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Traps

Traps. Right, that’ll be easy. Design a handful of spaces that when stepped on by the player cause any of a number of effects. Just a couple days of work. Or not. That might be the case with traps in most roguelikes, but not Cogmind traps. Two weeks later, they’ve been heavily integrated into many […]

Posted in Design | Tagged , , , | 10 Responses

Roguelike Development with REXPaint

I mention REXPaint a lot on this blog. This is not coincidence, nor because I created it. It happens to be an incredibly useful piece of software for roguelike development! REXPaint is an in-house tool I developed in 2013 shortly before resuming work on Cogmind. It has since been made freely available for other devs, […]

Posted in Gamedev | Tagged , , , , , , , , | 14 Responses

Map Composition

Much of the “living dungeon” concept described previously applies to the main complex, and some branches. Roguelikes of significant scope tend to use a combination of map generation techniques, necessary to fill the game world with unique maps appropriate for their respective areas. Different map types are also likely to require different algorithms to populate […]

Posted in Design | Tagged , , , , , , , | 6 Responses

Cogmind the Roguelike

Probably one of the latest hot marketing terms to see rampant use in the indie scene is “roguelike,” regardless of whether it really suits the game in question. No, I don’t plan to tackle that can of worms (the topic gets more than enough attention over on /r/roguelikes), but I would like to begin a […]

Posted in Design, Game Overview | Tagged , | 18 Responses

Cogmind ASCII Art Gallery

Cogmind’s ASCII art has drawn a lot of attention where it’s been shown on Reddit and Twitter, but I haven’t  been showing much of it here on the blog. I suppose it makes sense to accumulate enough of it for a grand one-place-to-go-to-see-Cogmind-ASCII-art type post. This is that post ;) ASCII art style is traditionally […]

Posted in Art | Tagged , , , , , , , | 10 Responses