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TIGSource ForumsCommunityDevLogsCogmind (sci-fi robot-themed roguelike) - BETA RELEASED
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Zireael
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« Reply #900 on: February 20, 2017, 06:39:24 AM »

And hey Zireael--didn't know you're on TIGS now Smiley

It's a very recent thing, I created an account like two days ago. I wanted to spread out, see how people like VotE in non-rogueliking circles. (Eyeing Gamejolt and hoping to bring the LOVE version to bear as a "here's my CV and here's a front project page as proof I can get s**t done")
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« Reply #901 on: February 24, 2017, 07:31:13 AM »

Another megarelease is upon us! Alpha 14 lands next week, when I'll be sharing details in the release notes as usual, but know that it comes with boatloads (Haulerloads?) of QoL features, lots of new mechanics, and some... interesting new territory to explore. Oh yeah, and difficulty settings!

Alpha 14 (the non-spoiler stuff) in images:


Melee multiwielding!


Attack with a lot of weapons at once, maybe even slice through one and just keep on slicing, if you're good enough Smiley


Yet more specialized melee parts.


In fact, two-dozen cool new parts, a quarter of them with completely new mechanics.


Unstable machines detected by a Structural Scanner now have an on-map counter showing how many turns remain until they'll explode.


A new range of Thermal Defense Suites with AOE thermal resistance.


The Structural Scanner now has a fifth ability, highlighting areas that are susceptible to cave-ins due to instability.


Guided waypoints can now be redirected more easily across multiple shots, with the line of fire always being recaculated from each previous waypoint as it is updated in keyboard mode.


Waypoint sets are also recalled automatically even when guided volleys are interrupted by direct fire.


Line of fire is now recolored on the fly as weapons toggled on and off while in firing mode might affect the volley's capabilities.


Hacking feedback now includes the potential for hackware destruction (it's not super common, and this was always intended, but it never happened due to a bug, now fixed).


Mouse users now have access to automated/smart inventory management via a simple left click when with a full inventory.


Mouse users also get new "[CYCLE]" buttons for propulsion and weapons to simultaneously toggle all their states.


The mouse cursor has two new hiding options, for example it can be hidden while you're attacking, so it's easier to see what's going on (especially with small tile sizes).


Or hidden during all attacks, and basically whenever input is blocked.


Right-clicking anywhere outside FOV automatically pans to that location.


Mouse users can also interact with empty equipment slots, left-clicking to bring up a list of all applicable items for that slot.


I changed a few of the stats shown at the end of a run.


To help collect lore, NPCs with dialogue you've already seen is instead marked in gray.


If you've already confirmed via a previous hack that there are no branches that lead out of the current map, calling up exit labels will remind you.


Fractional coverage reporting for those tiny items with < 1%.


Tutorial messages will flash for 5 seconds rather than 1 (maybe more people will actually read them? many are very helpful!).


Difficulty settings.


Optional challenge modes, like Scavenger mode where there are no stockpiles and all loose items are damaged (for bragging rights and higher scores :D).


Or Unstable Evolution, where you can't choose how you evolve (also, new slots are always reflected in the log messages now).


Score history info updates.



This and more next week!
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« Reply #902 on: February 27, 2017, 05:33:01 PM »

Melee multiwielding! Major plot events! Mouse UI++! Adjustable difficulty! Alpha 14 is here! The second half of that "new narrative" introduced with Alpha 13 is now in place, and we're getting awfully close to 1.0. Only one more map remains... (plus a bunch of other non-content-related prep work.)

Aside: Cogmind is currently on Steam Greenlight, so consider stopping by for a vote/comment?

For a visual sampling of some of what comes with Alpha 14, you can browse this couple dozen feature images I put together.

