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TIGSource ForumsCommunityDevLogsCogmind (sci-fi robot-themed roguelike) - BETA RELEASED
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Kyzrati
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« Reply #280 on: November 06, 2014, 04:28:06 PM »

Sorry for late replies--I can't visit this page too often now because simply scrolling past the animated title logo makes me want to watch it again and again Wink. You'd think having watching it hundreds of times during the design process would make me immune to that effect, but no.

You're truly pushing the boundary of ASCII, AMAZING ANIMATION Addicted
I love hearing that, because it's one of the main design goals :D

Dude ------ I LOVE IT.
I should run a KS on this alone Tongue
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JobLeonard
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« Reply #281 on: November 07, 2014, 02:44:44 AM »

At the very least it deserves a teaser trailer with nothing but the logo.
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« Reply #282 on: November 07, 2014, 02:55:39 AM »

I just love this project so much Smiley
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Kyzrati
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« Reply #283 on: November 07, 2014, 03:42:18 AM »

At the very least it deserves a teaser trailer with nothing but the logo.
Now *that's* an idea. Maybe something to do shortly before the real alpha trailer is ready. And once I have a clearer release schedule.

I just love this project so much Smiley
Still waiting for you to give in to the urge to make your own Wink
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« Reply #284 on: November 07, 2014, 09:18:29 PM »

Perhaps it's not too far away
http://i.imgur.com/EYHJRgQ.gif
« Last Edit: November 07, 2014, 11:05:01 PM by coldrice » Logged

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« Reply #285 on: November 07, 2014, 10:27:05 PM »

One of the most unique projects I've seen in a long time. Amazing graphics... Tears of Joy
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eigenbom
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« Reply #286 on: November 08, 2014, 12:02:33 AM »

Dude ------ I LOVE IT.
I should run a KS on this alone Tongue

Eigenverified: 100% awesome Wink
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Zorg
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« Reply #287 on: November 08, 2014, 12:46:50 AM »

The website still uses the old logo. Wink
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Kyzrati
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« Reply #288 on: November 08, 2014, 07:02:45 PM »

Perhaps it's not too far away
http://i.imgur.com/EYHJRgQ.gif
Wow, that already looks super awesome, coldrice! Real-time sci-fi, eh? Great color scheme.

One of the most unique projects I've seen in a long time. Amazing graphics... Tears of Joy
Thanks!!! After many years of searching for a way to "make something different" that is also appealing to at least some people, I seem to have succeeded. (It can be difficult to create very unique games that also resonate with more than a handful of people.)

Dude ------ I LOVE IT.
I should run a KS on this alone Tongue
Eigenverified: 100% awesome Wink
Does this certification come with a special Moonman sticker? Wink

The website still uses the old logo. Wink
Hehe, you are right. I'm still partial to the original HD/modern one as well, but I was at least planning to drop in the ASCII version and see how it looks. The animation is also one of the coolest parts, but I'm not so sure about animating a website header...
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« Reply #289 on: November 13, 2014, 05:45:40 PM »

[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

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 game took shape.

With much of the game complete, and development inching ever closer to needing a more polished-looking dynamic interface before reaching out to the average gamer, it was about time to revisit this topic since we could now identify all the necessary features and implement them in a consistent manner all at once.

Before now we didn't have a dedicated system for handling the large number of UI animations that would layer over the map area, as it's tough to design a system without knowing the full extent of what you need it to handle. The resulting implementation (i.e. code-wise) is less flexible than I'd like it to be, but on the outside it looks cool and the style is consistent throughout. (At this point I'm happy to sacrifice code quality if it'll get results, but I'll stop myself wherever it threatens to screw me over in the future).

Might as well pick up where we left off in February.

I went back to the "explosion prediction" feature and added brackets that show the explosion's maximum theoretical area of effect, just for reference since you can already see the more important shades of color representing damage falloff and obstacle blocking.


Explosion Prediction System 2.0 (I predict... you're all going to die. I was right!)

There was more pure "fluff" animation I wanted to add to the UI for missiles and explosions, but that was cut as a feature unnecessary for 1.0. Almost every other animation on the list was implemented, because they offer meaningful feedback or other information to the player.

