Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)  (Read 6070 times)

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
« on: March 13, 2018, 01:51:08 am »



You are POLYBOT-7, the latest in a line of fully-modular robot designs being put through The Gauntlet.

Tactical positioning is crucial since you're not only under fire from other robots, you also automatically attract and attach nearby components until your slots are full--everything from various power sources and propulsion units to numerous types of utilities and weapons.

Your parts will be destroyed, but you can blast other robots to pieces and let the salvage fly over to equip you, or find caches of even better parts to really show them what you're made of!

If you're good enough, on your way through The Gauntlet take on additional challenges to acquire upgrades that expand your number of available slots until you finally have space for up to a couple dozen different components at once.

This is my entry for 7DRL 2018, created by tearing apart my main project, Cogmind, and putting it back together as something related yet quite different.

It's available for download on itch.io, and see the next post for more details (copying the announcement post from my main blog).

More Information:
« Last Edit: May 22, 2018, 01:59:59 am by Kyzrati »
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: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
« Reply #1 on: March 13, 2018, 01:51:30 am »

(gameplay images spoilered because some are gifs)

Back in 2012 I made a 7DRL by stripping down X@COM to create the original Cogmind prototype. Now, six years later, I've ripped Cogmind apart and put it back together as something else for yet another 7DRL :)

I've always wanted to build more roguelikes, and the annual 7DRL challenge is a great opportunity to do just that, but in the years after 2012 the torturous hours I put myself through that week to make Cogmind a reality were still too fresh in mind. While that feeling faded as the years went by and I became eager to participate again, then I got way too busy with work and had to repeatedly pass, despite several false starts that died in the design doc phase. This year the stars aligned and it was about time to finally revisit the event that drove me to create a game which has since become my full-time job and taken over my life :P

Today, following a week of blood, sweat, and ASCII, I present POLYBOT-7!

POLYBOT-7 is purely about scrapping together a robot on the fly to take on other robots. And while that sounds sorta like Cogmind, this 7DRL is instead hyperfocused on tactical combat in a coffee break package. To create it, Cogmind's hacking, intel, allies, factions, ecosystems, NPCs, events, lore, expansive world and much more, are all gone, as are the many UI elements required to support them. There is only

Destroy. Rebuild. Adapt. The world is your inventory.

All the core combat mechanics are inherited from Cogmind (as of the latest version, Beta 5+), but the surrounding systems, and therefore much of the gameplay, have changed significantly...
  • You now automatically attract nearby parts and attach them when you have empty slots
  • Builds are even more free-form, since there are no type restrictions on slots!
  • Redesigned movement mechanics mean you can now combine multiple forms of propulsion, though flight was removed as part of the purge of non-combat options
  • Part management is greatly simplified, since there is no inventory at all and you not only don't have to but can't remove individual parts
  • All salvage (and other free items once you've neared them) destroy themselves after a period of time
  • You start more powerful, with 11 slots
  • The world is smaller, only 5 floors (although maps are still quite large, and if you win there is New Game+!)
  • There is no slot evolution between floors--you can skip to the next floor whenever you find an exit, but you can only gain extra slots by finding items on the current floor, so skipping ahead will leave you weaker later!
  • You also find permanent upgrades by destroying Dispatchers, machines that are activated and spit out robots as you near them
  • All robots are hostile--if it moves, you probably want to either shoot it, reposition, or run
  • There are fewer robot and item types than found in Cogmind (though also many new ones)
  • Weapon ranges, sight ranges, speeds, etc. were all reduced to fit the new UI dimensions, making it possible to still see everything that's going on, though maps might feel a bit more "cramped" as a result


Spoiler (click to show/hide)

As you can tell in screenshots, the UI is also fairly different, condensed into a much smaller grid to allow for double-sized fonts. The visual style is also different overall, because it's nice to make clear that POLYBOT-7 is a distinct game and to experiment with other looks! Walls are now line-based (even in the tiles version), and I used Cogmind's new and improved render filter system to create the low-contrast aesthetic.

Design
Although probably not entirely necessary after a rundown like that, I want to emphasize that POLYBOT-7 is definitely not a true Cogmind demo. It does, however, showcase a lot of the same particle effects and SFX, as well as UI features and general style.

Features that were inherited from Cogmind:
  • Combat mechanics
  • Numerous items and their effects
  • Soundscape/SFX
  • Map generation (same algorithms with different parameters)
  • Some convenient UI features, wherever I could keep or redesign them since they add significant QoL
  • Many of the same customization options are still available, but because I removed the options menu (no time for that!) you have to make changes direct to the config files. Certainly not all of them are applicable anymore, but a lot are.

Spoiler (click to show/hide)

Still, for a long while Cogmind has been on rails with such a long semi-predetermined TODO list that just executing it is only half the fun of development, whereas hacking away at a 7DRL was a really refreshing opportunity to work with new concepts and a much cleaner slate. Naturally I got really excited at this chance to experiment with mechanics and create a new experience in an otherwise seemingly familiar world--in that way it's kinda like one of the Cogmind Challenge Modes on steroids. In fact, the idea that ultimately won out as The Core Mechanic for POLYBOT-7 came precisely from a planned Challenge Mode, the idea of attracting parts which automatically attach to you and cannot be removed as normal.

Everything else was designed around that.

