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TIGSource ForumsCommunityDevLogsCogmind (sci-fi robot-themed roguelike) - BETA RELEASED
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JobLeonard
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« Reply #820 on: October 07, 2016, 12:28:59 AM »

I'll be in my bunk
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Kyzrati
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« Reply #821 on: October 07, 2016, 12:32:46 AM »

More and more players crazy happy over this since the reveal this morning, almost as happy as I was when the full solution hit me while on a walk a couple days ago Smiley. The issues this resolves have been sitting on the long-term consideration pile since last year... WOOHOO!
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« Reply #822 on: October 08, 2016, 05:33:38 AM »

Lots of obscure little bugs have been fixed in the past week, including one whereby guided weapons could set waypoints beyond, but not on, half-destroyed walls--that's definitely working right now Tongue


But the meat of Cogmind's biggest release ever, coming next week, is in the new content and features. I've posted a batch of images summarizing some of the showable features. Full release notes to come.
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« Reply #823 on: October 10, 2016, 05:17:58 PM »

Alpha 11 is ready for download!

In this largest update ever we have several new areas to explore, many more unique parts and mechanics to play with, a cast of dangerous new enemies (plus some great friends), and a really useful new UI feature.

For the full release notes with extra detail and an introduction to what this release is all about, see here.

The full Alpha 11 (0.10.161011) changelog:

