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TIGSource ForumsCommunityDevLogsCogmind (sci-fi robot-themed roguelike) - BETA RELEASED
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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 102447 times)
Kyzrati
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« Reply #20 on: October 13, 2013, 01:51:47 pm »

Yes I love multi-tile ultra rare units. Especially if they are really big, like 8x8. Smiley
8x8 is doable (size is an arbitrary value), though that sounds *really* deadly.

New update covering machines (any opinions on whether I should just link these or copy the entire post content?):

One of the design choices for the 7DRL prototype meant to keep it simple and very focused on robots was the complete absence of anything in the environment besides parts and robots. The only other interactive element of your surroundings were doors, and even those would slide open automatically when you neared them.

Cogmind is now beginning to include a whole new range of objects that will provide various methods of interaction and deepen the gameplay: machines.

Machines

Though left unexplained when the original mockup was posted, you could see a bunch of these machines across the map:

Mockup map showing machines; not representative of placement or frequency, merely showing at least one of each type of interactive machine.

Gray machines are non-interactive, while interactive machines appear in color and their control panel is identified by a black letter on a colored background. Machines could be sprite-enabled, but I rather like their ASCII art look for now.

Machines are drawn in REXPaint. Right now the game can already import the art files and place them on the map, but they aren’t functional yet.

So what exactly do machines do?

The design doc describes the following types:

  • Terminals (T): Allow access to information and manipulation of the map area and its inhabitants. The story is told mostly through data records accessed by terminals, but a wealth of useful information directly related to gameplay is also available.
  • Fabricators (F): Build parts, or even entire robots.
  • Repair Stations (R): Restore item integrity.
  • Scanalyzer (S): Analyzes items and provides schematics for replicating them.
  • Recycling Unit (Y): Break down parts into matter.

There will be more posts discussing each machine type individually as they are implemented later on.

Most machine types can also be subdivided into multiple levels, with higher levels providing more powerful functions.

Hacking

Since Cogmind does not have authorization to be using these machines, almost any kind of interaction with them requires hacking.

There will likely be no “hacking mini-game” since machine use will be fairly common and that would slow the game down and interject a different kind of gameplay potentially boring to some players. Instead, hacking is handled through a simple system based on percentages so you can quickly see your chances of success and (sometimes) the expected results.

Hacking has not been implemented yet, and it’s used for more than just machine access, so a future post will explore this feature in greater detail.
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« Reply #21 on: October 13, 2013, 02:36:38 pm »

Love the machines, they look like alien glyphs. Maybe you could have power nodes around the place with cables connecting them to the machines. That way, some of the machines would be disabled when the cables are destroyed in explosions, etc. And a skill-tree facet could then be "mechanics" -- which allows you to place new cabling, repair power-nodes, etc.
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« Reply #22 on: October 14, 2013, 01:40:32 pm »

Thanks. I have totally wanted to do something like that, if only for aesthetic reasons, but couldn't find a simple way to animate them in a satisfactory way. Spent quite a while trying to figure out how to integrate power conduits into the current engine, but so far it looks like they would be more trouble than they're worth, so I won't be adding them at first. Maybe some day...
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« Reply #23 on: October 17, 2013, 02:03:32 pm »

No opinions on the link vs copy, so I'll just link the latest update: Melee combat. New damage types, ramming, and close-up fighting.
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« Reply #24 on: October 27, 2013, 05:24:12 am »

New mechanic: parts can now come in different sizes.
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« Reply #25 on: October 30, 2013, 09:08:15 pm »

Cogmind now includes drag-and-drop support, which will make part swapping much easier if you prefer to use the mouse. You can see a gif of this in action here (wait for it to download).
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« Reply #26 on: November 05, 2013, 07:00:12 am »

The intro animation sequence is pretty much complete, though I'm only going to release partial screenshots for the time being. Waiting on more content before doing a complete trailer.
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« Reply #27 on: November 10, 2013, 02:26:08 am »

First glimpse of the UI's new visual effects.
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« Reply #28 on: November 17, 2013, 02:48:44 pm »

Now the game is more than just Cogmind vs. All: Read about Allies & Factions.
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« Reply #29 on: November 23, 2013, 05:21:15 am »

New post about FOV in Cogmind. (Semi-technical, so devs might be interested as well.)
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« Reply #30 on: November 28, 2013, 05:18:51 pm »

Did a pass over the info/status windows and they now come with better animation, more color, more info, and support for art when I get around to that. This was actually done last month and the gif has appeared on r/gamedev before, but this is the first coverage on the blog with more screenshots and a description.
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« Reply #31 on: December 03, 2013, 12:01:58 am »

Added the first set of context help pop-ups to the game, explaining the info/status windows.
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« Reply #32 on: December 08, 2013, 04:11:56 pm »

New mechanics: Propulsion overloading, momentum, EM disruption, and part deterioration.
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« Reply #33 on: December 12, 2013, 02:42:31 pm »

Short intro to hacking is up, the first of a five-part series.

« Last Edit: January 07, 2014, 02:03:49 pm by Kyzrati » Logged

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« Reply #34 on: December 12, 2013, 03:00:18 pm »

Love the look of the EM disruption. Smiley
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« Reply #35 on: December 17, 2013, 01:48:25 pm »

Thanks, ASCII's good for something Wink

Up next: In-depth description of the hacking process, and a first look at the functional interface.





« Last Edit: January 07, 2014, 02:02:53 pm by Kyzrati » Logged

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« Reply #36 on: December 23, 2013, 01:36:17 pm »

A closer look at the most important type of hackable machine: Terminals.

« Last Edit: January 07, 2014, 02:00:51 pm by Kyzrati » Logged

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« Reply #37 on: December 24, 2013, 06:06:36 am »

Damn, this is really pushing ASCII art (if you can still call it that) to its limits. Gorgeous!
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« Reply #38 on: December 24, 2013, 01:39:50 pm »

Thanks, I call it that Wink

The character set doesn't go beyond good old CP437 ANSI; the only difference between it and traditional ASCII art would be the lifting of all color limitations--this is simply not going to work with 16 colors, ha. I generally stick to about 4-5 shades of 12-15 colors, but procedural generation and interpolation means that transitions and animations will end up showing more than that.

As for the more "art-like" content, I haven't been posting them to the blog but some pieces of item art have occasionally been making their way into the public eye through Twitter and /r/gamedev, things like this and this. Lots more of that coming in 2014.
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« Reply #39 on: December 28, 2013, 06:07:14 pm »

Two more machines: Scanalyzers and Fabricators.



« Last Edit: January 07, 2014, 01:59:10 pm by Kyzrati » Logged

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