approach. Hacking Process Hacking a machine is a pretty straightforward process. Bump into […]

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Hacking, the Concept

hack /hak/ v. Gain unauthorized access to a system. For the past several weeks development has mostly focused on what can be considered the “other half” of the game. Aside from exploring the map, fighting robots, and re-building yourself, an entirely new component unseen in the 7DRL prototype is now being integrated into the game: […]

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Burnout, Momentum & EM Disruption

A set of new unrelated mechanics was recently added to provide more strategic options. I’ll summarize them together here. Propulsion Overloading Similar to overloadable energy weapons, some hover and flight modules will now support overloading as well. As a completely optional mode toggled through the normal activate/deactivate cycle, while overloaded a propulsion system factors into […]

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Context Help

The casual player can get by for a while in Cogmind without paying too much attention to the details. Just strap on a power source, some legs, a weapon or two and you’re good to go. But a majority of players will no doubt be looking to tweak and optimize their build, and to do […]

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Info, Animated

The info windows have been overhauled and are now even more informative than before, made possible by smaller fonts. Before they were just walls of text and numbers, while now we have color-coded labels and bars to help quickly weigh the advantages and drawbacks of whatever you’re examining without being forced to interpret a bunch […]

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