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Author Topic: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)  (Read 109942 times)

Toaster

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #150 on: March 30, 2012, 09:13:03 am »

inb4 fix7
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Kyzrati

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #151 on: March 30, 2012, 09:21:23 am »

Hah, Toaster gets a cookie.

Finally, this is what fix5 and fix6 were supposed to be. Pretty sure I've gotten it to the point where it's as stable as fix4 (i.e., you may still encounter crashes/bugs, but they'll be quite rare and shouldn't be related to the new actions/features). Should be pretty playable, I know I just finally played for the first time in several days after doing nothing but coding fixes and mods.

Get fix7 here:
* FIX: Auto-activation doesn't try to autoactivate inactivatable parts
* FIX: Crash on detaching a permanently active utility
* MOD: Advanced stats mode also shows enemy robot speed in movement time
* MOD: Save game switched to Ctrl-Shift-Alt-s (to make way for a new command set)
* NEW: "Closest armed" robot auto-targeting preference

As long as there's nothing seriously wrong with this one I can get on to adding new stuff. The hotswap pseudocode is ready for action. Tomorrow...
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Rabid_Cog

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #152 on: March 30, 2012, 09:31:17 am »

As much as I'm anticipating the completion of X@COM, Cogmind just has so much promise! The whole concept behind it seems, at least from what I've seen, completely original.

Leaving it as it is, however, seems to be a bit of a waste of its potential, as much fun as it is. Feels as if it needs another dimension to it.

Ideas for features once you are happy with it as it is and done (bored) with working on X@COM:
-New terrain: Tougher/softer walls and ground with effects? Like an acid lake that can be crossed without damage by hovering and flying, or different terrains with different speed modifiers depending on propulsion type.
-Consumable items: Items used directly when picked up or need a specific utility part to carry around (backpack?). Not repair kits, rather something that upgrades a part, changes a slot or gives a temporary bonus to accuracy/speed/resistance.
-Crafting: Not of parts (which would be boring and unnecessary), but what about robots? Have the correct utility part and the right parts in inventory and you can strap them together to create your own pest/serf/warrior/whatever that wanders around.
-Specialist Slots: Projectile (Matter shooters), Energy (energy shooters) weapon slots; Articulate (legs/flight), Fixed (wheels/treads/hover) propulsion slots; Electronic (Targeting computer), Mechanical (Weight Distributor) utility slots; Inductive (Ion Engine?), Reactive (Nuclear Engine?) power slots. These would be in addition to normal slot types, just further restricted.
-Extra Slots: Certain parts could give additional slots, but be themselves vulnerable to getting shot off (in which case anything attached to it drops on the floor). Could give specialist slot types.
-Melee weapons: Not necessarily range 1, just really short range (1-4) but use no matter and produces no heat. Both as backup weapon and just because running around with 4 chainsaws sounds like fun.

Sorry, I can be a bit overcreative sometimes.
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Dariush

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #153 on: March 30, 2012, 09:43:25 am »

Yay for fix!

Idea: make it possible to display some chosen by player parameter near each item in the inventory screen - mass, integrity, coverage and so on.

Spoiler (click to show/hide)
FFFFUUUUUUUUUUUUUUUUUUUU

And I was so close to fifth Factory level...

BTW, I really think flight and hover units energy requirements should be significantly lowered, since they were apparently calculated based on 100% speed. Even if I attach a light ion engine, two flight units and nothing else from the scrapyard, I'll still be losing a whopping 10 energy per turn. Doesn't look balanced at all.
« Last Edit: March 30, 2012, 10:51:08 am by Dariush »
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10ebbor10

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #154 on: March 30, 2012, 10:25:54 am »

I'd like something that allows me to selfrepair (not sure if balanced) and area denial (Flamethrowers, mines, caltrops,...)

But whatever, It's an awesome game as it is, though I can't get further then lv 3.
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AlStar

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #155 on: March 30, 2012, 10:30:56 am »

-Extra Slots: Certain parts could give additional slots, but be themselves vulnerable to getting shot off (in which case anything attached to it drops on the floor). Could give specialist slot types.

I like this one.

Quote from: 10ebbor10
I'd like something that allows me to selfrepair (not sure if balanced)

I also like this, although to avoid it being too powerful, it'd probably have to be broken up into bits, say "core self-repair", "engine self-repair", "propulsion self-repair", etc.

I know that I'd like to have a utility self-repair, so that I don't have to start worrying when my huge inventory-expander goes into the red.

Lord Dullard

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #156 on: March 30, 2012, 10:40:57 am »

Yeah, at present it's REALLY annoying that you can't repair your core. I know it would be OP if you could repair it easily, but it should still be doable. The reason for this, simply stated, is because game mechanics as-is invalidate tanking builds in the long-term. No matter how much of a powerful behemoth you build, you'll still be worn down via core damage, so tanking/heavy builds are FAR less sustainable than light, underpowered builds.
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Orb

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #157 on: March 30, 2012, 01:06:19 pm »

I disagree with repair, for the most part. The whole game is about scavenging the landscape. Your wheel is yellow? Blast that near by engineer and take his wheel. I always go with wheels since there's always a readied supply, until half way-ish through factory where legs start to get really good.