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

The full Alpha 14 (0.10.170228) changelog:

* NEW: Branch map "Deep Caves"
* NEW: Multiple major plot events
* NEW: 5 new robots (2 with new art)
* NEW: 25 new items (6 new component mechanics)
* NEW: Easier difficulty modes available in options menu
* NEW: Score sheet displays difficulty mode at top
* NEW: Separate leaderboards for each difficulty mode
* NEW: Color of parts list divider lines reflects difficulty setting for current run (green/gray/blue), for easy differentiation in screenshots
* NEW: Game over screen uses different highlight colors for each difficulty setting
* NEW: Score sheet filename reflects difficulty with a new digit inserted before score (0/1/2)
* NEW: 0b10 has a deadly "High Security" state above Alert Level 5
* NEW: Score sheet now records cumulative play time across all runs
* NEW: Manual expanded with a new section on Difficulty
* NEW: "Unstable Evolution" experimental challenge mode (for now set in cogmind.cfg: challengeUnstableEvolution)
* NEW: "Scavenger" experimental challenge mode (for now set in cogmind.cfg: challengeScavenger)
* NEW: Dedicated score sheet section for challenge mode list
* NEW: Score history appends challenge modes active for a given run
* NEW: Message log reports what slots were just evolved on entering a new map
* NEW: Additional behavior related to a reset core and special Zionite builds, for lore reasons
* NEW: IMP:G-0014175/C-0630194 now includes ambient sfx
* NEW: Another beneficial random encounter in Mines
* NEW: Relative coverage percent for owned items that would otherwise be displayed as a rounded "0%" instead show a fraction (tactical HUD mode only)
* NEW: Melee multi-wielding
* NEW: Melee Analysis Suites also increase chance of follow-up attacks switching to a second target if first destroyed
* NEW: Melee sneak attacks and follow-up attacks tallied in score sheet
* NEW: Trojans already installed on target machine will not appear among autocomplete options for manual hacks
* NEW: Hacking feedback effects and results mirrored from hacking UI to the message log
* NEW: Melee Datajacks' item info includes description of how to use one to disarm or reprogram known traps (originally only in manual)
* NEW: Mouse users with full inventory standing on an item can simply left-click on self to invoke smart inventory management rules (same as Ctrl-LMB)
* NEW: Mouse users in tactical HUD mode have access to new parts list CYCLE buttons that toggle propulsion/weapon states (like keyboard ;/' commands)
* NEW: Cursor hidden while Cogmind attack animations play out (can override via cogmind.cfg: cursorVisibleDuringAttack)
* NEW: Option to hide cursor whenever input is blocked for any reason (config.cfg only: cursorAlwaysHiddenWhenInputBlocked)
* NEW: Right-clicking anywhere out of sight automatically pans the map to center on that location
* NEW: Empty slots are clickable to pull up a list of all applicable parts for that slot (no Ctrl required)
* NEW: Sound effect played to indicate robot hack failure because repelled by Programmer
* NEW: Non-stackable utility effects now have an explicit description label, "<no_stack>"
* NEW: Destabilized explosive machine countdown timers now visible on map when Structural Scanner data available
* NEW: Dialogue indicators in scan window, robot info page, and on-map flashing '?' all appear in gray if you've already collected that lore
* NEW: Data Miner more helpful
* NEW: Impact damage causes system corruption as a side effect of destroying a part
* NEW: After an Access(Branch) hack that found nothing, calling up exit labels reminds you there is no branch access from the current map
* NEW: Structural Scanner also highlights areas in view which are susceptible to cave-ins due to instability caused by collateral damage from explosives
* NEW: Score sheet records total damage absorbed by shields
* NEW: Lab contains a new Warp Cannon (replaces Warp Gun)
