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Ability/Effect Systems and Scripted Content

While most roguelikes include basic attack and defense mechanics as a core player activity, the real challenges are introduced when gameplay moves beyond bump-combat and sees the player juggling a more limited amount of unique resources in the form of special abilities, magic, consumables, and other effect-producing items. Just as they challenge the player, however, […]

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The Alpha Release Cycle: Running a Successful EA Program

Just last week I put out Cogmind’s tenth alpha release, and as we speed towards the end of the open alpha period, now is a good opportunity to look back at the very deliberate pattern behind the development of each release, a repeating cycle that has continued for over a year now. And not just […]

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Generating and Populating Caves

Before this point, the vast majority of Cogmind maps have fallen under the room-and-corridor style generation. The wide range of adjustable parameters, when combined with a variety of themed content (and prefabs!), give that one style plenty of potential to create a unique feel and gameplay for different areas of the world. That said, roguelikes […]

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REXPaint 1.0

Over two years ago, I released the first version of REXPaint, a tool I originally built to explore the possibility of adding art to one of my other projects. Since then it’s become a major component of my workflow for everything from art to UI mockups to map design and prefabs. Come November there hadn’t […]

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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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