* NEW: Branch map "Testing"
* NEW: Branch map "Quarantine"
* NEW: Branch map "[redacted]"
* NEW: 55 new items (total now at 739)
* NEW: 10 more alien artifacts
* NEW: 6 unique items
* NEW: 10 superweapons
* NEW: 13 prototype robots (including new classes)
* NEW: 1 new common robot class (2 variants)
* NEW: 1 major new NPC (unique robot class)
* NEW: 51 new machines
* NEW: Taking electromagnetic damage animates HUD window borders (scales with damage, and can be disabled via Corruption Glitches option)
* NEW: Item swap assist UI feature (Ctrl-RMB on attached or inventory item, or '/' followed by a~z/1~0)
* NEW: Part-based volley time manipulation mechanic
* NEW: Disposable heat sink/coolant injection mechanic
* NEW: Momentum boost mechanic
* NEW: Thermal cannons with a charge effect include a UI-draining animation while preparing to fire
* NEW: Access points discovered via terrain scanning, Layout(Zone) hacks, or drone spotters all now auto-labeled as if seen within FOV
* NEW: Movement blocked for a short duration after spotting a new enemy (adjustable via options menu)
* NEW: Inserting unidentified prototypes in a Scanalyzer automatically identifies them
* NEW: Equipping (or swapping in) a known faulty prototype requires confirmation
* NEW: Non-part item info includes general category description
* NEW: Non-part item info shows inventory slot count (now that some might require more than 1)
* NEW: Segregator and Tearclaws info includes explicit descriptions of their unique mechanics
* NEW: All Maneuvering Thrusters / Reaction Control Systems also provide automatic +1 to effective momentum for melee attacks and ramming
* NEW: State information available for items on the ground as well, where the info page reflects their non-functional or temporarily disabled status
* NEW: Option to completely disable manual hacking code assistance, added by request (cogmind.cfg only: see disableManualHackingHelp)
* NEW: Confirm ally command targets with KP5 or Enter (alternatives to 'o' and LMB)
* NEW: Score sheet meta data includes current lore and gallery collection percentages
* NEW: Score sheet includes breakdown of critical strikes
* NEW: Scores and basic stats from all local runs also recorded in /user/scorehistory.txt
* NEW: Tutorial message explains bump-to-talk mechanic for robots with dialogue on the first time spotted
* NEW: Messages for insufficient slots/inventory space on attaching/picking up items report size of item in question
* NEW: /user/ files (config, meta data, command buffer, save...) automatically backed up to /bak/ once per day for emergency recovery purposes
* NEW: All supporter names registered since Alpha 10 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 10 added to the item collection gallery
* MOD: B-90 Cyclops buffed with new type of utility
* MOD: Fighter/Swordsman Duelist variants buffed with new type of utility
* MOD: Minimum volley time reduced from 100 to 25
* MOD: Increased Cold Fusion Reactor energy output
* MOD: Increased effect of Network Hub destruction by 50%
* MOD: Coolant Network dissipation effect +10 (=90), integrity +100
* MOD: Component Analysis Suite converted from duration-based to random application, effects much more frequent
* MOD: System Backup/Restoration utilities converted from duration-based to random application, effect frequency slightly increased
* MOD: Mining Laser/Welding Torch/Plasma Cutters converted from Special Weapons to Special Melee Weapons; enables bump-to-attack
* MOD: Weakened Hub_04(d) defenses
* MOD: Behemoths are more aggressive
* MOD: AI-controlled flying robots out of view can no longer jump other robots at no extra time cost (easier to shake Swarmers with a fast build)
* MOD: Lowered high-tier drone bay ratings, making them somewhat easier to fabricate
* MOD: Parts list integrity visualization always shows at least one bar, even where high-integrity parts are approaching 0
* MOD: Operators can no longer be stationed at unique named terminals
* MOD: Implicit bump-to-melee-attack works on all permanently disabled robots found in cave regions, rather than only some of them
* MOD: No warning shown when moving onto traps that will not trigger, e.g. treading into a stasis trap
* MOD: Signal Interpreters activated while adjacent to an exit can determine where it leads on the next turn without requiring a move
* MOD: State changes in sight range-modifying utilities update FOV on each new turn without requiring a move
* MOD: Garrison access points much less likely to be found near each other
* MOD: Important NPCs that follow player now stick closer by instead of running off to engage or chase down hostiles
* MOD: AI distress signals only go out to armed and active (or dormant) allies (excludes rebooting/disrupted/broken/unpowered/disarmed bots)
* MOD: Large heavy/blast door resistance against melee attacks increased
* MOD: Buffed Greatsword damage
* MOD: Falx better differentiated from Power Sword--slower but more damaging, and much higher critical chance
* MOD: Efficiency of all Thermal Generators more than doubled
* MOD: Non-resistant armors' integrity +50%
* MOD: Resistant armors' integrity +100%; also more rare
* MOD: Reflective/Insulated armors heavier
* MOD: Reactive/Reflective/Insulated armor naming scheme changed to types of "Plating"
* MOD: All part-Shielding integrity increased approximately 50%
* MOD: Stasis link color changed from green to purple to match newer stasis-related mechanics
* MOD: Stasis field strength around self/allies reported to log in dark orange instead of dark green
* MOD: Data Core description explicitly indicates base duration before expiry
* MOD: Molecular Deconstructor damage type changed to match effect description
* MOD: Cannibalization Unit effect description explicitly states that required duration is part-dependent
* MOD: Adv. Integration Mediator effect changed from -99% to -90%
* MOD: All Integration Mediators apply effect to energy costs of equip/unequip as well; also increased mass
* MOD: Sensor Array and Terrain Scanner effect descriptions explicitly state scans performed on a per-turn basis
* MOD: Zion generally contains some number of derelict logs
* MOD: Destroying unpowered and permanently broken robots no longer counts towards score/kills
* MOD: Fleeing combat robots rearmed by Mechanics will reengage hostiles immediately rather than continuing to original goal
* MOD: Evasion status summary hotkey switched from '/' to '\'
* MOD: Removed from options menu: "Auto-wait on Low EN" (still available via cogmind.cfg as "autoWait")
* MOD: Screenshots output to /screenshots/ rather than base directory
* MOD: Win speed bonus score formula now = (50000000/turns); previously ((8000-turns)*5)
* MOD: Score sheet excludes a wider variety of entries where their value is zero
* MOD: Hvy. Battle Rifle rating dropped from 5 to 4
* FIX: Failed to tally score on ending a game with no inventory items (regression fixed in earlier stealth update, credited here: [zxc])
* FIX: Crash while equipping a certain secret item from the inventory via swap command [zxc]
* FIX: Network Hub destruction alert reported old/incorrect efficiency value [Decker]
* FIX: Results of a particular major event (spoiler) did not propagate to all expected circumstances [Decker]
* FIX: A different particular major event (spoiler) could wipe some previously-learned manual hacking codes [Decker]
* FIX: Switching to a different monitor or changing the desktop resolution between games didn't perfectly resize the font and map dimensions [@phi6]
* FIX: Description for Motion Trail Duration option referenced older default value [Amphouse]
* FIX: Burnout entry in propulsion data listing displayed a faint 'N' in front of valid non-zero single digit values [Amphouse]
* FIX: Receiving Backup parts from a Repair Station or Mechanic didn't count as having attached them for gallery collection purposes [Amphouse]
* FIX: Exit positions forgotten to corruption would still show exit labels [Amphouse, magi163]
* FIX: All derelict class destruction counts were recorded incorrectly in score sheets (since Alpha Cool [Amphouse]
* FIX: Routes through through Waste or a Garrison caused score sheet to record incorrect core remaining percent [Sherlockkat, Amphouse]
* FIX: Analysis accuracy bonus as displayed in robot info was always +0 (but correct value was applied) [Kalkkis]
* FIX: Attempting to insert unidentified prototypes into a Scanalyzer revealed their true name [Kalkkis]
* FIX: Melee Analysis Suites provided 100 times the stated benefit [Kalkkis]
* FIX: Guided weapon waypoints could path through, but not be set to, wall rubble locations [Kalkkis]
* FIX: Weapons that failed to fire due to system corruption still applied their heat/recoil effects [Kalkkis]
* FIX: During a particular cave encounter a Sentry could request backup even while rebooting after a Datajack hack [Kalkkis]
* FIX: Mouse-scrolling a schematic list greater than 26 items before any selection, then selecting one via LMB, selected the wrong item [Kalkkis]
* FIX: Repair Station vAl.05a was the only interactive machine with a shape that that might eject an item to an unexpected location [Kalkkis]
* FIX: A stalled one-way network connection could hang the game on exit (now quits after 5 seconds) [Chad]
* FIX: Font and map dimensions not automatically set for largest size possible with resolutions above 1440p [veryfoodverygood]
* FIX: Part autoswapping to a different item of same category where there are multiple options might choose the one with less integrity [zxc]
* FIX: Long item names could cause truncation of output message for damage during Scanalyzer analysis [zxc]
* FIX: Incorrect word in component fabrication time context help message [Amphouse]
* FIX: Typo in manual section on Hackware [Amphouse]
* FIX: Typo in Stasis Canceller effect description [Kalkkis]
* FIX: Loading a game with a status-caused glowing UI border effect in progress (overheating/low integrity/stasis) would not resume the animation
* FIX: Thermal damage context help indicated incorrect amount of heat transfer (based on half damage, not full damage)
* FIX: Score sheet "Robots Hacked" total wasn't including all possible cases
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JobLeonard
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« Reply #824 on: October 10, 2016, 10:43:47 PM »