* NEW: Autosaves occur silently every five minutes (interval adjustable in cogmind.cfg: autosaveInterval), though waits until idle for five seconds
* NEW: Multiple instances of Garrison Access redirects may be discovered and have local consequences
* NEW: Added manual section "Salvage" (under Combat)
* NEW: Remote Datajacks can be used to restart disabled allies from a distance
* NEW: Any Datajack can be used to rewire disabled/disrupted robots at a much higher chance (50%) than standard rewiring (10%)
* NEW: Datajack penetration failure accompanied by log message and unique sfx
* NEW: All supporter names registered since Alpha 13 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 13 added to the item collection gallery
* NEW: ESC key access to game menu disabled by default in keyboard mode (can allow by setting allowEscMenuAccessKeyboard in config.cfg, or just use ?/F1)
* MOD: Option disableEscMenuAccess (cogmind.cfg) renamed to disableEscMenuAccessMouse, only applies outside keyboard mode
* MOD: No scorehistory record or score sheet produced for suicides below -9
* MOD: \\ZION hacks only accessible from Terminals
* MOD: Infested traps and Garrison Access points now spawn allies if core reset
* MOD: Garrison post-attack effect on patrol size no longer capable of completely eliminating lone Hunter patrols at low depths
* MOD: Garrison Index and Fabricator Index hacks no longer appear on Materials terminals
* MOD: All Trap Extractor ratings lowered (-2) so they may be found earlier
* MOD: Toggling the Tutorial option off also skips the alternative scrapyard layout
* MOD: LRC Insulator effect description more explicit regarding non-stackability
* MOD: Option entries split out from other game meta data into its own new section in score sheet
* MOD: Only a single guided or any number of non-guided weapons can be active at once
* MOD: Undoing a guided waypoint in keyboard mode automatically targets that location, to facilitate building a new path from that point
* MOD: Switching from a guided weapon attack to a direct attack in keyboard mode no longer auto-targets the first guided waypoint
* MOD: Last set of previously used guided waypoints remembered even if other direct fire weapons fired in between guided volleys
* MOD: Cetus combat encounter now uses a much more reliable form of counting the trigger requirement, never fails regardless of tactics
* MOD: Garrison exits that link to other maps now always lead to 0b10-controlled areas
* MOD: ASCII art no longer displayed for unidentified alien artifacts
* MOD: Layout(Sector), the secret debug Terminal hack that only a few players knew existed, removed from game
* MOD: Score sheet critical hit stat tallies now player-only
* MOD: Thieves flee more quickly
* MOD: C-40 Crusher better capable of dealing with high heat
* MOD: Mining Laser/Welding Torch/Plasma Cutters converted from Special Melee Weapons back to Special Weapons; can use more than one at a time
* MOD: Mining Laser/Welding Torch ranges upped to 2
* MOD: Plasma Cutter ranges upped to 3
* MOD: Tri-rail Accelerator damage increased 50%
* MOD: Removed "Walls Built" tally from score sheet (no longer applicable)
* MOD: rmbWallsToTarget option (cogmind.cfg only) now on by default
* MOD: LMB picks up trap items instead of installing at current position; RMB installs traps
* MOD: Adjusted set of score sheet stats displayed on game over screen (replaced four of them with newer stats)
* MOD: GRD and some other potential forms of special attack that wouldn't incite a hostile response from targets now do
* MOD: Programmers remotely defending against a datajacking attempt now do so immediately on penetration rather than after choosing a hack
* MOD: Controls(Machine) replaced by a new brute force hack
* MOD: Length of shortcut to Zion capped at 3 depths
* MOD: Robot rating calculations use new formula, taking into account special cases
* MOD: Ally transfer to a new map no longer prioritizes controlled allies over non-controlled (is pure level comparison)