Early on it became apparent that simply shooting stuff and attaching nearby parts automatically, maybe while toggling them to optimize the build as necessary, wasn't quite enough of a fun challenge. There were too few player choices involved, so to keep it interesting I added a heavy emphasis on a redesigned version of Cogmind's "go naked" command, the one that strips you of all your parts in a single action. (It became so important that its hotkey went from Shift-Alt-p to just 'p' :)) But in the case of POLYBOT-7, a so-called "Purge" destroys only half your parts, scattering the other half on the ground around you. This means it's kind of like a randomized "shuffle" for your build, allowing you to regain some parts while making room for others you've come across, or simply trying to rid yourself of too many broken parts or a highly imbalanced build to start fresh.

The Purge system requires 100 turns to charge before it can be used again, however, making it vital to do this at only the best opportunities, while also preventing players from gaming the system to repeatedly purge and quickly destroy specific parts.

In terms of balance, while the player will have easy access to spare parts by strolling through the remains of any given battle, these parts are often garbage and not that suited to fighting hordes of enemy robots. On the other hand, there are caches of nice parts to be found... When and where to Purge will be key to survival!

Of course there are plenty of other features that didn't survive the chopping block, but such are 7DRLs! Maybe one day? :)

Interlude
Earlier I said blood, sweat, and ASCII, but while there is definitely a full-ASCII mode, POLYBOT-7 defaults to tiles created by the wonderful Kacper Woźniak. He really knows how to maximize the potential of those few pixels I give him :P. So while I was coding up a storm, Kacper was pixeling our new robots and items (when not at work fretting for lack of time :P). Thanks for the help, man!

Spoiler (click to show/hide)

Impetus
I would've preferred doing something completely different for what is only my second 7DRL (POLYBOT-7 is pretty radical, though not as radical as say something built from scratch :P), but there are a lot of reasons I ended up choosing this particular game:
  • First and foremost, this is something I can point people to when they like the theme or basic idea of Cogmind but don't have a large enough display to enjoy it on. For them I wanted to test how much of the main UI I could cram into only half the space, while also adjusting the content to suit a smaller map area. In fact, the original code name I used in my first design docs was "Bigmind" :P. In the earliest design iterations it was going to be just a stripped-down version of Cogmind, but I felt that wasn't worthy of a 7DRL--it really needed to be something even more unique, so as those changes made their way into the design I later decided the name shouldn't be that close to its progenitor, either.
  • That first reason also made it easier to justify taking the required time out of my work on Cogmind (technically my job now!) to join 7DRL. I know POLYBOT-7 is something that existing Cogmind fans can enjoy as well, win-win!
  • POLYBOT-7 allowed me to explore a bit of what Cogmind would be like if I had gone the other route back in 2012: no slot types. Design-wise I've been very glad I did go the type-restricted route, but it'll be interesting to see what comes of completely free-form builds, even if there isn't as much control over them.
  • I really like the idea of using 7DRL to force completion of quick and focused prototypes, exploring game ideas that might be extendable or polishable into something better later on. I've been thinking about that especially often as we get into late Cogmind dev, since I may need a quicker commerical project or two to be able to reliably fund future development.

Spoiler (click to show/hide)

Oh, and it probably goes without saying there is an ASCII version ;) (F3!)
Spoiler (click to show/hide)

Enjoy!
« Last Edit: March 13, 2018, 10:46:23 am by Kyzrati »
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

( Tchey )

  • Bay Watcher
    • View Profile
    • http://jeux1d100.net/
Re: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
« Reply #2 on: March 13, 2018, 10:40:51 am »

You are a roguelike god to me.

/praises Kyzrati
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
« Reply #3 on: March 13, 2018, 11:03:38 am »

Oh hi Tchey, welcome to Yet Another Thread for one of my roguelikes :P

Have fun with it!

I'm starting to hope I can make extra time every year to put together at least one new game, but we'll see. I've always been more into epic projects... That said, as I get older I realize that if I don't actually make some of these other ideas, I'm gonna die and have like just two or three complete games to show for it xD
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: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
« Reply #4 on: March 13, 2018, 10:43:15 pm »

I'll have a play around on my weekend (tomorrow). And chuck you a vote.

As always, keep up the good work Kyzrati!
Logged
It's a game. Have fun.

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
« Reply #5 on: March 13, 2018, 10:46:14 pm »

Hey sambojin, thanks! (All the old fans finding this new thread :P)

This one's turned out great for short runs where you just wanna blow stuff up :). I've also imagined making a 7DRL which is really just about blowing stuff up, but... well there are so many ideas to do xD
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: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
« Reply #6 on: March 20, 2018, 09:04:32 pm »

2018 7DRL Postmortem, Part 1: Preparation
[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

March 4~11... what a crazy, crazy week.

It wasn't as bad as I thought it might be based on my first experience back in 2012 (this time I actually slept a good 7~8 hours each night!), likely because I'm a lot more knowledgeable than I was back then, and have lots more tools at my disposal. Still, the desire to create something awesome had me putting easily over 80* hours of work into POLYBOT-7, my entry for this year's Seven-Day Roguelike Challenge. (*This is during the week only--excludes all pre-7DRL preparation!)

The rate of problems and solutions flying through my brain throughout the week was pretty overwhelming. Tiring sometimes, but at the same time exciting to try to find hacks that could manage so many features and content in such a short period. So. many. hacks. The technical debt is real! I was cringing as I wrote much of the code, but had little choice--take the fastest route possible or risk failure. For the first few days I was doing a slightly cleaner job of it, but with the deadline looming I started getting really crazy as the week progressed.