LITERALLY UP TO ELEVEN
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Kyzrati
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« Reply #825 on: October 11, 2016, 06:14:13 PM »

Not only that, but we seem to have had a surprise visit from RPS My Word!

Not many alphas left to go... although I will try to tone it down just a bit to do somewhat smaller, less nerve-wracking, incremental updates for this last stretch. Not too small, mind you--must preserve the sanctity of the Fun Accessible Update, by including a little bit of everything for everyone.
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« Reply #826 on: October 23, 2016, 03:29:13 AM »

I've been preparing a new series of blog articles on how to combine non-procedural stories with procedural generation, which will start this week, but really got annoyed that I wasn't making progress on the game itself so suddenly last night made effect and balance updates to a swath of utility items. Among them, Core Heat Shields will now actually be useful, increasing the temperature threshold before side effects of overheating start to occur:


Other than that, the main thing tackled this week (other than fixes) was adding support for borderless fullscreen mode, which is an increasingly common request. Despite having always used two monitors myself I never really knew how cool this mode is, but now I do, and I'm totally going to use it :D. So of course rather than a toggle there is a new fullscreen options submenu:
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« Reply #827 on: October 25, 2016, 05:44:06 PM »

Weaving Narratives into Procedural Worlds, Part 1: Value
[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

There's been very little discussion of Cogmind's story here on the blog, which belies its informative role and importance throughout the alpha development process. In fact, following the mediocre stock sci-fi back story given to the 7DRL, on rebooting the project in 2013 the very first stretch of Cogmind development was actually devoted solely to fleshing out a unique story in great detail. Everything afterward would serve to support that narrative in one way or another.

Now that said part of the game world has taken shape and nears completion, it's time to venture into new territory and discuss the whys and hows of integrating story elements into a genre traditionally light on story. This is the first in a three-part series:
  • Part 1: Value
  • Part 2: Characteristics
  • Part 3: Methods
Note that this series is specifically about static narratives in procedurally generated worlds, and not generating the stories themselves! There's quite a distinction between the two Smiley

(As usual I'll be avoiding spoilers, although in this case it'll mean fewer concrete examples until we get into Part 3.)


Why?
Naturally the first question here is why would we want to include a story at all? Roguelikes are not strict RPGs, and rarely put much effort into storytelling. In fact, there is even the danger of story ruining/interfering with what makes roguelikes great in the first place (a point we'll touch on several times).

However, I'd argue that when used carefully there are quite a few ways in which story elements can enhance the roguelike experience, making them a potentially valuable addition. Let's look at some of the benefits, which double as goals when designing a new roguelike.


The value of story elements in a roguelike, an overview.


World Building
Theme and setting define a roguelike's starting point when it comes to source material, but crafting a story on top of it all (ideally with multiple plot lines) takes it to the next level. A story requires that actors have motives and goals, and the whole world feels much more alive when for the purposes of storytelling actors have goals other than "approach and kill player." Certainly mechanics and basic content like actor/object descriptions can go a long way towards reflecting the nature and state of the world, but a full-on plot reinforces it all in the strongest way possible: through action.

