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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 304192 times)

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #390 on: December 07, 2014, 06:28:58 pm »

So, what requirements does a person have to meet to be considered as a LPer to you?
Pretty much anyone who does regular or semi-regular LPs of games and (in this case) has an audience that might be interested in Cogmind, so focused on roguelikes or simply indie games. Of course in the case of any LP'er who has a massive following and are genuinely interested in the game themself then they don't need to be indie-focused, since that kind of broad exposure is good and bound to reach others who are interested.

In general, it's a pretty low bar.

Now if someone who streams nothing but CoD asks for a free copy (this happens a lot), they're going to get a big fat WTF KID, ASK YOUR MOM FOR MONEY AND BUY THE GAME LIKE EVERYONE ELSE. Fake and/or completely unrelated small-time LP'ers asking for free copies of games is a huge problem in the indie scene right now, though the fake ones are easily weeded out by asking them to send a message directly through YouTube. I'm all for more people playing and seeing Cogmind, but we can do without the dishonesty.
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puke

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #391 on: December 07, 2014, 07:44:19 pm »

im kind of amazed that this is a thing. 

I mean, not really "amazed" i suppose, but it fascinates me that this practice did not even exist a couple of years ago.  And now it is some sort of significant force in marketing with people trying to exploit it in various directions and to various ends, and the counter measures and counter-countermeasures against such exploits.

I fear for my ability to remain competitive in this bizarre and ever-changing world.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #392 on: December 07, 2014, 08:13:43 pm »

im kind of amazed that this is a thing. 

I mean, not really "amazed" i suppose, but it fascinates me that this practice did not even exist a couple of years ago.
Yep, the practice has expanded significantly with the growth of the the indie scene. There are now even people who make a living by getting free copies of games and reselling them at cheaper prices! Never used to be an issue, but unlike AAA companies and their huge marketing budgets, indies rely a lot on YouTube as an important channel for publicity, so naturally there are people out there looking to take advantage of us.
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mendonca

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #393 on: December 08, 2014, 08:27:10 am »

Posting to watch, not sure why I'm not already watching this thread.

Look forward to be able to buy this.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #394 on: December 11, 2014, 07:12:28 am »

Thanks to everyone who voted for Cogmind over on Indie DB--apparently we're in the top 100 now, and the only unreleased roguelike on the final list!

Check out the top 100 list in round two, and vote again! ;D
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #395 on: December 11, 2014, 06:59:03 pm »

COGMIND ASCII ART GALLERY

[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

Cogmind's ASCII art has drawn a lot of attention where it's been shown on Reddit and Twitter, but I haven't  been showing much of it here on the blog. I suppose it makes sense to accumulate enough of it for a grand one-place-to-go-to-see-Cogmind-ASCII-art type post.

This is that post ;)

ASCII art style is traditionally divided into only a handful of categories: shaded art that uses groups of characters based on their pixel density, block art (similar to pixel art, but with really big pixels), and line art. Cogmind falls into the last category, relying mostly on line segments and the occasional block or other glyph to form a semi-abstract outline of an object and its details.

In terms of game objects, Cogmind contains art for both items and machines. You won't see robot art--their appearance is left entirely to the imagination (except in tiles mode, of course).

For more general reading on the background of ASCII art in roguelikes and Cogmind, see this earlier post.

Items
The majority of the art belongs to items, of which there are currently 638. It took about two weeks (103 hours to be precise) to draw and paint each individual item, including the time spent working on concept sketches and color schemes.

Keep in mind that in choosing the following art, to avoid spoilers (and giving away all the best stuff) almost no high-end parts are shown. Many of those you'll find in the game look cooler than what you see here.

Weapons
Weapons make up a third of the items, and therefore about a third of the art. They're the only category that makes heavy use of color themes for easier recognition. Among them you'll notice green, yellow, or blue for energy weapons, changing to orange, red, or purple for many of the more powerful ones. Most ballistic weapons use a brown/white scheme, though they break that mold at higher ratings.

Guns, Ballistic (Kinetic): Cause variable damage, have high recoil, and are effective at very long range. Also more likely to inflict critical damage, instantly destroying the target component.


Minigun, High-powered Shotgun, Heavy Machine Gun

Guns, Thermal: Damage has low variability, and firing causes no recoil but is usually only effective from short to medium range. Also increase target heat on successful impact.


