Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 20 21 [22] 23 24 ... 104

Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 304141 times)

puke

  • Bay Watcher
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #315 on: October 01, 2014, 12:38:45 am »

Whoops, posting after too many drinks.  My bad :)
Logged

Toriad

  • Bay Watcher
  • Awkward Silence
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #316 on: October 01, 2014, 12:40:37 am »

Nice, game keeps getting prettier after every update. Cogmind and Ultima Ratio Regum are the top upcoming roguelikes in my list!
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #317 on: October 01, 2014, 12:49:04 am »

Nice, game keeps getting prettier after every update. Cogmind and Ultima Ratio Regum are the top upcoming roguelikes in my list!
Thanks, I think you've named the only two new large-scale roguelikes currently in development ;) (URR definitely being larger, but I'm aiming at a cycle limit of 2 years rather than 10.) ... Okay, I guess Cataclysm 2 falls into that category as well, though development seems stop and go.

Whoops, posting after too many drinks.  My bad :)
It's nice to hear from you again. I do believe some time ago I saw you mention Cogmind in another thread.
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

puke

  • Bay Watcher
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #318 on: October 01, 2014, 01:02:58 am »

[quote author=Kyzrati link=topic=131427.msg5702028#msg5702028 date=1412142544
Thanks, I think you've named the only two new large-scale roguelikes currently in development ;) (URR definitely being larger, but I'm aiming at a cycle limit of 2 years rather than 10.
[/quote]

Ill submit Transcendence to the list of currently in development RLs with long cycles.  For certain vslues of "In development".

but man! What ISN'T a roguelike these days?  Seems like every shitty metroidavania platformer and tower defense game is billing its self as a RL.

I do try to pimp this thing to people I think might be interested, though.  A friend of mine just turned me on to this roguelike radio podcast thing.  inturn I told him about cogmind.

I'm sure the RLR guys would talk this up some, and they surely have the right audience.

I think your audience is broader though... the trick is finding a way to tap it.
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #319 on: October 01, 2014, 01:23:32 am »

Ill submit Transcendence to the list of currently in development RLs with long cycles.  For certain vslues of "In development".

but man! What ISN'T a roguelike these days?  Seems like every shitty metroidavania platformer and tower defense game is billing its self as a RL.
Yeah, it's now part indie marketing term part stand-in for "procedural generation." Like Transcendence I'm sure there are more large ones out there but I was thinking more traditional ASCII games.

I do try to pimp this thing to people I think might be interested, though.  A friend of mine just turned me on to this roguelike radio podcast thing.  inturn I told him about cogmind.

I'm sure the RLR guys would talk this up some, and they surely have the right audience.

I think your audience is broader though... the trick is finding a way to tap it.
Cogmind was mentioned on Roguelike Radio before, back when it was a 7DRL, but for now there's not too much noise because I've kept the game fairly low profile. The potential audience is much bigger than what we have now; people will start to show themselves once I'm releasing videos and then playable versions. We're just not there, yet. Once the game is complete enough I can start marketing efforts like contacting press, putting it out there on more player-oriented forums etc., and hopefully word of mouth will take it some ways from there. (The main reason I bothered to start and maintain a thread on B12 is because this is kinda where Cogmind was born ;) Without the interest in the 7DRL from here, I never would've gone back to work on the game again!)
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

tompliss

  • Bay Watcher
  • Goodbye ?
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #320 on: October 01, 2014, 01:36:06 am »

The main reason I bothered to start and maintain a thread on B12 is because this is kinda where Cogmind was born ;)
Without the interest in the 7DRL from here, I never would've gone back to work on the game again!
* TomPliss is proud
Logged

puke

  • Bay Watcher
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #321 on: October 01, 2014, 07:31:01 am »

Quote from: Kyzrati link=topic=131427.msg5702078#msg5702078 date=1412144612 We're just not there, [i
yet[/i]. Once the game is complete enough I can start marketing efforts like contacting press, putting it out there on more player-oriented forums etc

I think the kind of people that read gamasutra would totally be into your dev blog.  but probably not many folks will dig through the back issues. 

There is a certain kind of nerd who is into software and/or game development ----- or just design / ux geeks -- that you could have following this right now.
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #322 on: October 01, 2014, 08:40:02 am »

Quote from: Kyzrati link=topic=131427.msg5702078#msg5702078 date=1412144612 We're just not there, [i
yet[/i]. Once the game is complete enough I can start marketing efforts like contacting press, putting it out there on more player-oriented forums etc

I think the kind of people that read gamasutra would totally be into your dev blog.  but probably not many folks will dig through the back issues. 