Seeing the game's lore in action really brings it to life, giving it added meaning beyond the words. From the beginning this approach has been important for Cogmind in particular because it strengthens the immersion, a focus of the whole player experience I've been going for. And on the development side that same desire to bring everything to life drives development to dig deeper. As the game world expands I've often asked myself "wouldn't it be neat if the player could actually visit that place? Or meet so-and-so?" And then suddenly there they are, being written into the game :D. As a result the world has gotten increasingly dense over time, with each new piece reinforcing one or more others.


Meaning & Purpose
Roguelikes infused with story elements also gain additional layers of meaning on top of whatever might happen in the world, contributing to a more "epic feel"--the world is definitely bigger than the player character, who can have a greater purpose beyond being a "murderhobo." With the 7DRL version a short back story merely provided the premise, good enough for a straightforward dungeon crawl, while I can't imagine the Cogmind of today without its deep and engaging story. Whole new maps and interactive NPCs were added to allow the player to influence the world in different ways, because it made sense in the context of the greater narrative.

Interactive stories also offer a good source of memorable crafted experiences, which can be even more complex and powerful than standard roguelike encounters because a story is capable of spanning multiple locations and events. For example, in Cogmind the player can visit a certain area where all hell breaks loose, which in turn affects other areas after that, the details of which could depend on other player actions. The story links different locations and actors in numerous ways, supporting a grander scale that few roguelikes attempt to tackle. (Lots of room to innovate here!)

While exploring the resulting web of possibilities, individual steps along the way provide the player with explicit intermediate goals. This means a greater number of "things for the player to do," generally a nice quality to have in a roguelike wherever it makes sense. These can be rewarding experiences in themselves, experiences that extend beyond simply killing things...

But it's worth noting that depending on its execution (covered in Part 3), the presence of a story does not have to completely supplant a player's own narratives, either. I've noticed players coming up with their own little stories all the same, just as they do in other roguelikes, based on the danger, unexpected RNG shenanigans, close saves, and deaths that come out of isolated encounters which may have no bearing on the wider plot. This is important because it's a valuable part of the roguelike experience, and demonstrates that it's possible to include a story without drowning out the emergent mini-stories made possible by procedural generation.

So aside from moment-to-moment survival and long-term progression strategy, story becomes a third potential target for player enthusiasm and purpose. This advantage works on both an individual and community level...


Generating Interest & Discussion
Exploration is a fundamental part of roguelikes, be it of mechanics, new content, or simply unrevealed procedural map areas. Having a story gives players yet more reason to care about (or justify) events in the game world, along with hooks which in turn drive exploration to find answers and/or uncover secrets. Not that the extra incentive is required for the game to be enjoyable, but it's nice to have one more channel through which players may connect with the world.

This feature also works on a wider level, from two people playing alongside one another to the community at large. Story elements become common points of reference, allowing players of an otherwise single-player game to share experiences in the same way they can talk about mechanics and strategy. Lore, locations, NPCs, motives, factions and more all become part of the "common language" that players internalize as they explore the world and what is happening in it. For anyone following along with the latest release, or who isn't spoiling themselves with the wiki, there's plenty of speculation to go around. From my perspective, it's been fun to watch the community puzzling out what's going on :D


Players talking about secret plot spoilers in public chat Smiley

Other aspects that contribute to the overall discussion and level of interest, both with regard to those outside the community looking in, and within the community itself:
  • All the minor actors and events that players talk about, some of them quite memorable like "the annoying derelict" as everyone has come to know a certain NPC with no particular name.
  • Story also adds another dimension to seeded runs, where different players may take the same or different approaches to the same set of story-related encounters.
  • Relatively rare events are especially meaningful, including those which rely on a chain of actions. There are a good number of comments along the lines of "I saw...!" and "Have you ever seen?!" Just last week a major plot event added to the game ten months ago was discovered by a player for the first time Tongue
In all it appears there's a lot of value in building a roguelike around a good story, assuming it's done right, but we'll get to that  Smiley

Part 2 of this series is coming next week, to talk about the ideal characteristics of a narrative for use in a procedural world.
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Kyzrati
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« Reply #828 on: October 27, 2016, 05:21:16 AM »

Manual hack autocompletion is now a thing Cool


This was just implemented yesterday and I'm sure it's going to be very popular Tongue

I'm writing up a post that covers a bunch of newer hacking UI/UX topics, but it probably won't be out until much later since I have this narrative series going.
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JobLeonard
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« Reply #829 on: October 27, 2016, 07:46:25 AM »

STOP MAKING THIS GAME UI SO SEXY, DAMMIT!
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Kyzrati
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« Reply #830 on: October 28, 2016, 06:31:46 AM »

Sorry JobLeonard, but there is more!