This project was also a little tough at times because my years of "normal" roguelike work have conditioned me to write about absolutely everything I'm doing or planning, and thinking it through to make the best decision possible. I had to get over that tendency and just do stuff--don't write about it, do it now! Had to keep reminding myself that all week :P

This is my in-depth postmortem covering POLYBOT-7's development, examining both the process as a whole and the reasoning behind choices made along the way.


The Concept--What and Why?
For 7DRL I originally had slightly lesser ambitions. The goal was simply going to be a "Cogmind demake," with emphasis on stripping down my main project to create a purely combat-focused roguelike where much of the work involved would be converting the interface to a new condensed layout featuring less information but double-sized fonts and tiles. It would be something I could point people to when they're interested in Cogmind's general theme or style but don't have a large enough display to enjoy it. This version of the concept was dubbed "Bigmind" :)

After thinking on it for a while it started to feel kind of boring, though. This is 7DRL! It should be about experimentation and interesting new roguelikes!

I had to get more radical, and just about the time I was thinking this I was also skimming my notes for upcoming Cogmind features, one of which happened to be a top secret "Katamari Challenge Mode" I wanted to release with a big Challenges update later this year--basically the player would act as a magnet for nearby items.

This suddenly seemed like a great core mechanic to build into the 7DRL, not to mention the ideal design would require a ton of other changes to go along with it, essentially creating a significantly different game within the same world. A 7DRL could do much more justice to this idea than a simple Challenge Mode, so this became the new direction.

Altogether the proposed changes greatly altered the Cogmind experience, and you can read a list of features similar to and different from that game in the original announcement post, though I'll speak about a few of them in more detail later.

There are of course also a few other reasons why I chose Cogmind as a starting point to begin with, not least of all because doing so would mean I wouldn't have to do quite as much planning and preparation, and could instead have more time to focus purely on developing any gameplay or content rather than fundamentals. Without a doubt POLYBOT-7 is a better game for it.

One of the best ways to tackle 7DRL is by reigning in scope, but another of the best ways is to base your idea on an existing game or at least a well-developed engine or framework. I'm deeply familiar with the source for my games and engine after working with them for many years, and not having to reinvent the wheel here is good because I'm actually not that great with technical stuff--in fact I'm quite slow so that's not something I'd want to deal with under a strict time limit.


The source code from my earlier projects has been spawning newer projects over the years. I rarely start projects from scratch, just modify things :P

(That said, remember that 7DRL can be used for whatever you want, so maybe the goal isn't to finish an awesome game but simply build an engine, or start that new framework you've always wanted to.)

Things weren't all that rosy, however! Part of why I did worse this year than I could have is that I didn't have nearly as concrete a design ready for me at the beginning of the week. Back in 2012, prior to starting my 7DRL I'd already figured out everything--all the math, formulas, and data ranges checked out, it was just a case of putting it to code and ASCII. For POLYBOT-7 I had basic plans laid out, but many details were lacking, and that's a problem because emerging details can pretty easily cause a domino effect throughout a design. And they did :P. I ended up having to make some big changes and additions to accommodate adjustments to systems I hadn't fully thought through before.

The biggest drawback though was spending more of the week than I'd like to thinking rather than doing. For maximum efficiency, 7DRL week should be about doing, not thinking (coming up with a good design can take a lot longer than a week, most importantly because ideas generally need an incubation period to see if they stand the test of time or maybe there's a better approach to something). Anyway, I just barely made up for it by relying on a lot of adrenaline-fueled hacks on the coding part :)


Pre-7DRL
7DRL prep really starts a fair bit before the week itself. I went through several design docs starting back in January, occasionally opening up the latest one to make additions, then when it got a bit messy or I wanted to make a significant change in direction I'd reorganize everything in a fresh doc to get a good overview of the design state. Back in 2012 I had a lot of free time for this sort of thing, though, whereas this year I was pretty busy with Cogmind dev and other stuff, so didn't have as much design time as I would've liked. I went into 7DRL with a technically complete high-level design doc, though given more time I would've refined it much further.

Before the 7DRL I also wrote the release announcements for both this blog and itch.io :P. I'm actually a fairly slow writer and knew there wouldn't be time to prepare good release announcements during/at the end of the week. I did end up having to make a few modifications later based on changes to the design, but for the most part it stayed intact, all I had to do later was put together some quick screenshots. Plus this was also a good opportunity to familiarize myself with itch.io, which I'd never used before and it would be funny to somehow screw up releasing the 7DRL when it was already done!

I even designed a probable cover image before the week started, using an old unused Cogmind tileset style as a placeholder:


Pre-release placeholder box art.

This made it easier to quickly create box art for POLYBOT-7 at the end of the week once Kacper completed the tileset. You can see the similarities :)


Final box art!


UI
In addition to design docs, I also spent a little time in REXPaint doing UI mockups. The initial focus was making sure I could fit everything I needed into a 106x30 grid, and I tested this early because I knew the restrictions would probably impact the mechanics.

