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Tag Archives: Robots

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, […]

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Robot Hacking

(Update 180712: Robot hacking has been completely replaced by a much bigger system–you can find a summary here.) Many earlier posts have already covered hacking as it applies to various interactive machines, a feature that was implemented a year ago. Only now have we finally reached the tangentially related robot hacking mechanic. Robot hacking was […]

Posted in Mechanics | Also tagged , , , , , , | 4 Responses

Information Warfare

Knowledge is king in roguelikes. I’m not talking meta knowledge–that’s important, too, but this is about situational knowledge at a given point in any single run. Roguelikes are all about exploring and confronting the unknown (see intro to old fog of war post), and success is all that much closer if you can uncover as […]

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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

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 […]

Posted in Design | Also tagged , , | 10 Responses