* MOD: Full traces while hacking interactive machines at Materials depths don't always trigger investigations
* MOD: Allies excluded from some basic score sheet entries such as Value Destroyed
* MOD: "Fusion Cannon" renamed "Hardcell Cannon"
* MOD: "Thermal Defense Suite" and "Beam Splitter" name swap, latter now better
* MOD: System Mapper/Ghost Barrier no longer randomly found in the wild, nor can they be fabricated, but may appear in specific locations
* MOD: Core Stripper max damage reduced, faster attack time, tripled integrity
* MOD: Core Cannon integrity +75%
* MOD: Disintegrator integrity +25%
* MOD: Falloff -1 for Hvy. Shock Bomb Launcher, Hvy. Proton Missile Launcher, Com. Tesla Bomb Launcher
* MOD: Increased base power for both Gamma Bomb Array variants
* MOD: Increased accuracy of player idle time calculations for run lenth reporting
* FIX: Item gallery not recording Scrap collection (incrementing Derelict Logs instead) [Amphouse]
* FIX: Zionite Guard Positions hack displayed incorrect message when none found (referring instead to emergency access) [Amphouse]
* FIX: Typo in new Thermal Converter effect description [Amphouse, DDarkRay]
* FIX: Terrain scanning the same position more than once would reveal whether there's an item/trap there, and its name [zxc]
* FIX: Trying to fire guided weapon beyond its range might give incorrect message "No active guided weapon" [zxc]
* FIX: Typo in new manual section [zxc]
* FIX: Art gallery intro text referring to personal items misaligned [zxc]
* FIX: Redirecting certain dispatches and then seeing them later would flash a '!' when they appear even before they spotted Cogmind [zxc]
* FIX: Integrity Redistributor effect description the reverse of actual effect [Sherlockkat]
* FIX: Post-imprint Mutant escort wasn't following into Proximity Caves as intended [Shobalk]
* FIX: Borebot capable of destroying stairs [Shobalk]
* FIX: A particular cave encounter with Minesweepers could have them extract a trap from an exit, destroying the exit itself [Shobalk, Raine, buthix9]
* FIX: Crash on using 'f' to enter targeting mode with only a melee weapon active while adjacent to unarmed robot in sight of armed robot [GJ]
* FIX: Crash on retrieving Zionite intel Emergency Access results on a non-square map [GJ]
* FIX: Randomly placed Scrap piles in Zion might be covered by machinery along the walls [GJ]
* FIX: World map not highlighting current location if in a Factory floor following a visit to Waste in keyboard mode [gammafunk]
* FIX: Recycling Units might contain an actual matter item (with value = 0) [Snuffsquee]
* FIX: Evolution screen left an extra '0' after slot counter when decrementing from 10 (impossible now anyway due to Zion shortcut changes) [Xanthos]
* FIX: Setting guided waypoints then activating non-guided weapons allowed entire volley to follow the same waypoints! (undiscovered for two years, hehe)
* FIX: Interactive machine hacking feedback on full trace includes the potential for hackware destruction as intended
* FIX: Interactive machine hacking feedback wasn't being blocked by defensive hackware
* FIX: Scan window integrity indicator and colored on-map item labels weren't using the same value scale and would sometimes appear mismatched
* FIX: Toggling volley weapons while in targeting mode recalculates line of fire in case visible factors changed, e.g. penetration capabilities
* FIX: During inventory-to-parts direct keyboard swapping (/) in sprite mode, the color-inverted item instead appeared as two left halves of the tile
* FIX: Comparing a Plasma Cutter to a non-melee weapon misaligned the resulting salvage stat difference
* FIX: Z-Series change to Q-Series in Alpha 13 was not accompanied by intended corresponding ASCII change (Z > Q)
* FIX: Imp. KE Penetrator art assigned incorrectly (was using same as KE Penetrator)
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Kyzrati
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« Reply #903 on: March 02, 2017, 02:13:57 AM »

