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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 236816 times)
JobLeonard
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« Reply #660 on: January 13, 2016, 03:22:42 AM »

I like the new one better though; less clutter.
Unfortunately clutter was one of my goals--readable clutter (for players who can deal with the font size, anyway).
But surely not tautological visual clutter?

Quote
Sounds like it would be distracting noise most of the time then. Better put it in a relatively static position... where do you plan to put it?
Heh, see the fourth-to-last image Facepalm
Sorry man, information overload Tongue
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Kyzrati
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« Reply #661 on: January 18, 2016, 06:43:18 PM »

Since the last release Cogmind has made a number of those Top Games of 2015/2016 lists that pop up around the turn of the year, keeping sales rolling along at a minimal pace, just enough to support perpetual development for now Grin.

Once again, my thanks goes out to everyone for your support, since you're all an important factor in making Cogmind the best it can be.

And with that I bring you ALPHA 6!

For the full release notes containing plenty more detail about the content and mechanics of this release, see here.

Alpha 6 (0.10.160119) changelog:

* NEW: Branch map "Archives"
* NEW: Branch map "Hub_04(d)"
* NEW: 1 major plot event
* NEW: 1 more story-related NPC encounter
* NEW: 3 new NPCs (unique robot classes)
* NEW: 1 new prototype robot
* NEW: 2 new weapons
* NEW: 2 new terminal records
* NEW: New Trojan hack (secret)
* NEW: Various additional sound effects (total now at 711)
* NEW: Fourth way to enable access to final lift to surface
* NEW: Removal/replacement of attached processors and hackware destroys them, with unique UI animation/sfx
* NEW: Destroy-on-removal parts marked with a dark colon in parts list
* NEW: Drag-dropping a destroy-on-removal part from the attached parts list shows in red rather than white, to indicate it will be destroyed
* NEW: Disarmed combat robots shown at half brightness
* NEW: All Field Recycling Units vastly improved with new behavior, acting as "vacuums" that convert salvage to matter over time
* NEW: HUD matter readout displays Field Recycling Unit scrap storage and distribution rate when applicable
* NEW: Interactive machines may be embedded in walls
* NEW: Firing weapons in non-reinforced environments may cause cave-ins, where the chance depends on the class of weapon
* NEW: Mouse players can left-click on a wall to enter fire mode (so that force-attacking can be achieved without the keyboard at all)
* NEW: Manual entry of hacking commands is case-insensitive (including both the command itself and any optional arguments)
* NEW: Schematics and analyses already obtained are grayed out when hacking terminals
* NEW: Flying Cogminds can force-attack (Ctrl-Shift) adjacent robots to ram them when unarmed, rather than flying overhead
* NEW: New font size, 8, enabling 640x480p UI (purely for fun, was easy to add)
* MOD: Many propulsion stat values reworked!
* MOD: Simplified propulsion mechanics and all known calculation oddities at very high speeds and overweight situations ironed out
* MOD: Ground-based propulsion (wheels/legs/treads) no longer slows with each additional module
* MOD: Airborne propulsion (hover/flight) no longer has a per-part limit on max speed (is type-based)
* MOD: As a side effect of propulsion changes, most hostiles slightly slower
* MOD: Wheels have an advantage now, but still suffer from low integrity
* MOD: Backup Propulsion I/III/VII nerfed
* MOD: Tread recoil dampening effect reduced to 1 per active tread slot
* MOD: Hunter-class Slayer/Assassin/Terminator variants' firepower reduced
* MOD: Reactive armors reduced in size; mass significantly increased to compensate
* MOD: Removed Fabricators from Materials floors
* MOD: Interactive machine placement weights use unique values for each machine, causing some to be more likely, or only, found in rooms
* MOD: Complex 0b10 rooms are slightly less likely to be empty
* MOD: Complex 0b10 contains more interactive machines, especially terminals, in Factory and Research floors
* MOD: Non-combat robots no longer allowed to spawn in hidden corridors used by combat robots
* MOD: Cave-ins caused by explosions are postponed for one or more turns after the explosion occurs, and are also more common
* MOD: Explosions, especially more powerful ones, are more likely to cause cave-ins
* MOD: "Go naked" command (Shift-Alt-q) switched to Shift-Alt-p, to avoid conflicts with non-Windows OS commands
* MOD: Removed item "durability" stat; all slots have equivalent coverage for purposes of determining impact damage location
* MOD: Removed system familiarity mechanic for both machine and robot hacking
* MOD: Removed Footprint Analyzers and System Mapper hackware
* MOD: Spectral Analyzer energy upkeep dropped to 0
* MOD: All processor mass dropped to 0 (44 parts including all interpreters, analyzers, targeting computers, etc.)
* MOD: All processor and hackware coverage dropped by 88%
* MOD: Better hackware is available earlier, and also more consistently from Operators
* MOD: Merged both offensive hackware types (strength/tunneling) into a single type, where base type = Hacking Suite
* MOD: Merged all three defensive hackware types (stealth/evasion/defense) into a single type (base type = System Shield)
* MOD: Condensed 20 hackware parts into a new set of 12
* MOD: Removed terminal trace reset mechanic, and terminals no longer immediately test detection/tracing on reconnect (only after hacking)
* MOD: Active terminal info shows trace progress instead of countdown
* MOD: Manual updated to reflect all changes to propulsion, hacking, hackware, processors
* MOD: Processors and hackware immune to rejection due to system corruption
* MOD: Repair Stations can no longer repair processors or hackware if already attached
* MOD: Manual hacking buffer removes earlier matching entries when a new command is entered (previously only removed consecutive entries)
* MOD: Removed upkeep for malfunction blockers (e.g. Error Protection Suite), instead having it consume 20 matter on effect (if available)
* MOD: Running via keyboard stops on stairs rather than ascending (regardless of auto-ascend setting)
* MOD: Line-of-fire color no longer considers friend/foe relationship, just pure obstruction
* MOD: Datajacks and Stasis Projectors no longer display projectile/hit data in info window (no meaning since based on special effects)
* MOD: Field Recycling Units reduced to 1 slot, are heavier, and have both active heat and energy requirements
* MOD: Particle Gun (G-47 Trooper armament) stats adjusted: shorter range, lower energy cost, higher heat, greater damage range
* MOD: Removed Hcp. Storage Units, and mass of Lrg. units increase to 16 (+2)
* MOD: Further improved effect of Launcher Guidance Computers
* MOD: Hostile Grunt, Sentry, Specialist, and Programmer variants have better heat management
* FIX: Crash when an assimilated Spotter explored to the edge of the known map [zill]
* FIX: Crash on simultaneously destroying an entire array of ambush traps [Decker]
* FIX: Signal Interpreter secondary effect description did not clearly indicate adjacency requirement for identifying exits [Sherlockkat]
* FIX: Repair Station failure to repair an attached part which was broken in the process was not reflected in parts list [MJWkr]
* FIX: Broken power sources continued contributing to energy storage capacity [greymedicine]
* FIX: Alert(Check)-reported security level suffix was always 'Z', not A~Z as intended (to reflect progression towards next alert status)
* FIX: Art for Imp. Fusion Compressor contained a few miscolored glyphs
* FIX: Multi-tile doors played opening sound for every move along/through them, if move commands entered slowly
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JobLeonard
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« Reply #662 on: January 19, 2016, 02:17:42 AM »

