Official development blog

Category Archives: Design

Design Overhaul 1: Capping Inventory

Last time here on the blog we covered sensor changes and other new related utilities coming to Cogmind’s next major update. At the time I wrote: Cogmind’s next update (Beta 11) is taking years of play experience, feedback, and observations into consideration for a comprehensive review of the many items and their stats with an […]

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Infowar Expanded

Stealth plays a role in most Cogmind runs, with the degree varying all the way from “maybe I’ll dodge this one patrol until I’m in a better position to siege up” to “I am ninja.” To best support a variety of play styles in that regard, we need a range of systems and utilities built […]

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The Map Ruler (and other overlay QoL)

As the player’s gateway to accessing the experience they’re after when they want to play a game, building a fluid and comprehensive interface is essential. Many high-priority player needs should be apparent in the earliest stages of development, and help shape the entire foundation for an interface’s design, but still other needs with lower priority […]

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Item Searching and Filtering

Many years ago, Cogmind’s predecessor X@COM pioneered the idea of using a pop-up label system in an ASCII game to identify objects like items, beneficial both to help teach new players as well as a natural quality of life improvement. This allows players to more quickly know exactly what an item is, useful when there are […]

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Cogmind 2020 ARG Walkthrough

Last time I shared how Cogmind’s special ARG event for Halloween 2020 was conceptualized, built, played, and received. Now it’s time for a deep dive into the puzzles themselves! That also means SPOILERS! Basically here I’ll run through most of the steps to the ARG and add a bit of commentary on each where appropriate. […]

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