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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 304193 times)

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #405 on: December 13, 2014, 06:17:20 am »

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.
An AMA is on my list of things to do, and I added EnterElysium.

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
Thanks! And yes, for aesthetic reasons. Well, technically at the lowest level it's also *easier* for me to do, which is why a lot of beginner devs like to play with building a roguelike, but in this case rather than just go with "the minimum necessary" I decided to truly embrace it, and take it as far as possible without going too far, if you know what I mean. (I used to develop 2D tiled games, and intentionally "devolved" back to traditional roguelikes because there's still so much unexplored territory here!)

So stick around and we'll see where this goes. Added you to my list of LP'ers too if you're interested when the game is available ;D (Just watched one of your C:DDA LPs, good stuff.)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Aavak

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #406 on: December 13, 2014, 06:33:12 am »

Thanks! And yes, for aesthetic reasons. Well, technically at the lowest level it's also *easier* for me to do, which is why a lot of beginner devs like to play with building a roguelike, but in this case rather than just go with "the minimum necessary" I decided to truly embrace it, and take it as far as possible without going too far, if you know what I mean. (I used to develop 2D tiled games, and intentionally "devolved" back to traditional roguelikes because there's still so much unexplored territory here!)

So stick around and we'll see where this goes. Added you to my list of LP'ers too if you're interested when the game is available ;D (Just watched one of your C:DDA LPs, good stuff.)

Certainly, by the looks of it this game is right up my alley, and I'd enjoy helping to promote it however I can :)

Aseaheru

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #407 on: December 13, 2014, 12:41:36 pm »

Oh, before I forget, Stuff+ might be a good youtuber to try to get to do this.
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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #408 on: December 15, 2014, 10:03:12 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.
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).

I almost called it a Blaster Launcher!
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #409 on: December 15, 2014, 10:06:23 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.
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).

I almost called it a Blaster Launcher!
And you would more or less be right, since that's where the code and scripts came from ;)

Cogmind borrows heavily from X@COM in lots of areas, and when it's all done X@COM will be doing some very heavy borrowing back!
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

sambojin

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #410 on: December 18, 2014, 06:11:37 pm »

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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #411 on: December 19, 2014, 04:43:18 am »

Why thanks for the reminder sambojin, I was going to stop by as well for that ;). Not like we can compete for the top 10 (yet) against the mega-popular already released games out there, *but* there's always a shot at an honorable mention via some kind of editor's pick. So vote!

While I'm here, have a sneak peek at one of the upcoming Cogmind wallpapers:


So far I have this, one with a *lot* more guns on it, and some title + map images.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #412 on: December 24, 2014, 04:25:25 am »

Some Cogmind fan art by @0x0961h, a voxel version of the good old Quantum Rifle:


And from a different angle for "Cogmind the FPS" ;):


(the original, for reference):
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #413 on: December 24, 2014, 06:51:55 pm »

THE IMPORTANCE OF ROGUELIKE FOOD CLOCKS

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

Traditionally a majority of roguelikes include some sort of food system. Hunger management does seem like a natural part of role-play adventuring, but it also serves a much more important function: Pushing the player along is an integral part of [most] good roguelike design.

All but sandbox games present the player with a specific goal to aim for, though achieving that goal should be about more than a brute force grind to become unstoppable. Of course we could simply use various means to directly cap player power, like stat ceilings or limiting the amount of items available, though I'd argue against these methods because they essentially take options away from the player. From a player's point of view, the constraint which affords the most flexibility is how much time they have to achieve the goal--within this constraint the player can do whatever they want.

Types of Food Clock
Using an arbitrary turn count (the roguelike equivalent of a real-time timer) is one option, though a rarely used one. Why not give the player some amount of control over the mechanic?

The most common food clock is, unsurprisingly, actual food and hunger. It's easily understood, and the timer becomes closely integrated with elements of the game mechanics themselves (searching, combat, looting, identification), making it feel more natural.


You won't see this in Cogmind.