* MOD: Removed item "durability" stat; all slots have equivalent coverage for purposes of determining impact damage location

Was it being exploited?
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Kyzrati
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« Reply #663 on: January 19, 2016, 03:14:01 AM »

No, "it was being pointless" Tongue. The durability stat was actually broken the way the formulas were working (it was a derived stat), so I dropped it entirely because the all-part-are-equal method is easier to wrap your head around, and has more or less the same effect, anyway.

(The way in which it's been broken in prior builds actually meant that most parts had about the same chance to be hit by impact damage, so this change is more or less just a cosmetic one, as well as a conceptual simplification.)
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Kyzrati
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« Reply #664 on: January 25, 2016, 06:29:45 PM »

Added smooth map panning by moving the mouse, rather than the click-to-center behavior the game has been using this whole time. Seems like it might be more intuitive for new players.


And right now I've decided that the world is getting big enough (or soon to) that we really need a world map. So the framework for that is already in place, and here is the opening and closing animation being tested in quick succession. (The map itself is a heck of a lot more complicated... working on that right now.)
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JobLeonard
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« Reply #665 on: January 26, 2016, 12:02:46 PM »

When you say "smooth" you don't mean that there will be tweening of characters between the regular grid during movement, right? Because it looks like you don't do that (which is good) but it's somewhat hard to catch.
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Kyzrati
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« Reply #666 on: January 26, 2016, 11:38:47 PM »

You're right, I don't do that so it's not 100% smooth in that respect. It'd be easier to recognize the mini-jumps with a larger font, but here I'm demonstrating with the relatively small 12x12.

The engine isn't even capable of displaying the map from arbitrary pixel offsets, so true smooth isn't possible, anyway. Yet another limitation that helps keep everything consistent Wink
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JobLeonard
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« Reply #667 on: January 27, 2016, 12:22:30 AM »

That's great! Otherwise it would be like those pixel-games with sub-"pixel" movement of sprites WTF. Completely breaks the immersion for me.
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Kyzrati
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« Reply #668 on: January 27, 2016, 12:35:10 AM »

Then what do you think about sliding transitions that some devs are starting to use, e.g.