Pure keyboard players also get single-key access to lore Query() references (via # keys), so there's no need to type out the whole topic for those anymore.


(Mouse users won't see the numbers, which don't look perfect, but this was the best way to do it.)
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Kyzrati
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« Reply #831 on: October 29, 2016, 07:15:09 PM »

And finally fixed the only outstanding crash bug, where the UI could randomly fail while animating overloaded weapon shots.

The chaotic testing animation is quite fun :D
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« Reply #832 on: November 01, 2016, 04:29:16 PM »

Weaving Narratives into Procedural Worlds, Part 2: Characteristics
[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

In Part 1 I shared several areas where I believe roguelikes can benefit from the inclusion of story elements. Then comes the hard part: actually doing it Smiley

Because there are certainly a number of ways story can worsen a roguelike experience, the next step is to identify the characteristics of a good roguelike narrative, to show that permadeath and a procedurally generated world don't have to be completely incompatible with a rich story.


The Story
Of course, at the foundation here is the need to have a compelling story in the first place! That's kind of the whole point--if it's going to be a boring, generic story, then the game may as well get by on the merits of roguelike gameplay alone. Having that strong focus is good, but it would be really nice to tap into some of that value mentioned before. What type of story can achieve those goals?

As in all things game design, consistency is key. A story that makes sense due to its consistent internal logic reinforces the whole world building aspect (Part 1). With only partial familiarity, an observant player begins to intuit things, like where to find some object or actor, what impact a particular course of action may have, etc. by filling gaps in their knowledge with what seems reasonable. They may not always be right, but at least that path is available, and it's an enjoyable process for some. Plus being wrong is fun, too. Because surprises Smiley

So the most useful story in this regard will be one which makes heavy use of cross-references between the game's different forms of content and NPC dialogue, attitudes, behavior, everything... to strengthen player intuition and general understanding. Just like solid mechanics anchor the gameplay, so can a solid story anchor the content.

Cross-referencing also makes it easier to avoid one of the bigger pitfalls that can detract from the value of story: linearity. Unless it's somehow part of an intentional underlying theme for the game, a linear story is almost certainly bad for a roguelike. It works against the freshness of each playthrough intended by the use of procedural generation (not to mention the annoyance of having to repeatedly face the exact same story content on each death!). Instead, make sure the story is easily split up into smaller chunks that can just as well be experienced independently of one another and still be interesting and meaningful (more on that below).

A complex plot with multiple interconnected threads will also naturally be a lot more replayable.


Abstract visualization of Cogmind's potential plot-related encounters with major NPCs, colored by faction. The beginning of the game is at the left, and it progresses to completion at the far side. Many of these encounters have implications for later encounters, for the player, or for the world in general.

Notice that the story plays a lesser role in the early game, which as the most commonly replayed segment could grate on the player if there were too heavy an emphasis on static elements. This especially makes sense for Cogmind because there is no initial character generation phase, though other games could even attempt to use the very beginning to introduce a wider array of story-related options.


Story-Gameplay Integration
Story encounters shouldn't simply be meaningful in a lore sense, but have real implications for the rest of the game, basically giving the player's actions consequences on a higher level. Most roguelikes have a relatively short feedback loop--fight a battle, rest up, maybe raise a level, then explore until the next battle. Story elements large and small can be integrated into the gameplay itself, adding a unique kind of replay value by being elements the player can choose to engage with as part of a long-term strategy. Depending on what the player decides to do, the plot might affect later events in a significant way, have no impact at all, something in between, or maybe just cause some immediate effect. As the player becomes aware of static elements within the plot, on future runs they may or may not want to trigger certain events depending on their plans, condition, and where they happen to be.

So the story is not there simply for story's sake, serving as the basis for additional long-term feedback loops. For this reason I try to ensure many aspects of Cogmind's story have useful (or at least interesting) consequences for the player. This extra dimension to the world creates gameplay deeper than the average pure dungeon crawler, and despite the static elements the approach has proven resilient in the face of many replays. Plus there's always room to expand the number of options! Even a modest number of interactive elements can lead to a large variety of combinations and outcomes.


The same major NPC encounter visualization from earlier, showing those with a direct effect on some later encounter (arrows), as well as those with a relatively significant long-term impact on gameplay (bracketed length).


It's Optional!
Despite everything said so far in this series, one of the most important characteristics of Cogmind's story is that it is completely optional.

The game should be enjoyable without requiring that the player make sense of the story to progress, or pay any attention to it at all. Players new to the game can go from beginning to end on no more than the idea that "okay, I'm a robot and there are robots out to kill me... dakka dakka boom." In fact, every single dot in the diagrams above can be avoided or ignored.