But food doesn't work for all games. Some take place in an incompatible setting, or prefer to avoid the burden (on either designer or player) of integrating it with the game's other mechanics.

One common alternative is to have some dire threat chasing you. This is more literally something behind the player "pushing" them to advance. FTL uses this mechanic.

Any food clock puts a (sometimes soft) time limit on the player's game and therefore limits what the player is capable of. The endlessly leveling mummy trick (mummies don't need to eat) in old versions of DCSS is one example of what happens when a food clock mechanic breaks down in a generic roguelike--the developers had to introduce a new spawning timer mechanic to deal with that and similar scumming behavior.

Regardless of the method used, they all benefit the experience by pushing the player forward. In a broader sense, being pushed along forces decisions, counteracting the player tendency to postpone decisions as long as possible, or at least until sufficient knowledge or ability is obtained to ensure a certain outcome. This tendency is at odds with the core roguelike experience--solving randomized problems. It's an inherently less interesting way to play a game since it removes most of the challenge. (One exception would be those players who are "just along for the ride" when they play a game; definitely a minority of roguelike players, though perhaps more common with AAA games that focus on style rather than substance.)

More specifically, food clocks cut down on grinding, which is good design. (Unless you're trying to make an addictive MMORPG or similar that milks poor gamers for their money/time.) Those who grind will likely have less fun in the process, and anyone who doesn't grind will consider the game poorly balanced or outright unfair. In other words, a food clock is saving players from themselves. Herein lies a golden rule of game design: If the optimal way to play a game is to do something boring, players will still do it even if it makes their experience less enjoyable. Thus a well-designed game should strive to avoid rewarding this kind of behavior.

Cogmind's goal to provide a grind-free experience goes hand in hand with pushing the player along. A food clock is essential here.

Cogmind's Food Clock
So what about food for robots? Well, we could artificially require some resource as a substitute, but I'd rather not go that route. I don't particularly want another resource management sub-game that ties into everything else, nor is there a need for one.

Cogmind instead wraps the food clock more directly into the existing game mechanics, specifically stealth and combat (and by extension play style).

The more you affect the environment, the greater the enemy response to your presence. Remaining stealthy is one way to postpone a stronger response, and I believe that as a more difficult challenge, successful use of stealth is a very valid way to operate outside the normal food clock. But once you mess up and the fighting begins, the cumulative effect of your presence can eventually snowball into a big mess. This increases the pressure to leave the area. Theoretically you could continue to fight, but against an unlimited army you can only lose to attrition. Did I mention you can't repair your core? (Note: The "presence" effect is less pronounced through the first few depths to make them a little easier; in the 7DRL the first three Materials floors didn't have any pressure to move on at all.) As Cogmind grows more powerful, though, you evolve to cover your core with more parts and attrition via integrity damage becomes less of a threat. It's at this point in the game, about one-third through, that electromagnetic damage appears. EM damage is the game's original (and most convincing) food clock mechanic.

Regardless of where they impact, hits taken from EM attacks can result in system corruption, which in turn causes all sorts of nasty things to happen. Current list of random effects due to system corruption:
  • Random log messages (harmless, just annoying)
  • Data loss: Forget the layout of one or more previously explored areas of the map
  • Data loss: Forget what certain parts do--they become unidentified
  • Misinterpreted scan data: Low/medium-level robot sensors display incorrect information
  • Misdirections: Unintentionally move in the wrong direction
  • (more to come)
As system corruption accumulates from subsequent attacks, the random effects progressively worsen and grow more frequent. Corruption can even kill Cogmind if it reaches 100%, though the side effects are likely to be deadly long before then.


In case you haven't yet noticed the side effects, while corrupted your map will also occasionally glitch as a reminder.

Corruption resets to zero on reaching each new depth (because that's when you evolve), so suffering the effects of corruption can be a very powerful motivator to forge ahead. Cleaning system corruption any other way is not easy.