This first mockup got thrown out really fast :P


UI mockup #1 (HUD only)

The vertical bars are way too cryptic and not all that readable, while also leaving no space for any extra related numbers. Then I realized I could give myself room above the parts list by removing the four headers/lines used purely for separating the types. I could add the ASCII/tile for each part right next to each row anyway, and they're automatically sorted, so there's no strong need for those headers. So next came the first serious mockup (with notes), although as you can see below it's a pretty bad idea to have the item ASCII covering the left UI divider! (I tried that as an experiment to save as much horizontal UI space as possible)


UI mockup #2

It was also important to consider ways to adjust the overall appearance to create something as distinct from Cogmind as possible. One of the easiest ways to do that is with color, so of course my first thought (and Kacper's, separately :P) was to move away from green and try out a different main UI color, specifically orange. Gold on black is a cool theme, as you can see in this inspiring DynaHack screenshot.


Sample screenshot of DynaHack with a modified color scheme.

I explored the idea in REXPaint, but unfortunately from an overall UX perspective orange really isn't all that suitable given POLYBOT-7's mechanics. Like Cogmind of course item destruction is a major feature, and the whole color scheme is geared towards green being "good" while other effects and states use their own logical colors. In most cases anything not green probably deserves closer attention. This also preserves the standard "green -> yellow -> orange -> red" progression for damage indicators and labels, a theme applied consistently across many parts of the interface. Changing the main color would mess with that intuition and make the UI at least somewhat harder to parse.

So with four extra lines at the top, a decent final HUD mockup was born:


UI mockup #3 (HUD only, final)

I made some other adjustments later, but we'll get to that. In any case, once a REXPaint mockup lays everything out as clearly as it does, implementation is fairly straightforward so having this ready beforehand was very useful.

Also with regard to color, I decided that rather than once again going for the same old high-contrast black background style, I'd switch over to a low-contrast theme that relies on a slightly darker foreground on top of a slightly brighter background. Late last year I added "render filters" to my engine (described earlier on the blog), which make enabling a low-contrast look as simple as changing a config setting. At the time I didn't know I'd end up using it here--the system was just meant to provide Cogmind players with a way to tweak their interface, but it sure came in handy!


That line in the config file is what keeps the foreground from being too bright, while also adding a green tint to the entire background.

However, the low-contrast filter itself is a pretty big hack, and as one might expect, Cogmind having been designed all these years with the assumption that the background is black meant that the mode doesn't always look perfect in combination with the animations. While there certainly wouldn't be time to update the huge number of particles used for weapons, I could at least get the UI looking better. These changes were all made to Cogmind (which benefited in several ways from this 7DRL :D), something I wanted to do eventually but in this case moved up to before the 7DRL.

There were basically two types of issues to resolve: either forcing a background meant to be black even in low-contrast mode, or modifying animations to lerp from a given color to the desired background color rather than assuming black.


An example of the latter case, notice how before the fix the animation lerps to black rather than the proper color (effectively going to black before snapping back to the right color), and looks much better (as intended) after it knows the proper target color in the first place.

Fonts were also something I thought about a lot before starting. I wanted something simple--both in terms of appearance and implementation, so I went with Terminus for both the text and map, because it's a nice and readable pixel-perfect monospace font available at pretty much all sizes. But because I didn't want to have to provide a massive range of sizes like I do with Cogmind (it takes forever :P), instead of allowing the map view (and HUD) to expand vertically it is locked at 30 rows. The width is still variable, resulting in letterboxing on some displays. This is a much prettier option than scaling, in any case, allowing both text and tiles to retain their pixel-perfect look, straight from the bitmap.

It also means the entire range of resolutions can be pretty well supported with only four different sizes, all created from a single base size. With a base square map tile size of 12x12, a 768p resolution uses a 24x24 font (simply created via 12*2), by far the most common 1080p resolution uses a 36x36 font (12*3), and beyond that there are also size 48 (12*4, 1440p) and 72 (12*6, 2160p). Text uses half-width cells that also need four sizes, based on base dimensions of 6x12.


Some of my pre-7DRL notes. I carry folded pieces of paper in my pocket while out and about to jot down ideas, and my son decided he wanted to borrow this one and draw on the back while bored :)


Gameplay Design
The main goal of the design was to create a quick, very coffeebreak-length Cogmind-ish experience, so everything revolved around that. There should be fewer decisions involved in a normal playthrough, and thus many systems or interactions would need to be removed. And not just systems but even weapons' visual effects, which are blocking and therefore can slow down the player. With that in mind, during the week I wanted to tweak any slower animations, or outright remove most weapons that relied on them.


Comparing Cogmind's EMP animation with the faster one in POLYBOT-7. (EMPs in particular I wanted to keep for mechanical reasons, so those had to be sped up.)

Another huge decision-saving move was to completely remove the inventory, though it took some time to come to this conclusion. Notice the inventory in mockup #2 above, which was at first envisioned as a modal window that would allow collection of parts to then attach at will. Time-consuming! Even with all the supporting automation features it provides, one of the more time-consuming aspects of Cogmind is inventory management, and I thought it'd be great to limit that. So the next thought was perhaps an ordered "queue" of parts that would be attached next after you lose some, but even that seemed too complex for what I wanted to be a simple, focused game.

It dawned on me that there really wasn't a strong need for an inventory at all--basically the world was going to be the player's "inventory," facilitated by the already established ability to quickly attract surrounding parts. This would be both simple and have lots of interesting implications for play.