Particle Gun, Quantum Rifle, Heavy Gatling Gun

Guns, Electromagnetic: Cause less physical damage in exchange for the ability to corrupt the target's systems, an alternative way to destroy a robot. Some EM weapons are also capable of temporarily disabling individual components or an entire robot.


Arc Projector, Gamma Rifle, EM Shotgun

Cannons, Ballistic (Kinetic): More powerful version of ballistic guns--heavier, and drain more resources.


Mass Driver, Assault Cannon, Gauss Cannon

Cannons, Thermal: More powerful version of thermal guns--heavier, and drain more resources.


Plasma Cannon, Phase Cannon, Neutron Cannon

Cannons, Electromagnetic: More powerful version of EM guns--heavier, and drain more resources.


EM Pulse Cannon (there are few EM cannons--don't want to reveal them all here)

Launchers, Explosive: Affect all targets in the area of effect, dividing damage into chunks that are applied randomly across each target. Targets further from ground zero usually take less damage, and there's rarely useful salvage remaining from targets hit by explosives.


Heavy Rocket Launcher, Neutron Missile Launcher, Hellfire Missile Launcher

Launchers, Electromagnetic: EM weapons that affect all targets in the area of effect. Collateral damage is low, though these are the most effective way to bring down multiple armored targets at once.


Advanced EMP Blaster (there are few EM launchers--don't want to reveal them all here)

Special: Unique weapons that don't fall into any other category, either tools or those with special effects.


Mining Laser, Plasma Cutter

Melee, Impact: Cause knockback, and the impact is much more likely to damage fragile internal systems.


Great Maul, Heavy Flail

Melee, Slashing: High damage, and capable of severing parts clean off the target.


Chainsword, Plasma Sword

Melee, Piercing: Critical strikes are more likely, in addition to a bonus to directly damage a target's core.


Lance, Kinetic Spear

Utilities
Another huge and varied category. However, colors for non-weapon item types generally don't follow any particular scheme, instead using whatever looks good for that particular design or makes the most sense conceptually. The primary exceptions: matter-related parts are usually purple, and processors/hackware are colored based on the stat they augment:


Processor/hackware color schemes.

Processors: Lightweight components that benefit a single stat or ability. For these I went with a microchip-style appearance (border style indicates the relative effectiveness of each part).


Launcher Guidance Computer, Improved Signal Interpreter, Advanced Target Analyzer

Hackware: Like processors, except their benefits apply specifically to hacking.


Footprint Analyzer, Improved Hacking Suite, Advanced Deep Network Scanner

Armor: Physical protection, often with special properties like defense against certain damage types or focusing coverage on certain areas.


Reflective Medium Armor, Insulated Light Armor, Core Shielding

Cooling: Devices that dissipate heat, for those loadouts which produce excessive amounts of heat under certain conditions.


Heat Sink, Cooling System

Defense: Large subcategory of shields, fields, and subsystems that block or absorb potential damage or negative effects.


Heat Shielding, Advanced Thermal Shield, Force Field (top row); Improved Remote Shield Generator, Anti-missile System, Improved Energy Mantle (bottom row)

Offense: Enhance offensive capabilities of some weapons, or mitigate negative side-effects of their use.


Improved Particle Charger, Recoil Stabilizer, Overload Amplifier

Resource: Enable Cogmind to manipulate or alter the behavior of mass, matter, energy, heat, salvage etc.


Advanced Power Amplifier, Weight Redistribution System, High-powered Tractor Beam

Sensors: Devices for detection and analysis of the surrounding environment.


Improved Sensor Array, Long-range Terrain Scanner, Structural Scanner

Stealth: Prevent enemies from tracking and swarming Cogmind, or evade attack more easily.


Advanced ECM Suite, Improved Transmission Jammer, Cloaking Device

Storage: Hold parts and resources.


Small Storage Unit, Energy Well, Improved Matter Compressor

System: Help deal with system corruption, memory issues, and a range of malfunctions.


Error Protection Suite, Recalibrator, System Purifier

(The above groups were subdivided for art categorization purpose--as classified in game utilities fall under only six designations: Devices, Storage, Processors, Hackware, Armor, and [REDACTED]. The last category you can discover later in the game.)