There is a certain kind of nerd who is into software and/or game development ----- or just design / ux geeks -- that you could have following this right now.
There are a number of such people on board now who've found it through other means, since I do already show the game in developer forums, e.g. TIGS and various Reddit subs. Others have come through Twitter. So a good chunk of the audience right now is devs. I have considered putting stuff on Gamasutra before, but I dunno, I'm not exactly an expert at anything in particular, just pointing out how I do things and why.

The main reason I bothered to start and maintain a thread on B12 is because this is kinda where Cogmind was born ;)
Without the interest in the 7DRL from here, I never would've gone back to work on the game again!
* TomPliss is proud
* Kyzrati is grateful
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #323 on: October 01, 2014, 10:00:02 am »

Ohhhh, very pretty..
Logged

puke

  • Bay Watcher
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #324 on: October 01, 2014, 10:52:03 am »

I'm not exactly an expert at anything in particular, just pointing out how I do things and why.

I found this to be a good read. 

http://blog.pickcrew.com/teaching-what-you-know/

Clearly you already practice what it is advocating, but it still has some good things to say about the value of teaching even though you do not consider yourself to be an expert.
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #325 on: October 01, 2014, 06:18:12 pm »

Very good points all around. I used to be a teacher myself so I'd have to agree, though the venue does play a role. Gamasutra itself seems more a place for blogging with a more "professional" slant. Writing is all about the audience, and if I were to write content for there it would definitely take a different angle. Might as well write content for my own blog and grow my own audience out of readers who are interested in the style I've decided on myself, rather than catering to the audience of another site ;)

Ohhhh, very pretty..
Referring to the map export? I can't stop looking at that myself... I tweaked the color in Photoshop to get it looking like that (it doesn't stand out using game colors), but I really like the effect. I also found that even now I still don't have a way to actually print a map from the game. To create it I had to shift the map view in game, print screen, and combine 16 separate images, ha! Going to remedy that soon with a feature in code...
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

puke

  • Bay Watcher
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #326 on: October 01, 2014, 06:22:57 pm »

I remember they interviewed Tarn a few years back about Fluid Mechanics in DF.  They might be interested in something similar -- some aspect of your game design or UX would surely interest their audience, and wouldn't require you to be a regular blogger there. 

Anyway, just brainstorming.  I trust you're perfectly qualified to decide how to spend your time, and don't need me to monday-morning-quarterback it for you.
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #327 on: October 01, 2014, 06:46:45 pm »

No problem, I like brainstorming. It's now pretty easy to publish blogs on Gamasutra; you can just create an account and post one. I can think of a couple topics I know I could write about for other gamedevs that many would be interested in, but they're kinda secret for now ;) In my marketing notes I have actually jotted down that I'd consider putting them on Gamasutra later on. Still I'm more interested in what the response from the general gaming population will be. A few months back someone put Cogmind on the larger Reddit gaming subs and the response was surprisingly positive (none of that "what the hell is this" kinda stuff you sometimes see with ASCII games). That was just a start, though--need more content to show, and gameplay.
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Werdna

  • Bay Watcher
  • Mad Overlord
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #328 on: October 02, 2014, 12:03:18 pm »

(none of that "what the hell is this" kinda stuff you sometimes see with ASCII games).

Well, as someone that fondly recalls the days of playing ASCII games on BBS's, I can say their reaction is likely due to the fact that your game visuals, even at this early stage, manage to transcend what most of us are used to seeing in ASCII-based games.  In fact your visuals remind me of the days when ASCII was used for art; many of those old BBS's and cracked games at the time would have these incredibly cool ASCII 'splash' images.  They were often really sweet pieces of art, sometimes even animated.  Somehow I've never really seen that art aesthetic make it into an ASCII game, until I started seeing your work.

Speaking of which, I'm curious - an old neuron just kicked in the back of my brain and reminded me that it isn't really ASCII, it's ANSI.  When did the use of the term ANSI to refer to the extended ASCII set die out?
Logged
ProvingGrounds was merely a setback.

puke

  • Bay Watcher
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #329 on: October 02, 2014, 01:00:42 pm »

ANSI isnt the extended ASCII set, it is the American National Standards Institute. 

In the context you are talking about, it refers to a specification for applying color to text with escape codes.  So what you had on the BBS was ASCII characters with ANSI color.

http://en.wikipedia.org/wiki/ANSI_escape_code
Logged
Pages: 1 ... 20 21 [22] 23 24 ... 104