Once attached, parts cannot be individually removed because that would make it essentially pointless to automatically attach parts, with players just removing those they don't want while others are nearby (more tedium!). So aside from losing one to destruction (a slow and unreliable method), there needed to be a different way. Enter another key part of the plan: the "Purge" mechanic.

Cogmind already has a "go naked" command that destroys all attached parts to allow for a quick getaway in certain emergencies, and it seemed like repurposing this for POLYBOT-7 would make it a much better game. Instead of destroying all parts, it could destroy a random half of them and drop the other half, allowing the possibility of keeping some potentially good parts while also not requiring that there be a massive number of parts nearby to return to full slot usage. This mechanic would allow players to "shuffle" their build if 1) it became totally imbalanced and unusable or 2) they found some really good/better items that they want to take advantage of right away.

From talking with Cogmind players (I introduced the general plan to them the week before), it became obvious that allowing unlimited Purging wasn't going to work and could easily be gamed, so I decided to have it charge up before each use, achieved by draining some of the player's energy in the meantime. This could be interesting because it would be ready faster if you had more power, but also make the player weaker for a while after a Purge, forcing you to seriously consider your situation before taking this action. I'll talk more about this later, because there were issues and that's not how it works now :P

I'll also talk about other unique mechanics when we cover what actually happened during the week, starting with the next section :)

This post is the first in a four-part series. To follow:
  • Part 2: First Days with UI, Aesthetics, and Mechanics
  • Part 3: Spending Too Long on Map Generation and Content
  • Part 4: Finishing Touches
« Last Edit: March 21, 2018, 09:51:34 am by Kyzrati »
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: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
« Reply #7 on: March 23, 2018, 09:15:10 pm »

2018 7DRL Postmortem, Part 2: First Days with UI, Aesthetics, and Mechanics
[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

Picking up where we left off at the end of Part 1, which covered pre-7DRL preparation...


UI, It Begins

The first stretch of 7DRL week was an exercise in chopping up and reconstructing an existing UI in the most efficient way possible.


UI-first would be the best approach, since that would enable me to work on the display with the game content (initially equivalent to Cogmind Beta 5) remaining a known variable throughout that process, speeding it up.

Now a lot of those windows in the source material are no longer needed, but as one might expect, a sprawling code base is going to have all kinds of references to them and their contents, so outright removing them and hoping for a stable game is out of the question. What did I do instead? I moved them :)


The default Cogmind UI layout, with arrows showing how consoles were either moved out of view or shrunk down for POLYBOT-7.

Hackish? Very. Easier than the alternatives? Hell yeah. I also blocked the commands that would otherwise interact with contents of those windows.

So technically while playing POYLBOT-7 there are a fair number of consoles that actually exist and are updating all the same, but aren't drawn to the viewing area because they're positioned off the screen.

One of the more specific interesting hacks is the message log. P7 still needs a message log but there's no room for it to always be visible like it is in Cogmind, so two solutions were used in tandem here...

Cogmind already has a system for printing the combat log (separate from the message log) directly to the map, so I instead hooked that system up to the message log itself--bam, messages now temporarily appear over the map :). Though I did have to alter its behavior to always scroll downward, and shift older messages up, rather than the cyclical approach used in Cogmind (which I might go back and replace with this new one, not sure).


Sample log messages scrolling over top of the map.

But we can't have messages staying there forever, covering part of the map, plus we need a way to review older messages anyway, so we still need an interface to provide that functionality.

For that I came up with the idea of simply reusing Cogmind's "full message log." In the original, pressing F4 expands the message log to have it stretch all the way to the bottom of the screen, showing many more messages for faster parsing.

In POLYBOT-7, pressing 'm' both repositions the log window so that its top left corner is at (-1,-1) relative to the screen (to hide its title/borders) and expands its height so that the interior covers the map. Closing it with 'm' or Escape (or a click) then shrinks it again and moves it back up out of view.

Rather convenient that we allowed that dedicated message log window to continue existing off-screen, eh? :D

Here's what progress looked like when I had only adjusted a few of the windows so far; notice how the expanded log is opening just off the screen (later I turned off the embedded turn numbers by default, since they'd waste precious log space in P7):



The message log originally spanned only half the width of the map, as in Cogmind, but I later widened it to match the map width and cover it entirely when open--may as well since there's room and it makes messages easier to read by requiring fewer newlines!


Opening the expanded message log over the map. Note that later I decided to keep its borders visible since it looked better given the way the fonts work (otherwise letters appear right up against the edge of the screen).

One of the last things I did before actually changing the main terminal dimensions was reorganize the help screen contents to approximately fit in what would be the target area. Here's a shot from when I wasn't quite done yet, but a lot of the contents are already gone:



There wasn't enough time to build an accessible options menu, but a help screen is pretty much mandatory (and not too hard) for a roguelike, plus it doubles as a game menu with the buttons there. The final version once converted to the new font and terminal dimensions:



As seen in the earlier layout adjustment diagram, the "Scan" and "Volley" windows (used to get an info summary for the object under the cursor, and attack details, respectively) were both moved out of view, but the info they contain is way too useful to not have it somewhere easily accessible.

While the actual console windows are up above the top of the screen, with all their logic and rendering working normally, I have a one-line strip at the bottom of the parts list that literally reads the display output of those consoles and copies it down below :P


The "info strip" at the bottom of the parts list, showing summaries for different objects/states.

I didn't add this particular interface feature right away (notice it wasn't part of the original mockups), but later on after just a little testing realized that sacrificing a potential item slot was worth it!