Not shoving the story in the player's face helps decrease the tension between those static elements and the procedural world, giving the latter plenty of room to breath. Many people enjoy roguelikes purely for the gameplay, or prefer to do their own procedural storytelling, and there's no need to take that space away. One of Cogmind's best players played for over a year without interacting with the story, though more recently said he gained a new appreciation for the game after beginning to dig deeper.

At the same time there are other players who from the outset put the most effort into uncovering every bit of the story, lore, and secrets they could find. For the vast majority of the lore and story elements, the player has to actually be curious enough to seek them out, and keeping it optional accommodates two very different types of players.

From a content perspective, technically Cogmind's narrative is not centered on the player, making it much easier to be optional. This is probably an important factor when developing a rogeulike with story, as it doesn't need to be annoyingly pervasive if the player holds some lesser role.

Another important characteristic is that the player is spoken to but never says anything in return (no obvious dialogue choices, either). Conversations are short one-way affairs, outside of which the player can simply express their intent through actions and by where they travel. Design-wise this can be a rather limiting factor, but besides keeping the experience streamlined (and easily ignorable!), design restrictions tend to lead to more creative solutions, so I've enjoyed working with it.

To recap, in my case the ideal roguelike story presents a compelling, consistent narrative linking much of the content, one that has a meaningful impact on the gameplay, but interacting with it is still an optional way to enjoy the game. Other roguelikes with different goals could certainly take an alternative approach to story elements, or leave them out entirely, but I aim to create a deeper experience than "just another dungeon dive," both in gameplay terms and with regard to telling interesting and meaningful stories. I believe Cogmind has succeeded at that so far, but there's still more work to do!

Part 3 of this series is coming next week, to talk about concrete methods for integrating a non-procedural story into an otherwise procedural world (of course taking Cogmind as an example!).
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« Reply #833 on: November 02, 2016, 05:55:15 AM »

Found this new combination of debug commands by accident--allows watching just how AI types are moving around a new map I'm working on.

(Not something I would normally do without the map as a backdrop, but this turned out pretty cool looking :D)
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« Reply #834 on: November 02, 2016, 06:15:16 AM »

Wait, so you're basically just stacking effects by accident?
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« Reply #835 on: November 02, 2016, 06:21:00 AM »

Yeah, there are a bunch of different debugging commands, which I normally use individually, and here I'd accidentally activated multiple at the same time while quickly testing out a new map, and saw this Tongue
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« Reply #836 on: November 04, 2016, 05:32:01 AM »

Next on the list of convenience features, there's a new option to automatically do what a lot of players are used to doing manually, since it's a common strategy: equip a single reserve launcher for a specific situation, and deactivate all other weapons at the same time so it can fire solo. And of course the natural conclusion when testing this feature is to blow things up :D
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« Reply #837 on: November 09, 2016, 06:22:52 PM »

Weaving Narratives into Procedural Worlds, Part 3: Methods
[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

With Part 1 (Value) and Part 2 (Characteristics) of this series as a background, it's time to examine the variety of methods Cogmind uses to achieve those goals, which are important considerations every step of the way. This is also what is meant by "weaving," because there are quite a few individual components working together to reinforce the narrative, and reflect it.


Structure
When creating a roguelike in which a story can thrive, I believe the most fundamentally important decisions involve the world layout and how the player traverses it. For a non-linear story experience, it makes sense to have multiple available destinations at once, be it presented as some kind of open world, or maps connected in some sort of network. Cogmind uses the latter, dividing the world into areas which belong to either the central complex, or branches linked from there but which eventually lead back to the complex. (I talked about this and several related topics in the World of Robots post last year.)


A simplified breakdown of Cogmind's world.

An important distinction between the two types of areas is that the story is confined to the branches, meaning the player can spend the majority of their time on the direct route to the surface/end and never even come in contact with story. There are no NPCs or dialogue along that route, and before long anyone who wants story will know where to find it.

Branches are structured such that the more story-oriented ones are generally deeper, and there is a quicker way to loop back into the main complex before seeing much, if again the player is not interested (or too weak, since story areas are more challenging!). Overall this structure is key to the "optional" characteristic discussed last time--players aren't required to engage with the story,

Most players do at some point start to develop an interest in the story, but it happens gradually, which is beneficial as it keeps the world simpler for new players, while opening up new options for more experienced players. In fact, for better players who may still be unaware of the story, the additional strategic options that stem from integrating story elements with gameplay are one of the primary hooks driving them to explore. For example there are the "manual hacking codes" which often link otherwise unrelated areas by having a code obtained in one area provide some kind of benefits in another.


Using the manual hacking code assist feature added in Alpha 10, listing where and who originally provided each code. (Also works for robot hacking.)

That the player cannot backtrack to earlier areas is crucial here. Taking one route naturally closes off one or more others. Cogmind would be quite a different experience if it were open world, or even just possible to return to previous maps!