I have also, never, ever died due to core damage unless I have lost most/all of my equipment(in which case, I was going to die anyway). I know that's kind of a redundant sentence(you can only die from core damage), but I hope my point is made.

Tank builds also cause more destruction. The best way to earn points is to blow up every robot you see. Using this strategy, I made it to floor 4 (or factory 1), with 7k points. I'm sure this is also how the other high scorers operated, based on their score composition.

If repair is implemented though, it should take a lot of time(no combat repair), and cost a lot of matter. It should also cost more and more matter/time as parts get more complicated, making it not viable once you get to late factory.
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Toaster

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #158 on: March 30, 2012, 02:02:03 pm »

I found a fusion compressor, which converts matter to energy (at a 1:60 ratio- not bad.)  Is there a reverse utility?


Also, does utility shielding cover armor plating?  That seems like it'd be a nasty combo.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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gimlet

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #159 on: March 30, 2012, 06:48:15 pm »

Yeah if there are any repairs you'll have to be REAL careful to make sure a cogmind can't camp on one level forever (or maybe levels could stop spawning enemies after a while, so there'd be no point - but make an announcement 'cause searching around when that happens would be boring.  Even more boring than camping on levels :D). 

 One thing I'd kinda like to see, but only if it could be balanced, is some kind of limited equipment repair.  Either toolkits + maybe a skill, or "repair stations" that you put in an item and it gets fixed (or deleted because you fail a security check, or it was too broken (maybe success% scales by how damaged), or something...).

Or degradation something like "Use matter+the Welding Torch (actually something much rarer probably) on the Huge Storage, SUCCESS! Your Huge Storage has been jury-rigged to an undamaged Large Storage!"

And caltrops/mine dropper could be interesting.

I did kind of go samurai with some kind of Plasma Cutter - I wasn't in awful shape but there were NO weapons around, so I picked one up (with its awesome range=3 and targeting -20%) and went a-slicing.  So yeah some more like that would be kind of cool...

Ooh question - has anyone had success with the Terrain Scanner/Seismic Interpreter - even if I equip both I can't see any difference in what is displayed - is the low level stuff just not powerful enough?  I *think* I tried it with "advanced" type stuff though, and didn't see any difference either?
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Aoi

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #160 on: March 30, 2012, 09:30:14 pm »

What's the highest level people've gotten to? I managed to get within sight of the stairs on L8 using a balanced build (then turning into a ruuuuuun setup once I lost most of my parts) but got blown up before I could reach it. I've been experimenting with a mostly utility build that clears all the floors lately and that seems to work out well until L5 or so, when your deficiencies in the other fields catch up with you.

Yeah if there are any repairs you'll have to be REAL careful to make sure a cogmind can't camp on one level forever (or maybe levels could stop spawning enemies after a while, so there'd be no point - but make an announcement 'cause searching around when that happens would be boring.  Even more boring than camping on levels :D).

I don't think things spawn; I've managed to kill off most of a floor by standing in a good place, getting the alarm called on me and killing everything.
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Kyzrati

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #161 on: March 30, 2012, 09:38:13 pm »

I disagree with repair, for the most part. The whole game is about scavenging the landscape. Your wheel is yellow? Blast that near by engineer and take his wheel. I always go with wheels since there's always a readied supply, until half way-ish through factory where legs start to get really good.

I have also, never, ever died due to core damage unless I have lost most/all of my equipment(in which case, I was going to die anyway). I know that's kind of a redundant sentence(you can only die from core damage), but I hope my point is made.

If repair is implemented though, it should take a lot of time(no combat repair), and cost a lot of matter. It should also cost more and more matter/time as parts get more complicated, making it not viable once you get to late factory.
Orb has stated my position exactly.

Your core integrity is high enough (and gets much higher) that if it gets seriously damaged it's because you 1) don't have many parts and are going to die anyway, or 2) have stayed in a single level way too long.

Later in the game, you can get up to *26* parts. By that point, at an average coverage of 75% per part, your core has less than a 5% chance of being chosen as a target. Assuming enemies have a 60% chance to hit you at all, that's 3% of enemy shots fired which will hit your core, much less damage it. Assuming enemy shots deal about 4% (or less) damage to your core per shot, it would take over 800 shots for them to destroy your core. That is, of course, an extreme example of how protected your core is if you can keep it covered. It's also the situation at the end of the game; at the beginning you are more vulnerable, but it is also easier to escape the first few levels.

As others have mentioned, repair, if implemented at all, would have to be rather rare for balance reasons, in which case it might as well not be there at all.

I was originally considered implementing it as one-time items, or machines you could interact with, but neither of those made it into the game.