Object Identification
No, I'm not talking about the "ID minigame" (subsystem) present in many roguelikes. More basic than that, the first step before you can take each action in a game is to identify what's what in the environment around you. Although proponents of tile-based games might argue otherwise, this isn't an issue unique to ASCII roguelikes. Sure objects are represented by letters instead of images, but the devil is in the details and you really need to know exactly what you're up against (enemies) and what tools are available (items). Images don't convey that information perfectly until you've learned what the game tells you they are, which is no different from an ASCII interface!

I remember holding the Alt key in Diablo 2 (sort of a roguelike, yeah?) to instantly see names for all items on the ground. That sure saves a lot of time and makes sense in any game where loot is plentiful (Diablo, Cogmind...)

Items
You can now call up labels for all items on the map, even those outside your field of vision in areas that you've visited before.


Item labels.

This is great for both surveying all items in view, and locating some item elsewhere on the map that you may not have cared for earlier but now really need and can't recall where you saw it. Of course, depending on why this hypothetical item was there in the first place, it may be gone when you arrive! Remember that recyclers clean up after a battle, or if they find items strewn about where they're not supposed to be (e.g. your stash).

In the 7DRL you would know this item was already gone, because (no one ever mentioned it, but) back then you could technically see doors being opened/closed, walls being destroyed/repaired, and items being dropped/picked up outside your field of vision as long as you had been to that area of the map before. It just wasn't very noticeable under the green overlay; plus you probably wouldn't expect the game to be so lenient in that regard. For the prototype I never had time to code a solution to properly record and conceal everything. As part of this latest update, explored areas of the map no longer automatically reflect changes since you've been there. They remain as you last saw them, including even labels for items that no longer exist.

With these and other labels below you can also see additional benefits from having a separate font for text and map (an idea I've discussed before): More label content fits in a smaller area, and the narrower font helps naturally distinguish label information from the rest of the map, an important necessity in ASCII roguelikes since the map consists of mostly alphanumeric glyphs as well. You'll notice that to reinforce that difference I've opted to use a style which inverts foreground and background colors.

Robots
Labels on Demandâ„¢ are also available for the other most common map object: robots. Hostile and allied robot labels are activated separately. They display the robot class (not full name), and are color-coded by that robot's remaining core integrity (from green to red).


Robot labels (hostiles).

Disarmed combat robots will be labeled instead with gray, so you know they are no longer a threat.

Notice that with all labels they automatically attempt to reorient themselves to avoid covering each other or important features (other similar objects):


Auto-orienting labels organizing themselves into the most visible arrangement possible.

Where there's a really huge cluster of items/robots some overlap will be unavoidable, in which case there's always the original scan window as a fallback for identifying objects. Plus that gives you more detailed information, anyway.

Exits
The whole point of the game is to move forward, so finding map exits is a very high priority. Finding the right exit is even more important since they don't all lead to the same place and you won't always want to immediately head through the first exit you find. Thus exit labels are fairly important and useful to have access to.

Calling up labels for exits will pinpoint their location as well as display the name of the destination, if known. Unknown exits appear labeled with question marks:


Exit labels.

While there's nothing stopping you from entering an unknown exit (except FEAR! =p), you will often want to do a bit of hacking to figure out where exits lead.

Because Cogmind maps are quite large compared to the average dungeon roguelike, it's very likely that exits will be out of the map view area. Thus when you activate exit labels, they will identify even those previously discovered which are now off screen--if you can't see a label it will show an alternate label (simply the name of the exit) at the edge of the view in the direction of that exit. These labels automatically reorient themselves along the map edge as you shift the view.


Shifting the map to seek off-screen exits.

Automation
We can take this system one step further by automating label displays where it makes sense.

Now when you spot a new hostile robot for the first time it will automatically be labeled directly on the map (with its full name rather than the class designation shown for manual labels).

All newly spotted items are labeled as well--it is AMAZING how useful this is compared to the 7DRL where you had to mouse over each item to identify it. Using look mode via the keyboard to tab between visible items was/is pretty fast, but "fast" can't really compare to "instant" Wink. Simply by walking into a new room you can tell if it contains anything you want.


Auto-labeling items and robots. For the grand finale I blow them all to pieces.

Unlike manually accessed labels which only display one type of object at a time (either robot or item), as you move around automatic labels of either kind might appear, so you'll notice they use a different color scheme to avoid confusion. While robots are labeled green to red by remaining integrity, common items are gray, prototypes are white, and anything outside your current field of vision is blue. (There's a fourth classification with its own color, but that one's a secret.)