Sample in-game world map tracing the player's path from deep underground towards the surface.

There is a huge amount of design freedom enabled by forcing the player forward, allowing for greater developer control which in turns makes it easier to maintain a more focused and fun experience. Good balance is important in a roguelike, but so is overall flow (not so much in sandbox roguelikes, where players are responsible for their own flow).

Note that all branches are accessible in every world, though the impossibility of visiting them all in a single run presents the player with interesting choices, choices that continue to expand as they learn more about its structure and get closer to the end.


Lore & Dialogue
There is quite a lot of lore in Cogmind, appearing in various forms to provide multiple different channels for the player to explore the story.

Games will naturally embed their lore, essentially the backbone of the story, wherever appropriate for the theme and setting. e.g. books, tombstones, travelogues, etc. At the extreme there are cRPGs which allow you to read inscriptions and text from just about any object, though traditional roguelike environments are only so rich and a systematic/streamlined approach is more appropriate, suggesting that we limit lore to a handful of easily recognizable sources.

One of Cogmind's primary gateways to lore are terminal records (definitely not an uncommon practice in sci-fi games Tongue). Terminals can be hacked for background information on various topics, organized so that the closer to the surface/end, the further into the story those topics are sourced. Most of the records are written from one of the factions' point of view, while records on terminals found in outlying areas might provide other points of view.

All pieces of lore are not created equal, either. Some are more mundane and generally available, while others are designed to be found in special areas, so uncovering the full set of lore and figuring out the story is somewhat of a puzzle that takes time--many runs (and a good enough player to piece together). The content of records may also link to other records, which can in turn be hacked directly from there, giving the lore a web-like form that always entices the player with yet more topics to explore Smiley


Terminal record lore hacking, both via direct links and manually.

If players don't want to hack the terminal records for whatever reason (and it's easy not to because terminals have so many other useful functions), then the story doesn't even come into play there.

Lore is also embedded in "robot analysis" records, which provide a real benefit to players who hack them (accuracy and dodge modifiers against that type of foe), but also describe their components and maybe a bit of story-relevant fluff about each robot's purpose or history.

Probably the lore feature most unexpectedly absent from Cogmind is item descriptions. Even many games without an emphasis on story (or any story at all) might have flavor text for item descriptions, using that to set the tone. In Cogmind this would be a massive amount of work--so many items!--and more importantly I don't think having that kind of fluff immediately available for items fits the theme. It wouldn't be able to do the best job an item description could do without muddying the idea that the player is a robot, and not actually playing a robot. There's also not enough room to display that kind of info without putting it in a separate window Tongue. (Note, however, that dozens of items do have lore in the form of terminal records, so it's not non-existent, just not ubiquitous.)


Dialogue
Lore can also be obtained by listening to NPCs, usually by bumping into them, but sometimes by simply coming into visual range. The content is often just fluff and tidbits from different viewpoints to reinforce the lore, as well as the occasional general tip or strategic or tactical suggestion. For those I try to write them in a way that feels like a logical thing the NPC might say (to a stranger or in whatever the given situation/location is), as opposed to an overt "I am NPC #23 and I exist solely to tell you this out-of-context piece of information."


Sample dialogue text in the message log.

As mentioned earlier all of these NPCs are off the beaten path to the end, but even there they and their dialogue are very unintrusive, simply appearing as text in the message log, and for a short duration at the bottom of the map view.


An NPC talking as the player moves around.

Similarly, there are a few examples (it's an underused system...) whereby a short description of some scene may also pop up at the edge like that.

Slightly more intrusive are the modal dialogue boxes used for major NPCs and encounters in some special areas, though the frequency of those is kept to a minimum. It's quick and easy for the player to simply hit Escape or close the window for those they're already familiar with (or not initiate them in the first place).

See this earlier post for more talk about the dialogue UI.


Lore Collection
Now that most of the lore is completed and in game, not too long ago a new and valuable feature was added: the lore collection interface. This is a central repository for all the lore the player has encountered throughout all of their runs, where "lore" includes most NPC conversations and terminal records. The contents are categorized by location and ordered alphabetically, where players can skip to a section by simply pressing the first letter of the entry they're looking for, or scroll around the list to autoload text.


Interacting with the lore collection UI (here filled with junk because spoilers Tongue).

To facilitate lore collection, terminal records the player has never read before are marked with a '!' directly in the terminals from where they are available. And beyond the reference value of having all this info conveniently in one place, the percent bar there at the bottom reveals some of the system's other benefits.

Players can know just how much of the information about the world they have or haven't discovered, which tends to encourage them to learn more about the world, a strong incentive to explore when combined with the (correct) assumption that these unexplored areas likely also contain lots of interesting gameplay possibilities!