No matter how much of a powerful behemoth you build, you'll still be worn down via core damage, so tanking/heavy builds are FAR less sustainable than light, underpowered builds.
Not true, see calculations above. I only ever go with the heaviest thing I can build, precisely because it enables me to carry a crapload of armor and other parts to protect my core. Light builds can be entertaining, but IMO tough to maintain. With treads and legs you also don't have to worry much about being overweight, since they'll generally still move at a reasonable speed. I am ALWAYS overweight when I play (I ignore mass completely, in fact, so long as my speed is 80%+, which it usually is with treads/legs).

As much as I'm anticipating the completion of X@COM, Cogmind just has so much promise! The whole concept behind it seems, at least from what I've seen, completely original.
If I do them both at the same time, though, that'd slow progress on both, and I don't like slow :-\

For now I'm sticking to getting Cogmind in enough shape to call it a solid game, then we'll see.

Ideas for features once you are happy with it as it is and done (bored) with working on X@COM:
-New terrain: Tougher/softer walls and ground with effects? Like an acid lake that can be crossed without damage by hovering and flying, or different terrains with different speed modifiers depending on propulsion type.
-Consumable items: Items used directly when picked up or need a specific utility part to carry around (backpack?). Not repair kits, rather something that upgrades a part, changes a slot or gives a temporary bonus to accuracy/speed/resistance.
-Crafting: Not of parts (which would be boring and unnecessary), but what about robots? Have the correct utility part and the right parts in inventory and you can strap them together to create your own pest/serf/warrior/whatever that wanders around.
-Specialist Slots: Projectile (Matter shooters), Energy (energy shooters) weapon slots; Articulate (legs/flight), Fixed (wheels/treads/hover) propulsion slots; Electronic (Targeting computer), Mechanical (Weight Distributor) utility slots; Inductive (Ion Engine?), Reactive (Nuclear Engine?) power slots. These would be in addition to normal slot types, just further restricted.
-Extra Slots: Certain parts could give additional slots, but be themselves vulnerable to getting shot off (in which case anything attached to it drops on the floor). Could give specialist slot types.
-Melee weapons: Not necessarily range 1, just really short range (1-4) but use no matter and produces no heat. Both as backup weapon and just because running around with 4 chainsaws sounds like fun.
Every single thing on your list was in the design docs ;) Just not enough time for it in a 7DRL. You can read the original completion blog post to see a list of some of the things I cut.

BTW, I really think flight and hover units energy requirements should be significantly lowered, since they were apparently calculated based on 100% speed. Even if I attach a light ion engine, two flight units and nothing else from the scrapyard, I'll still be losing a whopping 10 energy per turn. Doesn't look balanced at all.
Hover/flight aren't meant to be very viable for the player in the early levels--do I have to remove those units from the Scrapyard to convince you? :)

Hover/flight was also supposed to be better if there was different terrain, but I didn't get to adding that.

I found a fusion compressor, which converts matter to energy (at a 1:60 ratio- not bad.)  Is there a reverse utility?
The reverse utility didn't make it into the game. It lives on in the design docs as a "Matter Fabricator". I could possibly add it in later.

Also, does utility shielding cover armor plating?  That seems like it'd be a nasty combo.
Armor is considered a utility, so yes that works.

Or degradation something like "Use matter+the Welding Torch (actually something much rarer probably) on the Huge Storage, SUCCESS! Your Huge Storage has been jury-rigged to an undamaged Large Storage!"
I like that idea--didn't have that one on the list.

Ooh question - has anyone had success with the Terrain Scanner/Seismic Interpreter - even if I equip both I can't see any difference in what is displayed - is the low level stuff just not powerful enough?  I *think* I tried it with "advanced" type stuff though, and didn't see any difference either?
The low-level ones carried by engineers suck. They're there just to show you more or less how they work. The better ones are definitely very useful: Improved Terrain Scanner + Improved Terrain Scan Processor or better will get you a pretty detailed map of everything over a rather large radius (it happens gradually, and make sure you have both turned on). And if you can find the prototype versions (around level 5+), you'll pretty much be able to see the entire level map perfectly...

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gimlet

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #162 on: March 30, 2012, 10:05:05 pm »

Ahh that's it then, I never waited very long especially with the advanced combo.  I'd pretty quickly find something shinier I wanted to put in at least one of the two slots it takes :D
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Tarran

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #163 on: March 31, 2012, 01:25:29 am »

Ouch, I made it to level 4 on my second try before getting absolutely swarmed by yellow Y and green p bots, even though I fired a couple missiles at them. Score 4676.

Or, in other words, similar death Dariush had, minus getting walled in. Except right before I died. Single p bot was a dick and blocked my exit.
« Last Edit: March 31, 2012, 01:31:00 am by Tarran »
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Kyzrati

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #164 on: March 31, 2012, 01:42:39 am »

Non-EM explosives aren't very effective against Sentries.

Send me your score record to be added to the high scores! 4/Factory on a second try is already pretty good. With practice people are already making it to 8/Research.
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