Auto-labels for threats and items are individually toggleable in the options menu, if you don't want them.

Auto-labeling of exits is accompanied by a recognizable beep that should stand out from the other interface noise, since exits are so important, though the larger label size will make it pretty apparent:


Finding and approaching an exit.

Input Scheme
We're kinda running out of keys on the keyboard--how are we supposed to control manual labels?

First of all I freed up the numbers. They were originally used to access information about inventory objects, but that was actually a minor inconsistency in the input scheme I've been wanting to change anyway. Inventory item information is now Shift-#, which corresponds nicely to the Shift-a~z used for attached part information.

Press a number 1~4 to label hostiles, allies, items, or exits. Pressing the same number again, or Esc, will deactivate the labels immediately if you don't want to wait two seconds for them to expire and disappear on their own.

We're also running out of UI space, so a new solution was required for mouse support. Fortunately object label buttons fit nicely, both physically and conceptually, in the existing scan window. The buttons need not be always visible, so simply hovering the cursor over what is normally an informational scan window switches its contents to a list of buttons that can be clicked to call up labels (or cancel them if you click again).


Using the mouse to access labels.

Note that if there are no objects of the desired type to label, a message is shown to that effect at the top of the map view.

While keyboard look mode won't be as useful anymore given that you can display map-wide labels instantly, it also auto-labels any object the cursor passes over. The name and details also appear in the scan window as usual, but it's nice to not have to move your eyes away from the map.


Object auto-labels in keyboard "examine mode." At the end of the recording I'm using hotkeys to automatically cycle between robots/items rather than shifting the cursor via movement keys.

Side note: I wonder how many players will actually use pure keyboard mode? Or whether anyone besides myself used it to play the 7DRL?

Combat
The labels introduced above are all useful both in and out of combat. We also have a collection of new labels that provide combat-specific feedback.

After a certain (adjustable) delay on entering targeting mode, the map displays the chance to hit each hostile robot in FOV.


Automatic hit% labels in target mode.

Where combat is concerned, the results of an attack are the most important feedback element, one that wasn't too obvious in the 7DRL. Back then I did add a "calculations" window in which you could see the values used in the attack formula along with precise results.


The calculations window showing more specific attack results. (That armor I happen to be using for testing so I don't get hurt =p). The level of detail shown is adjustable in the options. Content is also scrollable just like other log/message windows.

That window still exists (above), but we can make the most important information much easier to obtain through more on-map auto-labels for attack effects. If an attack damages a target's core (not a part), the map will flash that robot's remaining core integrity (as a percent). Destroyed parts are also named, and there's an indicator when a core is temporarily disabled (some electromagnetic attacks).


Attack effect auto-labels, Cogmind's version of the "floating numbers" you see in many games.

The system was originally also showing white numbers for EM-caused system corruption, but I decided to remove that for now since I think it works better as an unknown factor.

Combat labels are entirely optional because some players may consider them too intrusive. Attack effect descriptions do get in the way of enjoying the particle effects.

Being Spotted
Just because you can see another robot does not necessarily mean it has already seen you, but this information was never communicated in any way in the 7DRL. Now whenever you see a robot that has started tracking you, the space it occupies will glow for a bit.


Spotted by several hostiles on entering a corridor.

Technically a hostile robot may have started tracking you before you saw it, if it got your location from another robot or simply has a greater sight range, but it doesn't glow until entering your FOV so you know it sees you. In case you missed the glow or aren't sure, this information is now reflected in the scan window with a red '!'.


This robot has spotted and is currently tracking you.

Now that we have a more reliable way of knowing whether you've been spotted, I'd like to eventually add ECM mechanics that can temporarily prevent robots from noticing you even when you're in their FOV. This would make melee approaches more interesting and provide another tool for the stealth-oriented build. There is already a set of ECM parts, but they only work to escape detection after being spotted and tracked rather than avoid detection in the first place. [New ECM mechanics are for much later, since we're beyond the point of adding unplanned features until at least the first release.]

The next post will examine more feedback features (and UI animations!), especially as it relates to utility parts.
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JobLeonard
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« Reply #290 on: November 14, 2014, 03:20:28 AM »

As a professionally trained interaction designer, this brings a tear to my eye.

