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2018 7DRL Postmortem, Part 3: Spending Too Long on Map Generation and Content

Picking up where we left off at the end of Part 2, about the early days working on the core interface and mechanics… Map Generation I spent an entire day just working on map generation. At the end of that day my desk looked like this: All the maps use my tunneling algorithm from Cogmind, […]

Posted in Dev Series: 7DRL Postmortem | Also tagged , , , , , , , | Leave a comment

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 | Also tagged , , , , , , | 10 Responses

Inventory Management

Inventories are almost a staple component of any roguelike, and as such there is usually some amount of inventory management required to play them. Deciding what to carry for contingencies is an important part of roguelike strategy (plus it’s fun! …or cause to kick yourself later). For these decisions to be meaningful, games almost always […]

Posted in Mechanics | Also tagged , , , | 3 Responses

UI Feedback: Map Dynamics 2.0

A while back I mentioned a design initiative based on the concept of “map dynamics,” aimed at increasing player focus on the map area as opposed to the message log or other windows. After the initial spate of related features and animations, this part of development was put on hold as the rest of the […]

Posted in GUI | Also tagged , , , , , , , | 9 Responses

Consumables

Most roguelikes, and the vast majority of RPGs/item-heavy games in general, have consumable items. From a design perspective this makes a lot of sense since consumables are the easiest and most direct way to indicate that effect X can be achieved Y number of times. They’re also a logical way to enable the player to […]

Posted in Design | Also tagged , , , , | 8 Responses