(pictured: new roguelike Dungeons of Everchange)

I've had one dev try to convince me this is the way to go because it enables accessibility in terms of being able to more easily identify movement directions, something I instead chose to represent with optional glowing trails.
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deab
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« Reply #669 on: January 27, 2016, 01:50:43 AM »

I really like the smooth moving, really aids the readability.
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JobLeonard
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« Reply #670 on: January 27, 2016, 01:59:52 AM »

Surprisingly, smooth movement is not nearly as jarring for me; as shown here I kinda like it actually Who, Me?

I think it's because of two reasons.

First, it still snaps to the grid when movement is completed, unlike the "subpixel projection of pixel graphics" problem I mentioned before. That's like an artist not respecting the rules they pretend to impose on their world due to laziness.

Second, this is just showing the "hidden" movement that happens in-between board states, which is something I would otherwise have to infer myself; so really it's just the computer graphics doing the work of picturing the motion that otherwise I would have done "in my head" anyway.
« Last Edit: January 27, 2016, 02:11:54 AM by JobLeonard » Logged
Kyzrati
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« Reply #671 on: January 27, 2016, 02:08:05 AM »

Oh, well, I didn't quite expect that after what you said before Tongue. But yeah, I think that method looks pretty good, too, and of course aids understanding which is a plus. Still, I can't say I'd use it in Cogmind even if I could (I can't), since the jumping gives it a more computery mechanical atmosphere to it.
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JobLeonard
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« Reply #672 on: January 27, 2016, 02:10:49 AM »

Surprised me too! :D

And it probabl wouldn't fit the look of Cogmind, no. Could arguably be good for n00b sprite mode.
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Kyzrati
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« Reply #673 on: January 29, 2016, 05:21:23 PM »

A prototype for the world map that shows your route through the world (among other information still to be added):


Next week when it's finished I'll be doing a writeup on its design.
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Jad
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« Reply #674 on: January 29, 2016, 06:09:45 PM »

animation tip: movement doesn't have to be completely linear. if you want to keep a sense of 'popping' between states, since that's the pace at which the game moves, you can pop the player icon 3/4ths to the next position and then ease out to the next position.
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Kyzrati
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« Reply #675 on: January 29, 2016, 08:01:20 PM »

You don't seem to be referring to this latest post, but the game in general, so I'll address that: With regards to animation, it's an ASCII terminal--intermediate positions are impossible.

For those want to see the directionality of movement, I have a less often shown optional feature that traces movements via fading trails which works nicely given the restrictions.
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gimymblert
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« Reply #676 on: January 29, 2016, 08:40:40 PM »

I would say it's also the robotic cyberpunk aesthethics
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« Reply #677 on: January 29, 2016, 08:47:10 PM »

how am i not following this devlog yet? i've been keeping an eye on this game for a long time.
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Kyzrati
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« Reply #678 on: January 29, 2016, 09:02:11 PM »

I would say it's also the robotic cyberpunk aesthethics
Certainly that's a part of it--and another reason I stick hard and fast to the limitations set forth from the beginning.

how am i not following this devlog yet? i've been keeping an eye on this game for a long time.
Thanks, it's been going for a while, though I write fewer blog posts since release in May 2015 (so it doesn't pop up here on TIGS as often), to leave me time to keep up with all the other post-release responsibilities... many unfinished drafts are languishing Sad

I have, however, been doing a lot more dev writing over on /r/roguelikedev for FAQ Friday. Some of those entries I will likely turn into full blog posts as well. Lots of details regarding Cogmind's design and implementation.

Actually I've been meaning to drop a note about that here: Anyone interested in roguelike development, either the technical or the design side, should check out that biweekly event I host where we ask lots of devs to share their take on a given aspect of roguelike development. We have devs from DSCS, Nethack, me of course, and lots of other games both new and old.

All the topics we covered in the first year:

(Many more to come!)

Link to the directory: https://www.reddit.com/r/roguelikes/comments/42oz4i/one_year_of_roguelike_development_faqs/

As for the dev blog, I should be posting something next week going over the design of the world map interface I'm still finishing up.
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JobLeonard
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« Reply #679 on: January 30, 2016, 01:19:16 AM »

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I have, however, been doing a lot more dev writing over on /r/roguelikedev for FAQ Friday.
Makes sense, probably gives a lot more useful feedback (where that should read  "a lot more (useful feedback)", not "(a lot more useful) feedback" - my feedback's precious yo!)

Maybe you can just link to your posts that over there, filtered by some criterium of "big enough"?
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