Propulsion
Flight: Don't support much weight, but definitely the quickest way to get around, and even fly over enemies.


Electron Diverter, Diametric Drive, Nuclear Pulse Thruster

Hover: A fairly fast form of movement that can still support a good amount of weight (the viability of both hover and flight have been improved significantly over the 7DRL version).


Aerolev Unit, Gravmag System, Anti-grav System

Wheels: Easy to find, but hard to keep--most wheels are not made for combat.


Compact Wheel, Wheel, Armored Wheel

Legs: A good mix of weight support and speed. And yes, you can hop on one leg ;)


Flexi-carbon Leg, Myomer Leg, Centrium Leg

Treads: Slow and heavy duty, for the tank that needs to carry everything and the sun. (No really, you can carry a miniature sun if you need the power.)


Light Treads, Medium Treads, Heavy Treads

Power
An essential but not so varied category in terms of game mechanics. By functionality, the main subdivision for power sources would be "standard" vs "light/micro" versions, where the latter weigh less but in turn come with little capacity for energy storage. But this division is not reflected in the classification system, which is instead based on power level:

Engines (1-3)


Ion Engine, Deuterium Engine

Cores (4-6)


Nuclear Core, Fission Core

Reactors (7-9)


Graviton Reactor, Vortex Chain Reactor

Machines
In this case the art is the on-map image itself, made possible because machines are multi-space props, something you don't see too often in ASCII roguelikes.

Interactive Machines
The five types of interactive machines have each been covered before--this post contains links to pages describing their functions (along with art, though some has changed since then). Below you can see some variations of Terminals (T), Fabricators (F), Scanalyzers (S), Repair Stations (R), and Recycling Units (Y).


A selection of interactive machines (map excerpts).

Non-Interactive Machines
This category of machines is mostly for atmosphere, though some may explode if not treated nicely. There are over 100 non-interactive machines which appear in areas that make sense for their intended function.


A selection of non-interactive machines from the early game.

See more non-interactive machines in their native habitat here (guaranteed lots of destruction and explosions :D).

Animation
It's really fun to combine static art with the scripting engine to animate it. The engine can import ASCII art files and move glyphs, manipulate colors, handle image layers separately, reference specific art coordinates...

Items
All the item art appears in the data screen for their respective item. Opening info about an item displays its image at the top of the window, animating its appearance:


Animated appearance of item art

Title Screen
The game already features some full-sized screens of procedural ASCII, though the title screen is the first of them to combine static art with animation:


Cogmind title animation (click for full size).

Read here for more about how the title screen was put together.

More such animations will be added later for components like the evolution, game end, and game over screens.

UI
I also consider the UI to be art, though more so when in motion.


Compilation of nine different interface elements as they appear in use (3.5 MB gif).

Even more animated interface elements can be seen in earlier posts about UI feedback and information warfare.

Particle Effects
ASCII particle effects are similarly a form of art, and come in various styles unique to Cogmind. The primary difference being that none of their components are manually drawn--they're created purely by procedural scripts. Many of these have been shown before in dedicated posts here and here, and their making was discussed here.

Doesn't hurt to show some more :D


Compilation of ASCII particle effects.


ASCII particle effects--stills from the above gif.

Creating ASCII Art
All of the art in Cogmind was created using an in-house tool: REXPaint. I've made it freely available for anyone to use, so check it out! In a future post I'll be covering REXPaint's many potential uses in roguelike development.

If you're interested in the process used to create some of the game's art, specifically the item art, I've written about it in detail here.


Neutron Missile Launcher ASCII art time lapse.


Notice: Cogmind has been nominated for Indie of the Year 2014! Thanks to everyone who voted in the first round! Please vote again in the final round to see how high we can get.
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EagleV

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #396 on: December 12, 2014, 03:19:58 am »

I don't know if I said this already, but Cogmind wil the most beautiful ASCII game ever in the history of everything.
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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #397 on: December 12, 2014, 01:03:01 pm »

Anyone who turns away from the game because it's "ascii" is doing themselves a disservice.