You can see the entirety of the info strip code here, a very messy, quick hack job like everything else done during the week xD. It's copying text from other consoles and somewhat reformatting it as necessary to show in the new area.


Mechanics

After spending an initial day or two executing the UI plan, the next step was to get all the new mechanics working...

First came one of the main new features: part attraction. This wasn't too hard to get running because for a long while now there's been a particular special feature in Cogmind with a similar effect, so I could just adapt that code. A Dijkstra search is performed from the player's location, finding all parts within range (4), and each uses pathfinding code to attempt to reach the player, one move per turn.

Tactical positioning was always important in Cogmind, but with this it becomes even more vital because optimal play must also take into account relevant item locations, including even potential drops from enemies which if too close might fill empty slots with inferior parts!

The part that attaches is randomly chosen from among those adjacent to you, making it even harder to construct a specific build if already wading through items. And parts cannot be removed individually, which would otherwise just invite boring tedium.


Attracting nearby parts and letting them attach.

(Note: I developed throughout the week purely in ASCII, but am demonstrating most of these features with tiles now that we have them.)

With all these items lying around (especially in the form of salvage remaining after a fight), and a lot of them going unused, there needed to be a way to get rid of all the clutter because:
    [*]having a cluttered map makes finding the right item problematic
    [*]given the attraction mechanics, extra clutter would make it very difficult to ever attract specific desired items
    [*]there would basically always be a variety of extra parts lying around to use, making it easy to avoid having empty slots (i.e. easier to survive in general)
    [/list]
    Cogmind has Recyclers to take care of this job by carrying salvage off to insert into Recycling Units, but there was a clear decision to use only combat-related bots in POLYBOT-7. So I again repurposed an existing Cogmind system to handle this need: item self-destruction. In Cogmind this mechanic is only used in special cases, but here it would need to be universal.

    All items dropped as salvage from a robot start their own turn counter, and when their timer is up, the item destroys itself. Each leaves behind a little bit of matter, which is both useful (as ammo) and looks cool (you can still see remnants of a battle or group of parts).


    Passing turns to demonstrate parts self-destructing because the player's slots are full.

    Obviously there still need to be good parts lying around for the player to find, so those don't have a timer until the player starts attracting them. And to avoid allowing the player to "drag parts" around a map as backup for too long, any parts that are actively being attracted have their timers count down twice as fast.

    As a bit of QoL, items glow a bit once their timer is active, and even faster if their timer is approaching zero. That system can use some improvement but I didn't have much time and it's only of secondary importance anyway.

    Another huge strategic change to the gameplay was the removal of slot types. This took the design down the unexplored alternate route considered in 2012, which I think turned out to be really appropriate in combination with POLYBOT-7's other new mechanics, particularly part attraction and mixed propulsion. The resulting highly flexible nature of P7 builds makes runs even more chaotic, and interesting :)


    Although there are no type headers anymore, parts are automatically sorted while also showing their ASCII/tile to the left, making it easier to quickly tell how many of a given type are currently available.

    Executing this was less painful than I imagined--I mean it's a fundamental assumption in Cogmind that slots belong to a certain type! Internally speaking, slots must still have a type, it's just that input and display restrictions were removed or modified to ignore it. Technically every time the player gains a new slot it's of the "weapon" type, although this is not apparent on the outside because you can fit anything in a weapon slot :P

    Another key to simplifying item interaction and build management was allowing multiple forms of propulsion to be mixed (unlike Cogmind where only one form can be active at a time). Simply allowing mixing was easy enough, but the whole propulsion system would become really clunky if the old mechanics were kept but multiple types could be used at the same time. There was just no way around it, the entire propulsion mechanics would have to be redesigned from scratch!

    In the design doc this was originally on my list of "stuff that would be nice but I won't have time for," so finding out partway through the week that I really did need a new propulsion system got me worried! To be good, a system like this would likely need to go through testing and multiple iterations, thus clearly not suitable for 7DRL.

    Well, what needed to happen needed to happen, so I just buckled down and rushed through the whole thing in one morning. I won't go into the details here, other than to say that reducing the options to only three forms of propulsion really helped. (I had already intended to remove flight because it's no longer appropriate in a combat-focused game, and wheels because they're extraneous and wouldn't be able to serve a niche.)

    So hover retains speed without being able to provide much support, legs slow the player down a bit but provide a bit more support, and treads slow the player down even more but provide a lot of support. Conceptually it sounds more or less like Cogmind, although the math in Cogmind doesn't allow for type mixing, and is more complex because it supports other features like overloading (removed for P7) and propulsion that increases base speed (also nonexistent in P7).


    The extent of my propulsion implementation preparations. POLYBOT-7's propulsion mechanics are based entirely on a bit of quick napkin math, rather than proper spreadsheet analysis and testing.

    Fortunately I didn't have to make any changes to the system at all--it seemed to pretty much balance out in practice! I didn't even need to change any of the item data templates from which the 54 new propulsion items were derived. Whew!

    Kinda like the item clutter issue mentioned before, lack of non-combat bots would have another side effect in POLYBOT-7: there would be no Engineers to rebuild walls. Granted, this isn't as big a problem as clutter, but rampant destruction in a fully destructible world might have some unintended consequences and I wanted to head that off. Plus it'd be cool to see the map being rebuilt, so I did that :P


    "The Gauntlet" rebuilding its structure.

