Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 22 23 [24] 25 26 ... 104

Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 304165 times)

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #345 on: October 06, 2014, 03:54:34 am »

I doubt he invented it himself :P.

Looks really neat though.
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #346 on: October 06, 2014, 04:13:39 am »

I'm copying myself--I "invented" it for X@COM last year ;) Here's the original post.

Actually, the first time I recall them being really useful in a loot-filled game was Diablo 2, which I talk about in the post that covers these. I probably won't be publishing that one for a couple weeks at least, though. In short, labels like this are only really useful in games with *lots* of loot, like Cogmind, Diablo... For games with less loot I prefer TGGW's system of just listing the items off to the side with their character.
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #347 on: October 09, 2014, 03:33:54 am »

A little post about the AI in Cogmind. No gritty details because I'm not going to tell you things that could spoil the fun!
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

sambojin

  • Bay Watcher
  • Three seconds to catsplosion and counting.......
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #348 on: October 26, 2014, 06:01:15 pm »

Great point about players rationalizing enemy action for their own little story on a given adventure. I've been known to do this quite frequently in roguelikes (that Wand of Death was obviously a trap laid by that Gnome. Evil little bugger....) and with the extra styles of robots in Cogmind (tunnelers and fixers), it should make for quite an interesting self-told-story. Some of it true, some of it happenstance.

"My god, they're falling back to repair! I'll get them. Oh no, it was a trap so the tunneler could come up behind me. They're flanking me! I'll hack this terminal and look for a way out. Holy crap, there's dozens of them. I'm trapped!  Thank god I've still got my super-wall-destroying-bomb. It's rocket-arena time, you clever little SoBs!"

From what I've read, this is a possible player-story in Cogmind. Should be cool.
« Last Edit: October 26, 2014, 06:03:22 pm by sambojin »
Logged
It's a game. Have fun.

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #349 on: October 27, 2014, 06:58:06 pm »

Yeah, that's the big takeaway for me after years of AI development for previous projects.

Just got back from vacation this morning (like an hour ago), so things will get moving again soonish, though not right away since I haven't slept for over 30 hours and have a lot of other chores to attend to.
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Rez

  • Bay Watcher
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #350 on: October 27, 2014, 10:16:26 pm »

You're basically aiming to make Cogmind impossible not to buy, aren't you?  The amount of polish you've put on it is incredible.
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #351 on: October 27, 2014, 10:23:35 pm »

"Impossible not to buy." I like the sound of that ;)

Polish is just one of those things most roguelikes lack, a shame since there are so many good ideas and mechanics already there. They just need to be more accessible and presented with a little more pizazz.
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #352 on: October 30, 2014, 05:25:39 pm »

Cogmind has a new website! It took a good day just to gather all the media you see over there, which is a good summary of everything that's been shown on the blog over the past year. Most of the game's features are represented, and the new FAQ is home to a dedicated place to check on the game's state (as well as the future roadmap).

The main page:


Redesigned logo:


Today as part of the launch I posted an overview of the site as well as some blog analytics from its first year online.
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Arcvasti

  • Bay Watcher
  • [IS_ALREADY_HERE] [FRIENDSHIPPER:HIGH]
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #353 on: October 30, 2014, 08:30:12 pm »

oOOOOH, shiny!
Logged
If you expect to live forever then you will never be disappointed.
Spooky Signature
To fix the horrid default colour scheme, follow the below steps:
Profile> Modify Profile> Look and Layout> Current Theme> (change)> Darkling

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #354 on: October 31, 2014, 05:40:18 pm »

The game needed a site worthy of all the screenshots and gifs that've been piling up over the past months ;)
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #355 on: November 05, 2014, 06:25:54 pm »

[New blog post. I think the formatting and color look better on the blog itself, but for reader convenience (and the option to read it in dark on light) I'm going to start cross-posting posts in their entirety here.]

The design philosophy behind Cogmind emphasizes maximum immersion wherever possible. For this reason I'd like to avoid game-y interface elements--those which are not part of the game world itself but instead remove your mind from that world and remind you that it's a game. (A fact you're obviously unlikely to forget, but anything that breaks the illusion is still bad.)

As discussed earlier, we tucked the options and game menus away with the help and manual interface using the same animated style as the rest of the game to make the transition to "non-game-world space" a little less jarring. An options menu accessible from anywhere, plus mandatory permadeath (and no save menu--games aren't so long you might play multiple runs in parallel), mean we could almost do away with the title screen entirely.

I like how the the 7DRL has no title screen--immediately on opening the game you are dumped right into the action regardless of whether starting a new game or continuing an old one. So for a long while I've been operating under the assumption that the game may not even have a title screen, doing away with an unnecessary "gateway" into the game itself.

More recently I've reconsidered that direction, since even without any interactive functionality (we've now removed or relocated everything that would apply), a title screen does have other advantages. One of the most important is name recognition in various places the game may appear, e.g. screenshots, and more importantly YouTube LPs.