Also, and you can quote me on this, I think this is the first time I've seen what true ASCII porn looks like.
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UmutD
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« Reply #291 on: November 14, 2014, 04:03:48 AM »

Very slick. Following.
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Kyzrati
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« Reply #292 on: November 14, 2014, 06:44:10 AM »

As a professionally trained interaction designer, this brings a tear to my eye.

Also, and you can quote me on this, I think this is the first time I've seen what true ASCII porn looks like.
Is this a thinly veiled attempt to get a quote on my new Cogmind site? Tongue

When I add this there will be a quote referencing cocaine, and another about porn. Hehe, people are going to start thinking this game is really weird!

Very slick. Following.
Much obliged!
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JobLeonard
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« Reply #293 on: November 14, 2014, 08:00:45 AM »

No, I'm trying to indicate that I meant what I said sincerely and not as hyperbole. But by all means Tongue

I mean, seriously, it's all functional yet cinematic at the same time, and I bet it really enhances the sci-fi immersion when playing. And you make it look so effortless.
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Kyzrati
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« Reply #294 on: November 15, 2014, 12:29:11 AM »

And you make it look so effortless.
This is because I don't tell you about all the days I want to jump off a cliff Roll Eyes

Nah, but seriously that's what gamedev often used to feel like when I was still figuring things out. Mostly things on the technical side, which were tough to get through on my own. As the saying goes, now it's more an issue of I can do stuff, but no longer have enough time to do it...
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JobLeonard
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« Reply #295 on: November 15, 2014, 04:00:46 AM »

Yeah, I know. The more effortless it looks the more work went into it.
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Kyzrati
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« Reply #296 on: November 24, 2014, 06:11:51 PM »

INFORMATION WARFARE

[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

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 many unknowns as possible before they somehow result in your death. This is especially true in Cogmind, where a number of maps are quite large (thus containing many angry robots) and if you make too many wrong turns while unprepared you could end up with an unmanageable situation that can only spiral further out of control.

The most vital component of information warfare is knowing "what is where." This knowledge influences where you move, both within a small tactical area and on a greater strategic level, creating all subsequent situations and leading to all other results. In a static or even linear game this is not much of an issue, but with roguelikes we have randomized map layouts and content, hence this factor retains its importance every time you play.

Utility parts are the primary means of obtaining that information. For that purpose we have sensor arrays, signal interpreters, seismic analyzers, terrain scan processors, structural scanners, spectral analyzers... you get the point, there's a lot of options. You can't realistically use them all, so you have to pick what you think is more important--or whatever you can find (and maybe carry some alternatives in your inventory).

*Note that you can also forget all this and attempt to just blow everything away. This is stuff for the cautious ninjabot.

Robot Knowledge
You always have access to the basic attributes of a robot by simply opening its data page, which will show you its class, size, rating (sort of equivalent to level/difficulty), movement type and speed, core integrity, current temperature, and any weapons.

Attaching a Scan Processor will add to that a full parts list, including internal components, and better versions report core exposure (how exposed the core is to attack), salvage potential if destroyed, and damage resistances. It's not the greatest part to dedicate a slot to since player experience (or spoilers) eventually render it mostly useless. (I'd actually like to expand the usefulness of the Scan Processor and have an idea how to do it--maybe later.)

Sensor Arrays, which allow you to detect robots outside your field of vision, are far more useful. In fact, the ability to know what robots are where outside your FOV is so powerful that two separate parts are required to get the full effect:
  • Sensor Arrays only tell you where there is something within their detection range. No more details, just a blip.
  • Signal Interpreters can tell you more about those blips, ranging from size only (low-end interpreters) to class or even specific robot (high end).
This mechanic is made more interesting by the fact that not every robot out there is an enemy. So you can technically get by without a Signal Interpreter if you don't mind the occasional false alarm, or you can learn to differentiate certain blips by waiting a bit and watching its movement pattern.


Watching nearby robots move via Long-range Sensor Array (no interpreter).


The same view with and without the Advanced Signal Interpreter, which shows those robots with as much detail as if they were in your FOV! Going straight or left here we're going to run into enemies, and simply turning the corner we'll be spotted by a Watcher.