Aside from corruption, in the mid- to late-game main maps (as opposed to side-routes) your location will occasionally be pinpointed and a strike team sent to deal with you. While Cogmind is more than capable of dealing with one of these teams, engaging them is tempting you to begin the whole snowball process of you interacting with more and more of the map's inhabitants, attracting attention and increasing your "presence." There are other strategies for handling these teams, but those are for you to discover ;)

Reinforcing this whole food clock system is the fact that you can only move forward in the world--there is no way to revisit previously explored levels. But that's a topic for another post.
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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 #414 on: December 28, 2014, 09:06:21 pm »

Finishing up the robot hacking mechanics and interface...

The easiest command: PARSE
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Moron

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #415 on: December 30, 2014, 06:17:21 pm »

   
  • Data loss: Forget the layout of one or more previously explored areas of the map
Are you sure this is a good idea? Unless you have thought of some clever way round it, the player could simply circumvent this by manually drawing the map or taking screenshots. (See: "If the optimal way to play a game is to do something boring, players will still do it even if it makes their experience less enjoyable.")

Anyway, this looks like a great game in the making and I hope to be able to play it someday.
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Aseaheru

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #416 on: December 30, 2014, 06:18:22 pm »

That would be a waste of time in my mind...

Also, arent they randomly genned?
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #417 on: December 30, 2014, 06:30:35 pm »

   
  • Data loss: Forget the layout of one or more previously explored areas of the map
Are you sure this is a good idea? Unless you have thought of some clever way round it, the player could simply circumvent this by manually drawing the map or taking screenshots. (See: "If the optimal way to play a game is to do something boring, players will still do it even if it makes their experience less enjoyable.")

Anyway, this looks like a great game in the making and I hope to be able to play it someday.
Thanks! And you are now the second person to notice and comment on that.

I think there are probably some misconceptions here because of everyone's experiences coming from other games, and I should've been a little more clear on the description of what "forget the layout" means. It's not usually a big contiguous chunk of the map, more like little annoying holes here and there. Because the map and open areas within it are very large, it will have less of a true negative effect than you would imagine. You'll often still be able to intuit what was where, if you really care about previous areas of the map (which you generally won't).

I also left a much more detailed response to this issue in the comments of this post on my blog. As a designer I will do everything possible to eliminate boring optimal play. This and other features will be up for changes if playtesting proves it's a problem in that regard.

That would be a waste of time in my mind...

Also, arent they randomly genned?
Yep, entirely randomly generated, but *some* players will be religious about going the extra mile to get any little advantage they can, even if it means doing boring meta work... As per my other comments, though, I don't think it will be a significant factor in Cogmind.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #418 on: January 01, 2015, 06:47:18 am »

ASCII WALLPAPERS

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

Shortly after designing and implementing the animated ASCII title screen, I figured we finally have enough material to put together a few Cogmind wallpapers. These are now available for many common resolutions over on the Cogmind website's media page.

Here's a test of the first one while on a recent workcation in Japan.

So far we have five different designs, the simplest being nothing more than the ASCII title logo itself. Probably the most interesting are those that combine the title with a set of ASCII weapon art. The weapons were chosen from among those I've been showing intermittently over the past six months (though I still haven't gotten around to doing any art showcases here on the blog--so many other things to write about...).


A variety of ASCII guns and cannons. Get the size you need from the media page.

The weapons shown here are only a small portion of those you'll find throughout the game.


Another version of ASCII weapon wallpaper. Get the size you need from the media page.

I should eventually add a few that show more in-game content, but good ones would require a lot more work, and not enough of said content exists yet. For now there are two partially-implemented factory maps for those who desire a full screen of sci-fi green ASCII.


One of the factory wallpapers featuring a section of procedurally generated factory. Get the size you need from the media page.

Feel free to drop any ideas for other wallpaper designs followers may be interested in.

In other news, Cogmind was just honored with a spot in Rock, Paper, Shotgun's Best PC Games of 2015 (roguelikes category). Unexpected at this stage, but very welcome!
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SalmonGod

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #419 on: January 04, 2015, 01:15:10 am »

No 2560x1600 :(
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