Cogmind was Greenlit! It happened the same day of its first update since putting it up for voting two weeks before (possibly somewhat related :D). A big thanks to everyone who voted!

I wrote a post about what's going to happen next, here, but the stats are also below for those devs who are still looking to get through before Greenlight closes.


A good number of followers to start with :D

And here you can see how most of the traffic arrived in the first couple days, much more quickly than... everything else Tongue (The only advertising I did was on the first day, telling people in the usual places that Cogmind was on Greenlight--no press)

(The little uptick at the end is existing players who hadn't heard already learning about it via the Alpha 14 update.)
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JobLeonard
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« Reply #904 on: March 02, 2017, 02:58:42 AM »

As it should!
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« Reply #905 on: March 06, 2017, 06:06:21 PM »

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

Cogmind has had 15 major releases in the past 21 months, and the changelogs for especially the latest four have each been massive walls of text. While it's fresh in my mind, and before we move on to a different system of smaller, quicker patch-style releases, I thought it would be interesting to share an inside look at how even an impressive changelog isn't all that representative of the work involved, or even the true content of a given release.

I've talked about the bigger picture with regard to release cycles before, but here I'll be going into a lot more detail focusing on a single changelog itself, specifically that of Alpha 14, the most recent update.


Alpha 14's changelog as a scaled down image just to give a general idea of its length and composition.

I always split the changelog into three sections, NEW, MOD, and FIX, something I've done for about six years now, since the early X@COM releases. I got the idea from one of the libtcod devs back then, and liked its simplicity and the fact that it conveniently relies on only three major categories to cover every possibility, distinguishing explicitly what's new vs. what's changed, which I think is more important than categorizing by other characteristics such as "UI-related," "gameplay-related" etc.

The largest single section tends to be new features (here 42%), followed by changes (37%), and a smaller number of fixes (21%), a distribution more or less common across all releases.

Cogmind gets put through a good amount of both manual and automated testing, so there aren't usually many bugs to deal with, generally just a couple larger things with each release, and a handful of minor rare issues with no significant effect. Most are either UI-related or emergent issues that naturally sneak into such a large code base. By contrast, there is a fair amount of tweaking both to mechanics balance and QoL. Then of course new features should make up the bulk of a release, as that's what everyone looks forward to the most!

This same ratio will likely continue for the entirety of Cogmind development, including post-1.0, because I've been operating from a "complete game" foundation since Alpha 1, so there won't be much of an incomplete game vs. complete game shift going on (hypothetical public changelogs of Cogmind's two years of pre-alpha versions, on the other hand, which correspond to what a lot of other games consider "alpha," would easily be 95% "NEW" line items).

As for the changelog presentation itself, you'll notice that I color some items. These are the important ones, basically what I think anyone who only wants to skim part of the list should prioritize--the features, changes, and fixes players would most likely want to know about.

Within each category, their order is honestly pretty random, though if there are a few related entries they'll be grouped together, and I always stick the handful of biggest NEW features at the top. The fact that there's a new map, the numbers of any new robots and/or items and major features (e.g. difficulty modes) need to be the most visible. (In this particular case melee multi-wielding also deserved to be at the top, but both it and difficulty settings have multiple associated entries, so one had to win out, and the former is a much bigger deal, after all.)

For the purposes of this post, I've rearranged the changelog in the order I actually implemented everything. They're also colored by category, so we can examine how that aspect relates to the process (green=NEW, yellow=MOD, red=FIX).


Alpha 14 changelog, ordered and color-coded. (click for full size)

At the top there you can see a few fixes, generally made shortly after an update when a handful of new issues are discovered by the initial surge of players. These aren't for a patch (in which case they wouldn't even appear here!), but come at a time when I'm mostly just interacting with players--and playing myself! So I'm less busy and it's convenient to take care of these right away.

Otherwise, most of the fixes don't come until a phase after all the major features are complete. Before that point I'll just collect them in a list, although if it's not immediately clear what caused a reported bug, or I don't think I have enough information to solve it (I usually do), I'll tackle it right away in case whoever found it might be able to help by providing additional relevant information. (Another exception would be very simple bugs reported when I happen to not be too busy, in which case I'll just take care of it immediately.)

Why prefer to do tasks in groups? Efficiency. It's quicker to handle tasks of a similar nature together, both in terms of tools needed and mental state, and I don't like to waste time Smiley. On smaller projects wasted time doesn't really have a chance to add up, but losing a little time here and there on a project spanning years can in the end add up to weeks and months!