With information like that you can be a lot more confident in your movements--plot a path around hostile robots, or prefer to take on those you are better equipped to deal with, or dodge a passing patrol by ducking into a room (enjoying a suspenseful wait to see whether they plan to visit your hiding place or not Wink)

Animations
Continuing on the concept of map-based informational feedback covered in the previous post, activation of all informational utilities is now accompanied by a UI animation. These animations are meant to 1) look cool, of course!, and 2) provide additional feedback where possible. If anything the animation will at least remind you of the utility's area of effect. (Alternatively that same information is available to mouse users by simply hovering the cursor over the utility in the parts list, which shows the AOE faintly superimposed over the map.)

Activating a Sensor Array shows not only its radius, but also each known robot's relation to you: hostile (red), neutral (gray), or friendly (green).


Activating an Improved Sensor Array.

Activating it can quickly pick out the threats if there are a large number of robots milling about. And remember you can repeatedly deactivate/reactivate utilities, since it's a free action, anyway.


Activating a Signal Interpreter on top of that Imp. Sensor Array.

With a powerful enough Signal Interpreter, robot labels (discussed in the previous post) also work for those outside your FOV while the interpreter is active.


Signal Interpreter with robot labels.

Map Knowledge
Knowing where other robots are is only one piece of the picture. Sure they're the only potentially dangerous thing out there, but at the wrong place and time that danger can multiply based on the map layout. Plotting an optimal path through unexplored territory is difficult without at least clues as to which routes won't lead to dead ends where you may be forced to fight. You can also save yourself a lot of trouble by finding ways to circumvent enemy positions. Recall that the main goal in Cogmind is to locate and reach exits, so one way to increase chances of survival is to search the map as efficiently as possible before attracting too much attention.

In short, you want ways to reveal the map. This is a pretty powerful ability to have and thus, like robot sensors, the full effect is divided between two separate parts:
  • Terrain Scanners determine the range within which you can detect terrain.
  • Terrain Scan Processors have a "density" factor which determines how quickly that terrain is revealed. A scanner providing map data without any additional processing reveals terrain at much slower rate.
With at least a scanner, terrain within a given radius is gradually revealed, providing more and more clues to the layout as you move around.


Imp. Terrain Scanner combined with a Seismic Analyzer (the weakest processor type). (I've left the radius highlight active so you can see where it scans out to.)

This means that even a low-density analysis is useful, even though it doesn't tell you everything. Eventually with enough time or sufficiently powerful processor the entire area will be revealed.


Remaining stationary while an Imp. Terrain Scanner and Imp. Terrain Scan Processor reveal the nearby layout. (I've activated a Sensor Array so you can see other robots moving around as an indicator of the passage of time.)

Activation
Activating terrain scanners will remind you of their AOE, and also happens to point out doors (just to add a little something...).


Activating an Improved Terrain Scanner.

The processor animation is pretty simple, mostly reinforcing the radius again but with brighter versions reflecting a higher density.


Activating increasingly powerful processors (their effectiveness does stack).

Hidden Doors
I haven't brought this mechanic up before. It wasn't in the original design, either--a comment on Reddit a few months ago got me thinking about them and it turns out they add so much to the game that I figured they should be added sooner rather than later. I was considering keeping them a secret (I mean hey, they're hidden doors!), but you'll start encountering them right away in the game, and they're not exactly rare (quite common, actually), so what the hell let's talk about them now.

The idea is that most maps contain a number of "emergency access" doors used only by combat robots to more quickly reach flash points. Intruders unfamiliar with the territory can be ambushed, or think they've reached a dead end and turn to fight off pursuers only to suddenly be attacked from two sides. The mechanics should lead to some interesting situations. When robots start emerging from a room you thought was empty, now you'll know why.

Terrain scanners don't reveal hidden doors, which appear as normal walls until detected. You can, however, eventually figure out where these doors are hidden if you scan enough terrain to find corridors behind walls. Obviously seeing one of these doors open also counts as detecting it. Even if you don't see it, it still opens automatically for you just like any other door, but it's unlikely you'll be spending lots of time running along room walls searching for them. You've got better things to do (and if you don't you soon will after wasting so much time).

A better option is the dedicated Structural Scanner, now carried by engineer bots. This type of scanner is useful in that it auto-identifies hidden doors as soon as they are within view.


Exploring with a Structural Scanner. Without an active scanner, walking into that room would show nothing but normal walls.

Finding hidden doors saves you lots of time, making it possible to cut corners for a more direct route to an exit, sometimes circumventing entire sections of a map.

