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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 304476 times)

Retropunch

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #210 on: May 26, 2014, 11:22:05 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.

All great ideas, I think a simple sprite set is a must so that it can make the move from being niche-rl to 'hard rpg'.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

UristMcDwarf

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #211 on: May 26, 2014, 08:40:21 pm »

Any news?
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tompliss

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #212 on: May 27, 2014, 03:18:31 am »

You know Kyzrati updates the thread everytime he updates the devblog (which is approx. once per week), right ?
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forsaken1111

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #213 on: May 27, 2014, 05:43:47 am »

Any news?
Any news on what? He posted the same day you asked...
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UristMcDwarf

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #214 on: May 27, 2014, 03:34:51 pm »

i got... overeager
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #215 on: June 01, 2014, 08:36:01 am »

My thoughts on crowdfunding as I consider a campaign: http://www.gridsagegames.com/blog/2014/06/kickstarter/
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

UristMcDwarf

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #216 on: June 01, 2014, 10:54:46 am »

whenever i read something like this im like

"oh i'd want to work on music"
or
"oh i could do sprites"

then i realize i can in fact do neither of these  :P
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Retropunch

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #217 on: June 01, 2014, 04:35:20 pm »

I'm not a huge fan of crowd funding campaigns, although I have supported them in the past and certainly would support this. If you did, I'd recommend asking for a smaller amount and having very concrete plans of what you're using the money for - these always seem to be the best received campaigns and it stops people feeling as though they might not be getting anything at the end of it.

My main problem with crowd funding in this instance is that you've said that you can afford to fund it yourself, and I'm not sure if people would be willing to pay for improvements (like sprites and stuff) when they don't know how good the base game is going to be. Maybe putting together a demo first would be best, and then showing exactly what you want to do afterwards.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #218 on: June 01, 2014, 04:50:08 pm »

I'm not a huge fan of crowd funding campaigns, although I have supported them in the past and certainly would support this. If you did, I'd recommend asking for a smaller amount and having very concrete plans of what you're using the money for - these always seem to be the best received campaigns and it stops people feeling as though they might not be getting anything at the end of it.

My main problem with crowd funding in this instance is that you've said that you can afford to fund it yourself, and I'm not sure if people would be willing to pay for improvements (like sprites and stuff) when they don't know how good the base game is going to be. Maybe putting together a demo first would be best, and then showing exactly what you want to do afterwards.
Yeah, towards the end I mentioned that the game would already have sprites, music, and a playable demo before running a campaign. I guess my idea here is to treat it more like a pre-order system and method of providing access to the alpha process. Or I could just skip that and go straight for "alpha funding."

whenever i read something like this im like

"oh i'd want to work on music"
or
"oh i could do sprites"

then i realize i can in fact do neither of these  :P
Haha, I've often had the same thoughts before, with the same conclusion. In Cogmind I've just found something I'm barely capable of =p
« Last Edit: June 01, 2014, 09:28:00 pm by Kyzrati »
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

tompliss

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #219 on: June 01, 2014, 05:58:46 pm »

In Cogmind I've just found something I'm barely capable of =p
I wouldn't say "barely" :)
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Retropunch

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #220 on: June 01, 2014, 06:21:04 pm »

I'd definitely go for alpha funding. I funded KeeperRL for that exact reason, as it felt like you already had a pretty workable game (even with lots of missing features) which kinda meant that even if not everything set out with was completed, you still had paid for a 'product'.

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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #221 on: June 01, 2014, 09:42:45 pm »

I'd definitely go for alpha funding. I funded KeeperRL for that exact reason, as it felt like you already had a pretty workable game (even with lots of missing features) which kinda meant that even if not everything set out with was completed, you still had paid for a 'product'.
For sure. I think this should be a requirement for games seeking funding, because there's a huge gap between concept and getting to something playable. The polish is what can more safely follow a campaign. I was glad to see Michal's KeeperRL funded; he's got a cool game going there, and is definitely handling it all in a player-friendly manner.

In Cogmind I've just found something I'm barely capable of =p
I wouldn't say "barely" :)
Well... when I think of my many years in game dev and the vast number of things I *can't* do and never will, I feel pretty annoyed. After so many setbacks, even though I love it so much I'd probably not be doing games anymore if I hadn't suddenly figured out how to take good old roguelikes to the next level.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

EagleV

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #222 on: June 02, 2014, 02:11:17 am »

Sorry to interrupt this discussion, but I'm watching this now. And I would back it.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #223 on: June 12, 2014, 05:31:39 pm »

Okay, back to development (finally home after a month away). Time for some map generation: http://www.gridsagegames.com/blog/2014/06/procedural-map-generation/

This is more an introductory post to the topic, with a few mentions of Cogmind in particular.
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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 #224 on: June 20, 2014, 02:55:58 am »

Some WIP shots of the tunneling algorithm at work. The introductory post was written before more recent enhancements, but I'll get around to showing some better shots later on once the parameters have been tweaked a bit more.

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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon
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