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Tag Archives: Cogmind

Making a Game

Cogmind is edging into a new phase of development, that all-important part of making a game called “making a game!™” Naturally any game needs an engine to build it with (some devs skip this phase entirely if there’s something out there that can already do what you want, e.g. Unity3D), but a lot of unfinished […]

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Map Dynamics

Continuing on the concept touched upon in the previous post about message logs in roguelikes, shifting the player’s attention from log to map works in tandem with making more information available directly on that map. I like to summarize this kind of feature with the phrase “map dynamics” (from a UI perspective, not map layout), […]

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Message Log

Arguably the most vital part of a traditional roguelike’s interface, a message log gives the player all those details that might otherwise be depicted by (or lost in the confusion of) greater graphical detail. It’s also a nice after-the-fact record of why you find yourself flirting with the brink of death when things suddenly start […]

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F1 Help

Context help, already available for item and robot stats as described in an older post, is great for getting a bit of useful information on the fly. Unfortunately by it’s very purpose the distributed approach is limited to concise at-a-glance explanations that won’t bog the player down with excessive immersion-breaking text while in the middle […]

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Ally Orders

Allies were previously touched upon in a post last year when factions were first added to the game. Since then they’ve been waiting on the sidelines for someone to tell them what to do. Now you can do just that. First it took a re-working of the top-center console area to make it the truly […]

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