There is also a nifty animation to go along with its activation:


Activating a Structural Scanner.

System Corruption
To a degree, both robot and map knowledge are susceptible to interference from system corruption. Once Cogmind has been corrupted, low-level Sensor Arrays will sometimes report false signals (the number of false signals increases with the degree of corruption), and you can lose map data for previously visited areas!

Corruption is caused by electromagnetic damage, though it doesn't start to play a significant role in the game until about mid-way through when the more fearsome EM-armed Programmers start tracking you down. Even if you don't immediately notice your corruption value increasing, or some of the less intrusive effects like garbled log messages, the fact that your interface starts glitching will inform you pretty quickly Wink.

As in the 7DRL, system corruption has other effects, too; just wanted to drop a mention of its relation to information warfare.

Sight Range
We can't pass up this most basic element of roguelike information warfare, the maximum range to which your field of view extends. After all, it does determine what information is always immediately available and (usually) reliable.

To keep things simple, most robots have a sight range similar to your own (around 16), the main exception being Watchers that have augmented visual sensors for obvious reasons. Upgrading your own sight range, even beyond that of Watchers, is a great way to spot hostile robots before they spot you, but this only works in long corridors or large halls. Decidedly less effective than a sensor array-processor combo, though this only requires one slot.

In the 7DRL you could only guess whether an enemy had spotted you yet; now that we have a couple different ways to know that (see previous post), enhancing your sight range is a useful option.

Hacking
While not required, hacking terminals is a fairly important way to gain information, some of which overlaps with what you can obtain from the various utilities described above.

The original game was designed without hacking, though theoretically it will be nice to have alternative sources of information, as well as greater flexibility in what can be provided. From a design perspective, parts need to provide fairly equivalent benefits due to the low-resolution slot system (e.g. you start the game with only 7 slots, 2 of which accept utilities). Any items with questionable relative value will always lose out in the fight for limited inventory space. Therefore, we can't realistically rely on parts for some unique types of information. Terminals serve as a source of that information. I've mention some of the possibilities before, but the final list is not set yet.

The Other Side
Everything covered so far about information warfare is from Cogmind's point of view, when it's technically a two-way battle. What tools you choose to rely on (if any) heavily determines the outcome, though we can introduce a few more factors by also examining this topic from the enemy's perspective.

First and foremost, your position is a pretty important piece of information. Once a hostile robot spots you, it will try to alert any nearby allies and tell them where you are. If there happens to be a chain of robots in the vicinity and this information gets passed around enough, you could have a lot of company on your hands.

An interesting new part, the Transmission Jammer, can prevent hostile robots from transmitting these messages to each other. I haven't gotten far enough in world testing to see how effective it is in managing "situations," but I'd imagine it's going to be pretty useful. It automatically jams all transmissions in its area of effect.


Activating an Advanced Transmission Jammer, which will keep that Watcher (and Swarmer) from reporting my position to allies.

Unless you're really confident in your capacity to annihilate all comers, you'd do well to reveal your position only when necessary, because once certain robots are pursuing you it can be tough to shake them.

You can, however, reduce the length of time robots are capable of tracking you after you're out of sight by employing one of the ECM Suites. They are amazingly effective at getting you out of trouble, but the better ones require significant amounts of energy to operate (a balance issue).

And that's pretty much it for the other side! There is currently one robot that factors into the information warfare game in a special way, but I'll let you figure that one out. I have a couple more ideas for such robots I'd like to eventually add since there's still a lot of room to explore here.
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« Reply #297 on: November 25, 2014, 02:40:16 AM »

That transmission jammer sounds like a must for fast, stealthy high-damage melee builds.
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« Reply #298 on: November 25, 2014, 04:23:34 AM »

Once the map is revealed, for areas outside the FoV, does the player see the live content, or a 'remembered' state?
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« Reply #299 on: November 25, 2014, 03:57:14 PM »

That transmission jammer sounds like a must for fast, stealthy high-damage melee builds.
I'm afraid it might even be too powerful in general, but we'll see. I could tweak the mechanics if necessary after people start using it.

Once the map is revealed, for areas outside the FoV, does the player see the live content, or a 'remembered' state?
Definitely the "remembered state." It wasn't like this originally (because I didn't have enough time to put it in the prototype), but was added recently because this is essential to the idea of information warfare. I talked about this in the Object Identification > Items section of an earlier post.
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