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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 304063 times)

sambojin

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #195 on: May 20, 2014, 06:13:23 pm »

I know I use it as an example a fair bit, but DoomRL's stereo panning does wonders with stereo panning the "monster growls" ambient effect, to the point of it being an integral part of the strategy while playing.

Could terminals or event areas be used likewise? It's fairly easy coding based on playerx compared to monsterx/eventx/roomx, with different panning amounts depending on the difference in values, but it does allow far more immersion into the gameworld. It was one of the neater things in DoomRL really, and it's just as 2D-overhead as Cogmind will be. You don't necessarily need to use it in the same way, but I can say that it's certainly an effective effect to use in roguelikes.

Especially if you used the same sound effects for good/bad things. Is it a trap or a loot horde? Or a weak or strong enemy?
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sambojin

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #196 on: May 20, 2014, 06:31:41 pm »

Also, reading your thoughts and ideas on the design of Cogmind really do show me how slap-dashed my own attempts at everything from sprite design, to weapons effects to sound design are. Once I do get my own project going properly I'm going to use many of the ideas on your blog to keep my efforts focused and effective in the grand scheme and minutia of details, so they don't end up phasing into one jumbled mess.

Since this is going to be your first commercial title, it also brings a lot of confidence to investors, backers or buyers that you actually do know what you're doing. Cogmind is one of the few projects that I'd throw my money at before even an alpha-release to test, simply because you've layed out your workflow and philosophies on design so succinctly. Can't wait for the initital full releases.

The 7drl was good. The full release of Cogmind will be great.
« Last Edit: May 20, 2014, 06:47:53 pm by sambojin »
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #197 on: May 22, 2014, 10:34:33 am »

I know I use it as an example a fair bit, but DoomRL's stereo panning does wonders with stereo panning the "monster growls" ambient effect, to the point of it being an integral part of the strategy while playing.

Could terminals or event areas be used likewise? It's fairly easy coding based on playerx compared to monsterx/eventx/roomx, with different panning amounts depending on the difference in values, but it does allow far more immersion into the gameworld. It was one of the neater things in DoomRL really, and it's just as 2D-overhead as Cogmind will be. You don't necessarily need to use it in the same way, but I can say that it's certainly an effective effect to use in roguelikes.

Especially if you used the same sound effects for good/bad things. Is it a trap or a loot horde? Or a weak or strong enemy?
I'll definitely look into adding it to at least the ambient system. I could probably at some point apply it across the entire sound system, but I'm pretty sfx'ed out for now ;) So many other things to do...

Also, reading your thoughts and ideas on the design of Cogmind really do show me how slap-dashed my own attempts at everything from sprite design, to weapons effects to sound design are. Once I do get my own project going properly I'm going to use many of the ideas on your blog to keep my efforts focused and effective in the grand scheme and minutia of details, so they don't end up phasing into one jumbled mess.

Since this is going to be your first commercial title, it also brings a lot of confidence to investors, backers or buyers that you actually do know what you're doing. Cogmind is one of the few projects that I'd throw my money at before even an alpha-release to test, simply because you've layed out your workflow and philosophies on design so succinctly. Can't wait for the initital full releases.

The 7drl was good. The full release of Cogmind will be great.
Thanks, and I'm glad the blog is helpful in that regard since I write it half aimed at interested players via content updates (though fewer recently--more coming soon), and half at devs so you can see the process. I'm pretty systematic in my approach to just about everything, so that lends itself well to serialized/topical posts. You really have to stay organized to have any hope of completing a big project, and as "small" as I always considered Cogmind to be, it's really still a fairly involved design process.

Alpha's coming this year for sure (hopefully along with beta and even 1.0). I'm about to switch gears again and start map generation, but right now I'm visiting the US and won't get back to serious work until next month.
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sambojin

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #198 on: May 22, 2014, 04:43:09 pm »

They probably have computers in the US you know? Hell, if I could have it my way, you'd be pad-locked to a laptop so you couldn't take a dump without having an opportunity to code :)

Just kidding. Enjoy your trip.
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SOLDIER First

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #199 on: May 22, 2014, 04:45:05 pm »

PTW.
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puke

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #200 on: May 22, 2014, 07:04:56 pm »

right now I'm visiting the US and won't get back to serious work until next month.

If by chance you find yourself in the SF Bay Area,  I'll happily buy you a beer.
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forsaken1111

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #201 on: May 22, 2014, 07:13:19 pm »

right now I'm visiting the US and won't get back to serious work until next month.

If by chance you find yourself in the SF Bay Area,  I'll happily buy you a beer.
Same, but in the DC area for me.
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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #202 on: May 22, 2014, 07:15:10 pm »

Mid-Southern Florida'll net you a couple of Doctor Peppers.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #203 on: May 22, 2014, 10:25:20 pm »

Hehe, sounds like I wouldn't go thirsty in at least several places, thanks ;)

I'll be near the beaches of Texas, actually; not much of a vacation though, mostly to take care of my dad who lives here and just had some major surgery. Still nice since I don't get to see him too often. I do occasionally visit CA/SF, but try to avoid it due to local allergies I picked up while going to school at Berkeley. Too bad, since the weather sure is nice!

They probably have computers in the US you know? Hell, if I could have it my way, you'd be pad-locked to a laptop so you couldn't take a dump without having an opportunity to code :)

Just kidding. Enjoy your trip.
They probably have computers in the US you know? Hell, if I could have it my way, you'd be pad-locked to a laptop so you couldn't take a dump without having an opportunity to code :)

Just kidding. Enjoy your trip.
Ha! In fact, I actually develop Cogmind on my laptop, which I have with me right now, but the workspace is set up for my large monitor. Can't believe that for years I used to do all my coding on an ultraportable laptop, but ever since I got my 1920x1200 about 7 years ago, things have changed quite a bit--much more efficient with all that real estate, just makes it that much more difficult to go back...

A chain/lock would best be used on my son to keep him in another room after I get home--I will naturally gravitate towards my laptop at home, but he keeps me away from it ;)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #204 on: May 25, 2014, 10:28:04 am »

Next on the roadmap is (at least some of the) map generation, but there wasn't enough time before this latest trip so I implemented the options menu instead. You can read more about it here.

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Arcvasti

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #205 on: May 25, 2014, 10:39:41 am »

PTW
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Retropunch

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #206 on: May 25, 2014, 11:55:31 am »

That is the most beautiful options menu ever.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #207 on: May 26, 2014, 08:54:54 am »

;D

As annoying as menu-making is to most game devs, I've come to enjoy it since the engine can animate everything and "bring it to life" in the same style as the game.
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Retropunch

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #208 on: May 26, 2014, 09:05:34 am »

;D

As annoying as menu-making is to most game devs, I've come to enjoy it since the engine can animate everything and "bring it to life" in the same style as the game.

To me GUI/general interface elements is the Achilles heel for indie/smaller studio games. I see plenty of amazing games (and although I hate to say it, subcommander comes instantly to mind) with absolutely stacks of potential, but which completely destroy hopes of reaching a larger audience due to terrible GUI and control systems. All that to say, I'm glad you put the effort in, and I'm sure it'll pay off big time!

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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #209 on: May 26, 2014, 09:25:43 am »

This is definitely an issue with roguelikes (no surprise to anyone here, heh). I hope that improved accessibility will expand the size of the audience that can appreciate the game, though. That's one of the biggest barriers to entry in the genre, the other being graphics which I'm mostly addressing via scripted animations, but will combine with a simple sprite set before long for the "I hate letters" crowd.
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