Note the "issue resolution" section is named such as it includes MODs, not fixes per se, but usually balance tweaks or other changes often in response to player feedback, sometimes direct and explicit, and at others just based on my observations of player experiences.

At the end is a flurry of smaller features, feature requests, QoL and the like. AKA the "OMG I must release ASAP--WTF it's been a month since last alpha!" period. It's nice to have some semblance of milestone deadlines, even on an epic project with no real oversight Tongue

Now let's take a look at how the changelog grew over time. Surprise!


Ordered Alpha 14 changelog, subdivided by development week. (click for full size)

Alpha 13 went out on January 17th, but I didn't actually start on Alpha 14 until the 26th. It's pretty normal to spend at least a week of time doing followup work from the previous alpha--compiling stats, watching how players interact with the new features, maybe writing a blog post or two, and certainly taking care of all the personal chores I no doubt neglected in the run up to a release Tongue. So technically this alpha was completed over a period of four weeks (half of which were spent out of country).

Look at that... two-thirds of the changelog was done in the final week?! One week!

Despite appearances, it was most certainly not two-thirds of the work. There are three major factors to consider here:
  • Some of these individual entries have a lot of work behind them, not represented here. (This compared to some that took mere minutes.) Especially during the first couple weeks I'll work on bigger features, which as described before is because the required time for these can be more difficult to gauge, and therefore they have priority over the many tiny features that can be rapidly packed in one after another at the end. In particular you can see "NEW: Branch map 'Deep Caves'" sitting there by its lonesome in week 2, next to a handful of other related entries. That was a ton of work--a whole new map that includes new mechanics, new robots, new events, new parts... but none of the details are broken down there. I don't want to ruin the chance for players to make new discoveries, so while the public changelog for Alpha 14 is 126 lines, the internal version contains 207, part of that attributed to spoilers. (Of course the other part is simply elements that don't concern the player.)
  • Some weeks I am actually busy with other non-changelog-related parts of development, like writing updates or articles, or for example during Week 3 when I had to take about a day and half out to work on and push the Greenlight submission. That particular week, as a result of all the other writing I was doing there was only a day and a half to work with the source code, much of which was allocated to the semi-major feature "High Security."
  • Some weeks I simply devote more time to development. This is also more likely closer and closer to release, where I really hope to fit in a certain chunk of features (the "final cut" list is always made at the beginning of the fourth week, and I usually get through about 75% of it). I always aim for about 45 hours per week, though in this case Week 4 was somewhat extreme, as I ended up putting in 70 hours. So that had something to do with the lopsided changelog, too Tongue
Interestingly, despite the underrepresentation of major features I do believe that overall the final length of the changelog does kind of balance out with the amount of work that went into it.

I hope you enjoyed that--I certainly found it enlightening. I mean, I more or less knew this stuff, but it's nice to punch in the numbers and and turn it all into pretty diagrams to visualize it :D
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Zireael
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« Reply #906 on: March 07, 2017, 12:32:47 AM »

I think I will borrow the NEW/MOD/FIX structure, too Tongue Is there anywhere I can see the changelog for Alpha 1? Tongue
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Kyzrati
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« Reply #907 on: March 07, 2017, 12:46:11 AM »

It's a good model! On looking at it again, apparently libtcod changelogs (at least the one I have from like six years ago...) use this particular setup:
Quote
X API break
+ new features
% modified features
- removed features, fixed bugs
with each line prefaced by single characters. I prefer to make it explicit on each line via the words themselves--not like they're long anyway Tongue

All of Cogmind's public changelogs are online here (as linked from the release history I maintain on the forums), but I never reveal the internal ones, since they're filled with spoilers, of course Smiley (plus boring stuff...)

The first changelog is... only one line.
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Kyzrati
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« Reply #908 on: March 17, 2017, 06:31:13 AM »

Spent all week working on ASCII UI animations, and in one day wrote this mass of scripts Shocked


It's even more than it looks like, because the red areas define templates that create even more scripts by replacing variables Tongue (Then there was the code side of all the things that are being animated here... whew, still a bunch more to do, but the first stretch is almost over!)
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« Reply #909 on: March 24, 2017, 06:42:00 AM »

Argh, wanted to get to write another blog post for this week but too busy with everything else... At least development continues apace!

