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Tag Archives: Cogmind

Design Overhaul 3: Damage Types and Criticals

With fundamentals like storage and propulsion out of the way, it’s time to turn our attention to weapons! Originally there weren’t any plans for sweeping updates to weapons and I just wanted to rebalance them in a few areas, but as you’ll see here, a few smaller ideas ended up snowballing into something decidedly bigger… […]

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Design Overhaul 2: Propulsion

The previous design overhaul discussion covered storage capping and its changes to the core gameplay, but the first experimental build we played around with also included major changes to another even more fundamental aspect of any build: propulsion. Although not all of the experiments panned out in this case, after a number of revisions I […]

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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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