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Special Mode Design: RPGLIKE

This winter holiday season I released Cogmind’s seventh special mode, “RPGLIKE,” and quite unlike other events which have not necessarily been designed as permanent parts of the game to promote going forward, this one definitely is, and serves a specific purpose in that regard. A number of people are interested in the world of Cogmind, […]

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Special Mode Design: Abominations

Earlier this year I wrote about the hows and whys of alternate modes of play for roguelikes, taking a look at conducts and challenges and other unique ways to enjoy various games, and today I’m back to expand on that with some of the design process behind Cogmind’s latest new mode for Halloween 2019: Abominations! […]

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Building the Ultimate Roguelike Morgue File, Part 2: ASCII Maps

Although there’s only so much information ASCII alone can hold without color or a supporting interface, it’s still worth it for morgue files to include a map of the area around the player at the end of the run for added context. For wins generally not so much, but such maps can definitely be useful […]

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Roguelike Level Design Addendum: Procedural Layouts

Last time I described the entire design and creation process behind Cogmind’s latest new map, though a single map can’t quite cover all aspects of the so-called “standardized approach” I’ve taken to level design in Cogmind. So we’re back again today to expand that article with a look at some more potential parts of the […]

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Level Design and Shaping a Cogmind Experience

For years I’ve been taking a pretty standardized approach to designing each new map in Cogmind, and although we have dozens of them now, it’s one of the few topics I’ve never covered on the blog. This is essentially because a serious in-depth look at the entire process would require spoiling a lot of content, […]

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