Worked on a ton more ASCII animations this week. Little WIP thingy:


Also added some fun stuff, like... TREAD CRUSHING! :D


All treads can do it, some better than others Tongue


Aside from the chance to instakill when ramming robots, using treads to ram also offers full protection against self-damage and destabilization.

Oh yeah, and if you use legs while ramming you can possibly just kick them out of the way and take no damage either (the victim takes no extra damage, just the usual mass-based ramming impact damage):

With five legs the chance is 100%!

I also just recently passed the 7,000-hour development threshold Cheesy My Word!
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JobLeonard
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« Reply #910 on: March 24, 2017, 07:09:00 AM »

That's impressively consistent Who, Me?
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Kyzrati
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« Reply #911 on: March 24, 2017, 07:20:50 PM »

Heh, well as I'm used to saying these days it's easy to remain consistent when it's your job! So many devs are hobbyists and time available for projects waxes and wanes, or it's quite feasible to take longer breaks by choice (or temporary lack of drive), but I have to make myself do it no matter what. It's very... job-like Tongue
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Kyzrati
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« Reply #912 on: March 27, 2017, 07:08:39 PM »

Made a spiffy new mapgen visualizer, first in blue:


Then of course had to have a green version as well :D


I already have my regular visualizer, so why do this? Secret reasons, of course! Thought I'd share because, you know, pretty Smiley (and I've mostly been working on secret Cogmind stuff for a while now, so not a lot of details to share these days :/)
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« Reply #913 on: March 27, 2017, 11:54:37 PM »

That is amazing.

Does the visualizer only visualize and then lose the data or can you actually use the output as levels in the game proper?
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JobLeonard
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« Reply #914 on: March 28, 2017, 04:37:16 AM »

You know, you could make a wicked ASCII-based screenscaver pack with your skills Tongue
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Kyzrati
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« Reply #915 on: March 28, 2017, 05:24:11 AM »

Does the visualizer only visualize and then lose the data or can you actually use the output as levels in the game proper?
Cogmind maps are seeded, so it's easy to recreate any layout by using the same seed (which has been invaluable for debugging!). That said, this is technically not just a "visualizer" anyway--it's the actual generator providing output as it produces a real map (slowed down by a lot so that the process is actually visible, otherwise it just appears Tongue). (This "visualizer" is in the game itself.)

You know, you could make a wicked ASCII-based screenscaver pack with your skills Tongue
Ha, I'd love to just sit around and make cool animations, but they are not very cost-effective :/ (I've already spent way too long doing this kind of stuff these past weeks...)
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« Reply #916 on: March 31, 2017, 05:48:02 AM »

I've always been somewhat annoyed at the long string of numbers that make up a random seed, and yesterday I came up with a fun to way replace them. Taking a cue from gfycat, Cogmind's random seeds are now actual words, or more specifically a combination of three words, two adjectives followed by a noun. The result of each is a fake item name, because the individual words are all sourced from the game's item list itself! It's pretty fun Smiley

Sample list of random seeds (click for full size):


There are plenty of combinations possible so there is effectively no loss of randomness. It's just a better, more human, way to handle seeds. Plus I'm sure they'll be cause for the occasional laugh!
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Zireael
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« Reply #917 on: March 31, 2017, 10:19:24 AM »

Cannon Antimatter Flamer... how does antimatter flame?  Cheesy
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JobLeonard
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« Reply #918 on: March 31, 2017, 12:51:47 PM »

Like Heisenberg Compensators work: just fine, thank you.
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« Reply #919 on: March 31, 2017, 04:29:35 PM »

Haha that one I can imagine, although I was a little surprised to see Cannon being used as an adjective. Wonder where that was sourced from Tongue
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