Plus it's an opportunity to have a cool-looking title logo.

And that's actually where the change in direction originated from. It started with a Twitter follower pointing out that the official Cogmind logo as seen on the new website doesn't reflect the art style of the game. It "needs the ASCII treatment."

Thus I began sketching an alternative design in REXPaint for whatever purpose:


First concept sketch evolution for an ASCII-fied Cogmind title logo.

As it started to look promising, I imagined how fun it would be to animate it and put it in the game. So of course I had to try :)

Flow-wise we already had an intro that plays when starting a new game, so the title was inserted before that and leads directly into it--the two work pretty well together since they share the same animated ASCII style. Both the title and intro are skipped completely if continuing a previous game.


Title Art Composition
When the title is shown, the goal is to minimize its "intrusive nature" and make it look like it belongs in the game world. This isn't too hard since everything uses the same ASCII animation engine, and in terms of composition you'll notice the title also uses the same style of line art used for items. (I still have yet to do a dedicated post showing off the different types of art in their final form, but some examples were previously shown here.)

I already liked the concepts, though the last iteration seemed a bit overdone, so I aimed to use something like the second to last one. First I redid some of the ASCII "circuitry" to rebalance the overall shape and flow of the title.


Rebalanced "ASCII circuitry" and some slight color adjustments.

The animation plan was to actively draw the background circuitry, then have the word appear on top of that. This means we'll also want to draw parts that are under the word itself, as they'll be showing before the word appears. So I split the art into two layers, one for the word itself, and another for everything behind it:


Title art separated into layers.

Minimalist is good, but I didn't think this would be enough substance for a fully animated title which could really use at least a tiny bit of buildup. What better than even more circuitry! So I drew a third layer under both of those:


Stacking three art layers. (The bottom layer is drawn in a single flat gray--no shading--because the shading will be applied during animation as necessary.)

This bottom layer should look good both by itself and when combined with either or both of the layers above it. This meant a lot of layer toggling during the editing process. The bottom layer is only used fleetingly, though, (and is not a part of the final appearance) so the attention to this kind of detail is mostly overkill.

The animation part was pretty easy, only requiring a handful of scripts. For the curious:


Title screen animation scripts.

The second half of the above scripts are used to animate the title itself; the first half actually animates the "Grid Sage Games presents" text which appears before it. (Yes, might as well put that in there since we have a title now.)

The bottom-most layer, and first to animate, is seeded with 20 randomly located emitters from which the ASCII lines are traced in gray along cardinal paths (i.e. no diagonal drawing). Half a second later 20 more emitters are created on the middle layer, which is traced in green (this one allows diagonal paths as well, to ensure quicker complete coverage). Another second layer the title flashes in with a special glitch effect, while at the same time the bottom layer flashes in its entirety for a moment before quickly fading out. See it below:


Cogmind title animation.

That's it, three layers of ASCII art imported from a REXPaint .xp file. Notice one key difference between the result of the animation and the art itself: The "COGMIND" lines are brighter and have a background color to them. Turns out that when I borrowed an existing script to draw that part of the title, its design happens to leave the background color behind. I liked the fact that it stands out more and also melds the letters with the background circuitry via the few half-cell blocks scattered around the edges. So I kept it that way.


A static shot of the final title appearance, in game.

There you have it, Cogmind's new "title screen." Conceptually it's still an out-of-game element, but at least it doesn't require interaction--the game automatically starts about two seconds after the animation is complete.
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #356 on: November 05, 2014, 08:35:12 pm »

You sir may or may not be a wizard...

Arcvasti

  • Bay Watcher
  • [IS_ALREADY_HERE] [FRIENDSHIPPER:HIGH]
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #357 on: November 05, 2014, 09:38:50 pm »

oOOOOH, shiny!

^This is probably the most relevant thing I've ever said in the topic.
Logged
If you expect to live forever then you will never be disappointed.
Spooky Signature
To fix the horrid default colour scheme, follow the below steps:
Profile> Modify Profile> Look and Layout> Current Theme> (change)> Darkling

el Indio

  • Bay Watcher
    • View Profile
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #358 on: November 06, 2014, 04:07:33 am »

The title animation reminds me of the Syndicate Wars title. 
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #359 on: November 06, 2014, 07:21:50 pm »

You sir may or may not be a wizard...
*Poof!* I cast a spell that makes everyone buy this game instead of Call of Duty 18. ... ... Damn, back to my feeble marketing attempts ;)

The title animation reminds me of the Syndicate Wars title. 
I have considered using this engine to make a Syndicate Wars roguelike. Would be so appropriate. That and sambojin would either be really happy, or kill me.

On animated title screens, one inspiration for this one can be found here.
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon
Pages: 1 ... 22 23 [24] 25 26 ... 104