Also, I like whatever weapon that was in the last animation that you could give waypoints to the projectile.  I want one.
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Nighthawk

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #398 on: December 12, 2014, 03:20:16 pm »

Cogmind is the chosen hero of roguelikes that will lead the entire genre out of the dark caves of obscurity. Of this I am convinced.
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joey4track

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #399 on: December 12, 2014, 03:58:16 pm »

Well, if you are thinking about LP'ers my top two choices to give us folks a sneak peek before a release would be Aavak and PlumpHelmetPunk. Also if he is still doing videos, The GameHunter(aka Uberhunter) would be good too, esp seeing as how he has a series of the 7DRL version of it.

Either way, If we can't actually play it yet, hopefully soon we will be able to see some of our fav LP'ers take a crack at it :)
« Last Edit: December 12, 2014, 04:13:13 pm by joey4track »
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Aseaheru

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #400 on: December 12, 2014, 04:04:53 pm »

Yer missing an a.

I would suggest Splattercat aswell as also suggesting Aavak.
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joey4track

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #401 on: December 12, 2014, 04:13:45 pm »

Yer missing an a.


Derp, thanks fixed  :P
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #402 on: December 12, 2014, 06:53:30 pm »

Thanks guys. Of course, we all know that Bay 12 is the place to show Cogmind and get a good reception ;). At least over on Indie DB, purely by page visits Cogmind has been in the top 50 for days now, so that's lots more people who are seeing the game with a chance to get on board. Good to see more and more interested folks signing up for the newsletter each day. (No, you don't have to do that since I'd say all the same stuff here; it's just for those who don't frequent my places of announcement, and I have yet to use it since it's only for release notices.)

I don't know if I said this already, but Cogmind wil the most beautiful ASCII game ever in the history of everything.
We won't judge you if you repeat yourself ;)

Anyone who turns away from the game because it's "ascii" is doing themselves a disservice.

Also, I like whatever weapon that was in the last animation that you could give waypoints to the projectile.  I want one.
Ah, the guided missile launcher. I don't think I've shown that anywhere, though you'll be familiar with it from X@COM. I didn't have time to balance and add it to the 7DRL, so I too it out back then, and later added it back in. There are several other guided launchers, too. You can fire them around corners, or guide projectiles around blocking robots, etc. Helps if you have someone spotting for you, but not required (e.g. you can fire at targets you successfully scanned outside your FOV).

Well, if you are thinking about LP'ers my top two choices to give us folks a sneak peek before a release would be Aavak and PlumpHelmetPunk. Also if he is still doing videos, The GameHunter(aka Uberhunter) would be good too, esp seeing as how he has a series of the 7DRL version of it.

Either way, If we can't actually play it yet, hopefully soon we will be able to see some of our fav LP'ers take a crack at it :)
I would suggest Splattercat aswell as also suggesting Aavak.
Thanks for the suggestions. I'll add them to my list. I obtained a list of LPers that do indie games in general, some roguelike-specific, and will continue expanding it to help get the word out later.

I'm sure GameHunter is still doing LPs, he just sometimes takes long breaks. I've seen his stuff before since he does 7DRLs, and yeah he did do one of the very first versions of Cogmind 7DRL, though as I recall it crashed after about 20 minutes since he had the earliest buggiest version :'(. Considering he had so many other 7DRLs to do he didn't play again, but he was enjoying it ;)

Cogmind is the chosen hero of roguelikes that will lead the entire genre out of the dark caves of obscurity. Of this I am convinced.
I like the sound of that. Well, more exposure for traditional roguelikes anyway, via one that doesn't exactly masquerade as a "modern game" like ToME or (the new) ADOM do with their colorful tiles.
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Draxis

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #403 on: December 12, 2014, 07:11:37 pm »

You should consider doing a Reddit AMA when you want to get a lot of attention - both making the game and your experiences as a one-man dev team will probably get interest.  Also, an LPer I'd recommend EnterElysium - hasn't done roguelikes that I know of, but both the game and the style seem like they'd interest him.

On the IndieDB charts, Cogmind has jumped 20 places in the last day.  Pretty impressive.
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Aavak

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #404 on: December 13, 2014, 06:04:11 am »

It's been said above (likely several times) but honestly this game is beautiful o_Q

I'm no stranger to being able to see beautiful vistas in ASCII games, my minds eye has better eyesight than my real ones most of the time, but the images here and on the website are mind bogglingly good to look at!

I'm not wanting to make assumptions about your design choices, but I'd go as far as to say that this is an example of a game that chose ASCII for aesthetic reasons, rather than technical ones. Simply glorious :D

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