Players are now comparing each others' "percentage of lore collected" (a bit of competition), and more importantly can watch their own meta progress in the new scorehistory.txt which also records the cumulative lore value at the end of each new run. It's nice to have progress meters aside from score alone.


Encounters
Another aspect of Cogmind that fills out the world with story-related content, albeit in a piecemeal fashion rather than any kind of linear narrative experience, is the encounter system. These "mini-experiences" created with scripts and handcrafted map pieces, sometimes with heavy randomization, again reinforce the lore at various points.


An example prefab encounter as seen in REXPaint, the program I use to "draw" most of Cogmind's encounters. One faction is testing the effectiveness of their prototype robot and new weaponry, and what better target than a couple of their sworn enemies? (disabled, of course) There are a variety of things that can happen with this single scenario. A quick-thinking (and moving!) player could blast through the southeastern wall, which is likely along a corridor, and rewire the allies through the new entrance to immediately fight back. Or if the player is spotted and reported not far from this room, regardless of the state of the tests, said prototype robot will likely be dispatched in defense. Or the player may want to attack first and later rescue the allies, or do it to loot the room of its experimental weapons. Or ignore the room completely and stay out of trouble Tongue

Of course some of these experiences are pure fluff, though many have other implications as well. And while handcrafted, when placed near one another, or when players encounter them in various unique situations, emergent results make them somewhat unique each time. That's the beauty of mixing handcrafted content into procedural generation algorithms--it's possible to get the best of both worlds :D

I've written more about encounters before in articles on Map Composition and Generating and Populating Caves, though I haven't shown a distribution sample for any corridor-based maps before, so here's a new image:


Procedurally distributed encounters, colored by type.

Localized environmental storytelling is easy to do like this. For example some scrap and broken down robots from two opposing factions strewn across a cave, or an abandoned partially-destroyed base that might still contain a terminal with bits of info as to what happened. This isn't commonly done in many roguelikes due to the traditional de-emphasis of terrain and props.


Yet More Elements
There are still other features that work to increase the appeal of story in roguelikes, though these don't constitute entire systems on their own so I'll cover them together here at the end.
  • Once a game includes NPCs, it's helpful to include a town of sorts, lore permitting. Cogmind has something like this located in an out-of-the-way area, and it's a great dumping ground for a lot of those tidbits of lore and knowledge mentioned earlier. Even better, the available dialogue for each run is selected from a larger pool, increasing replayability for a time. I've also seen a number of players appreciate the change of pace that such a location brings. Suddenly there's no fighting, no fleeing, just walking around enjoying the scenery and talking.
  • Secrets! Some topic mentioned in passing in one area might have some implication for another area. Or talking to one NPC might trigger some event elsewhere (or a chain of events!). Secrets drive exploration, and lore is a great place to sneak them in rather than in a purely environmental sense (e.g. "what's behind that door?" or "what if I attack this non-hostile actor...").
  • Multiple endings. Cogmind will have more than one ending, some of which reflect the extra difficulty of different approaches to the story elements, while others are simply different due to choices made. Unique endings reward the player for exploring alternative challenges, and are also an opportunity to tell a little more of the story, too. (Note: Cogmind does not yet include multiple endings--we're coming up on that soon, though currently a win is already rewarded with a somewhat different ending screen.)


Conclusion
This whole approach to telling a story with a roguelike boils down to the game being "story-backed" rather than necessarily "story-driven." Revealing the story piecemeal through many different means, where the most interesting parts are the hardest to reach, is a good design to follow since it provides incremental incentives and is more rewarding in the long run. It's actually easier to win a run of Cogmind than it is to discover the full story, making the latter a potentially even more rewarding experience for some players!

Either way, don't simply dump the story on the player--that's the boring method which gets repetitive fast. There are plenty of other options Smiley
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Kyzrati
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« Reply #838 on: November 11, 2016, 07:28:22 AM »

And by popular request, Cogmind will have its own version of mine laying :D

The new item that makes it all possible


Disarming a grunt with a Blade Trap


Planting an explosive conveniently between some reactors to take out a pursuing squad


Toying with a garrison by planting EMPs right outside their door


Traps are actual items now, so they needed art Smiley
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« Reply #839 on: November 14, 2016, 11:30:32 PM »

Making lots of progress plowing the stack of little features that have piled up...

like overloadable power sources


forcing traps to trigger by waiting on them


insert-identifying any part at a Scanalyzer, even those for which schematics are unavailable


and reporting of exact requirements for schematic/analysis when unavailable at the current terminal


Also, for at least the next week, Cogmind is now VAT-free in the EU! About one-fifth of current players are from the EU:

Just a little temporary experiment to see if it has any impact on sales at this point--not sure if it'll stick...
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