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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 304499 times)

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #300 on: August 26, 2014, 08:56:47 pm »

Must clarify: That image is a composite image I drew specifically for the post--nothing like that is shown in game.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #301 on: September 08, 2014, 08:24:39 pm »

Been working on many new fonts for Cogmind, among them several at the smallest size the game will support, 10x10:


The latest post discusses fonts in roguelikes. More Cogmind fonts coming in future posts.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #302 on: September 19, 2014, 07:28:06 am »

A new blog post in the font series looking at more considerations behind their design.


(The next post will be much more Cogmind specific and show more than two dozen fonts from the game.)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #303 on: September 19, 2014, 05:58:30 pm »

Finally working on giving the map its own animations. Many will be of an informative nature, but I started with special effects for sensor activation (mostly fluff, but at least show you the range of your sensors).

Imp. Sensor Array (Robot Sensor):


Imp. Terrain Scanner:


Other planned map animations:
  • robot names, colored by remaining core integrity percent (grayed if not a threat); manually activate all labels, or auto-label newly spotted robots
  • item names
  • hit% for all enemies in view; shown automatically when targeting after a certain duration
  • mark known exits, and animated detection of a new exit
  • detection of a hidden passage
  • core damage numbers and destroyed part names
Most of it will be optional, controlled through the options menu.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Toriad

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #304 on: September 20, 2014, 08:30:47 am »

Great job with the sensor! I really like how the walls and large objects light up with the radar "ping". Will future versions allow the radar to identify enemy target's weaponry, armor, etc?
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #305 on: September 20, 2014, 09:42:06 am »

Thanks! Right now you can always see enemy weapons by examining them enemy, and additional sensor mods are needed for further information. I also went the simple/direct route of letting you always know exactly how much integrity (HP) the enemy core has, and that information will be reflected in the color of their names, when I add that next week. As of now I've only done animations that don't provide you with any specific info (just for fun).

As for weapon names in particular, it's not really necessary to label them on the map itself since in almost every case the same enemies always carry the same weapons each game (they're static designs). Their names will appear gray on the map if they've been completely disarmed, however, since that's useful situation-dependent info.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #306 on: September 24, 2014, 08:42:38 am »

Check out the large number of font options in Cogmind.

A Phase Cannon diagram shown using multiple manually scaled bitmaps, 10×10 through 20×20:


Now that fonts are done, I've notched the progress bar up to 70% towards 1.0. I'll be writing a bit about progress soon, but before that there's several more days worth of work to do on map animations, which are starting to look as awesome as they are useful.
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Mephansteras

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #307 on: September 24, 2014, 01:50:27 pm »

Looking snazzy!
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #308 on: September 24, 2014, 06:41:27 pm »

Thanks, more snazziness on the way! Feels good to again be working on visual parts of the game so I can show some new stuff, though before long I'll be back to working on less showable content in the run up to completion.
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( Tchey )

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #309 on: September 27, 2014, 02:27:05 pm »

As always, every entry of your progress is a pleasure to read.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #310 on: September 27, 2014, 07:47:04 pm »

"Unfortunately" you'll be reading them for some time because development is going to be slowed significantly for much of the rest of this year, putting us yet further away from a first release :( (Progress has been swift, but I'll be away from my dev machine quite a lot.)

At least there are some upcoming posts more specifically about the game itself rather than general gamedev stuff. Like the huge number of new interface animations. Just added a pretty basic one this morning for the transmission jammer.
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sambojin

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #311 on: September 29, 2014, 09:34:19 pm »

Looks great! Haven't given much feedback recently because I haven't been near my "Random internet trolling and commenting" machine for a while. To every rock there is a paper......

(Actually, too much work, not enough play for me)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #312 on: September 30, 2014, 11:42:33 pm »

General progress update and overview of what we've got so far, comparing Cogmind the 7DRL to Cogmind the full game.



Looks great! Haven't given much feedback recently because I haven't been near my "Random internet trolling and commenting" machine for a while. To every rock there is a paper......

(Actually, too much work, not enough play for me)
Thanks, I know you and a number of others are watching, so I keep showing what I'm working on even if there aren't always a lot of responses ;)
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puke

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #313 on: September 30, 2014, 11:51:52 pm »

I kindof got smacked down the last time I wondered aloud why more people didn't comment frequently.  I guess you should be reassured that there are enough lurkers to smack me down any time I speak up?

safe to say, this gets some attention.  I don't follow every blog link, but I do read what you post here.  And mane 1/3 of the blogs.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #314 on: October 01, 2014, 12:31:38 am »

I think you took other posters' comments a bit too personally in that earlier episode. And in any case, from a developer's point of view even having the same people showing up giving the same words of praise is nearly as motivating as having different people saying different stuff--certainly better than no noise at all!
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