    It would be nice if the animation were faster--it's basically the slowest part of the game (which if you recall I wanted to be fast to play), but I was working quickly and didn't want it to be without sfx (seeing as everything else is audible...), and the only appropriate sfx I had lying around was that long... so I matched the blocking animation length with that. At least it only actually does this if any terrain has been destroyed since the last cycle.

    There's also an announcement some turns beforehand in case players might want to react to the fact that it's going to rebuild, for example by repositioning themselves on the other side of a wall to block pursuers/attackers. In hindsight this whole system needs a lot of work :P


    Aesthetics

    Earlier I mentioned the importance of finding ways to modify POLYBOT-7's appearance to differentiate it from Cogmind. It plays very differently, so ideally its appearance should be as different as possible, too. We've already got the new UI dimensions, larger pixelated fonts, and color changes, but there are also a few other ways this was achieved.

    Oriented line-based walls is an easy and obvious one, and it just so happens that Cogmind still includes code to apply that style (originally from the source code's X@COM days :P). While it was easy to flip that switch, it also hasn't been flipped on in many years so of course it wasn't fully functional... After the bugs were fixed, it also had to take into account oriented doors, a new feature which ended up requiring some hackish code to quickly implement, and even then I didn't quite get to perfect it (the map rebuilding system doesn't always rebuild doors correctly xD).


    Oops, here's where I finally fixed all the door issues, apparently breaking non-door tiles outside FOV in the process! Typical gamedev... A number of additional complications came from the need to also have the map memory system properly handle orientations. (About the tiles: while I normally work in ASCII I had to check that orientation worked for tiles mode, too, so I still had old Cogmind tiles in at this point.)

    As a side-effect of a simple oriented walls implementation, you can get more information than one might expect regarding what's just behind a wall, though in a robotic world this can be explained away with some logic and I left it that way to allow observant players to make inferences about the layout. I did, however, have to spend a while updating the system to ignore connections with hidden passages/doors, which would otherwise render them pointless. By the end of 7DRL there was still at least one anomaly there which would take much longer to properly address, so I didn't do anything about it: hidden corridors connecting at the corner of a room would essentially give themselves away. The orientation system had become somewhat complicated already, and accounting for special cases like that would've required much more work than the simple rules I set out.


    Wall orientation behaviors, for better or worse...

    As you can see in the shot above, floors were also changed, using thick dots instead of full-size floor tiles. This helps the foreground tiles stand out even more, not to mention keeps a bit more of the traditional roguelike look (in 2015 Cogmind ended up going with filled floor tiles because it looked kinda different and it's something Kacper wanted to try, which I was okay with since either approach could work anyway).

    Kacper agreed to join me on the 7DRL by making a tileset, so we needed a new style for that, too. At first the thought was to give him the full 24x24 base cell size, and at the beginning of the week he put together a few concepts based on that size which were then dropped into the game to see what they looked like.


    A shot mixing new 24x24 tileset style concepts (marked) with the new text (the rest are old tiles not converted for testing purposes). Also you can see the solid floor cells here, which were later removed.

    The main issue was that I created the text by upscaling a 6x12 Terminus font (for its high readability at all required sizes), so its appearance didn't jive with the more fine-pixeled tiles, resulting in an inconsistent look. So we thought it'd be better to go back to using 12x12 tiles and just upscale them to match the text and give the whole interface a large chunky look. I also suggested going with a pure side view, and generally as flat as possible (Kacper had already decided he wanted to work with fewer shades anyway).


    POLYBOT-7 mostly-flat tileset, except for robots which use two shades.

    As you can see in the final style demonstrated in the screenshot below, just like ASCII mode the tileset uses oriented doors and walls, and "earth" (filled space behind walls) was converted to a simple square. This both creates a distinctive look as well as kept the tile requirements as low as possible to make sure Kacper could finish (or at least spend more time on what was really important!).



    Another pretty big change was the item color scheme. I quickly tested a number of different schemes, anything that seemed like it might work or at least had its own logic to it and was worth investigating. This change in particular wasn't necessarily aimed at differentiating from Cogmind, but more as an experiment in how to simplify the UI.


    Quick testing of different item color schemes in the sandbox (white are unidentified objects in all cases). #3 won. (click on this to see everything more clearly).


    It was equally important to compare what the schemes looked like in the parts list, where their tile would also appear and be used to get at-a-glance info regarding category, type, and approximate rating. (This is a pretty bad comparison because the contents aren't all the same, nor is there a good distribution, but I was in a hurry!)

    In the end I liked the simplicity of just blues. They aren't used much in the interface, and go well with "UI green." Even though it's more or less a monochrome scheme, brighter shades of blue could still be used to represent higher rated parts so they naturally stick out more. And blues offer a nice range of associated colors, from azure to sky to cyan.

    Note however that the player was originally also blue, and this could be somewhat confusing when surrounded by items so at the last minute I switched the player to green, since that color wasn't used elsewhere on the map either (now that neutral bots were removed from Cogmind). At the same time I also changed upgrade modules to be green as well, since they're 1) very important compared to everything else on the map and 2) unique to the player character so using the same color for both makes some sense.

    Coming next is Part 3: Spending Too Long on Map Generation and Content!
    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: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
    « Reply #8 on: March 25, 2018, 08:25:26 pm »

    Geez, I don't know how you do it. "Oh, I'll just throw in an extra 80hr work week on top of my regular schedule."

