Official development blog

Tag Archives: Parts

Robots

Cogmind is a game about robots, so it’s about time we talk about them (finally!). It’s taken quite a while to get to this point because robots are built upon the game mechanics and items (and to an extent, the story), so holding off on this central element enables us to consider the full range […]

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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 […]

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Balance

Balance is one of the most important determining factors behind the “fun” of a game. Games that are balanced just right tend to create situations that keep you on your toes and allow you to barely scrape by, while also ensuring that you don’t feel outnumbered and helpless (or completely unstoppable) every step of the […]

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Playing Your Own Game

You finally did it! You made the game you always wanted to make, and now you get to play it! It’s funny that the reality can be quite different, at least for a certain kind of developer and/or project. Many worthwhile game ideas start out with a simple “Wouldn’t it be cool if…”, so you […]

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Items: Types & Distribution

Items are at the core of many a good roguelike experience. While inherent abilities and character traits can play a part, wielding/equipping/using new items is the simplest way to open up different strategic and tactical options. As covered in the previous post, Cogmind takes that to an extreme with the philosophy that you “are” your […]

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