    Even if it was a bit lighter on the normal stuff than usual, that's a pretty impressive amount of coding just by itself. Kyzrati-turbo-mode never fails to impress :)
    Logged
    It's a game. Have fun.

    Kyzrati

    • Bay Watcher
      • View Profile
      • Grid Sage Games
    Re: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
    « Reply #9 on: March 25, 2018, 09:58:33 pm »

    Hehe yeah turbo mode is kinda something I need to work on slowing down, actually, since it's not good for my concussion. Been taking it a little easier in the weeks following 7DRL besides, you know, working on this massive postmortem :P

    Also just now found out that POLYBOT-7 got a nice mention in PC Gamer!
    Logged
    Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

    Frumple

    • Bay Watcher
    • The Prettiest Kyuuki
      • View Profile
    Re: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
    « Reply #10 on: March 26, 2018, 05:24:54 pm »

    Gave it a shot. First game, starting pile gave me nothing but grenade launchers (plural) for weapons. Starting level had a bunch of # looking apparently explosive things. It took multiple rooms and enemy encounters to see anything except more grenade launchers that survived getting knocked off its weilder, and the first few times I did, they didn't stay in one piece long enough to pick up.

    I don't know if it there's multiple floors. I don't know how many rooms are on the starting level. I didn't last through maybe ten rooms. Neither did the rooms, by and large. Everything blew up.
    Logged
    Ask not!
    What your country can hump for you.
    Ask!
    What you can hump for your country.

    Robsoie

    • Bay Watcher
    • Urist McAngry
      • View Profile
    Re: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
    « Reply #11 on: March 26, 2018, 07:06:37 pm »

    Just played it for a bit.

    The interface is excellent, on my first playthrough it was super easy to tell everything apart (the color scheme really helps) and the mouse support is another great making the game very easy to control, easy to navigate/enable/disable parts etc... and as you can just right click on everything to read the description it's hard to get lost, it's very well designed and lots of roguelike author may want to check.

    I played without reading the manual to see how user friendly it was, and that's another good point because i wasn't lost and quickly figured out the gameplay mechanics, as things are coming naturally after a couple of minutes, there's no esotheric keyboard list to learn or full book of spoilers to read in order to get immediately into the action and enjoy.
    The only thing i was unsure was the various messages, it wasn't clear to me with all the warnings about it if absorbing matter was actually a good thing

    After reading the manual i could then understand more of what i was supposed to do and went to war.
    And what a fun festival of laser, explosions it was with electronic devices dealing chaos everywhere.

    Once i found some missiles launcher, i got a big smile as the floors started to get filled with large holes everywhere :)  at least until the rebuilding functions repaired all :(

    Lost my character on the 3rd floor, as i was rushing into a room with a dispatcher to ... dispatch it as brutally as possible to gain more slots, but was surprised to be welcomed by a large bunch of different bots (a larger amount of them than usual).
    After a short firefight, i noticed that i couldn't shoot anymore, those bots had apparently annihilated my weaponry really fast (my beloved 2 missile launchers ... that was so cruel) i ran away back to a room that had still parts to fetch and not the best luck as apparently i got only various melee weapons lances/maces , so trying to take out the horde of bots didn't really worked like i hoped (especially as i was missing some important partq by then and the game wasn't ceasing to tell me how slow i was moving) :)

    It's very fun and very recommended for some fast paced (well as much as turn based games allow, it reminded me a bit of DoomRL in that aspect) action with lots of replayability with your robot considering how varied its equipment can be (and how you can't really decide fully what to keep and what to ditch).
    At first i didn't liked it much that i was unable to carefully customise my robot with only parts i really wanted, but in the end i think this is part of the charm to get lots of variations in your equipment
    Logged

    Kyzrati

    • Bay Watcher
      • View Profile
      • Grid Sage Games
    Re: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
    « Reply #12 on: March 26, 2018, 07:23:04 pm »

    Hey Robsoie! Glad you were able to get into it, and thanks for the writeup :). It takes Cogmind to an extreme with the low part control and lack of inventory, but with purging, combined with thinking ahead to make sure you're closer to the parts you want, it can be fun and somewhat controllable. (I mean Cogmind's best player has managed to get the consecutive wins required for later New Game+ modes, so we know it's possible :P) Explosives are always fun! Though the difficulty ramps up really really fast since there are only five floors (of increasing size).

    I'm actually going to be streaming some POLYBOT-7 here within the next hour or so.
    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: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
    « Reply #13 on: March 26, 2018, 07:52:02 pm »

    Test to see if that was hours ago. Nope. Yay!

    I'll watch a bit before work.
    Logged
    It's a game. Have fun.

    Kyzrati

    • Bay Watcher
      • View Profile
      • Grid Sage Games
    Re: POLYBOT-7 (free sci-fi roguelike from the maker of Cogmind)
    « Reply #14 on: March 26, 2018, 10:20:51 pm »

    Hehe, thanks for showing up sambojin :)

    I WON, believe it or not :P. My first serious POLYBOT-7 run and took it to a win... Maybe next time I'll stream it we can check out New Game+ mode :D

    Edit: Uploaded the stream to YouTube here.
    « Last Edit: March 27, 2018, 06:33:55 am by Kyzrati »
    Logged
    Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon
    Pages: [1] 2