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Author Topic: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)  (Read 94033 times)

Kyzrati

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #315 on: December 16, 2012, 08:47:50 am »

Roguelike of the Year voting has begun, so if you enjoyed Cogmind this year, consider throwing in your vote so that others can learn about the game, too! (FYI, you can vote for as many games as you like.)

Though without dev support there isn't any Cogmind discussion anymore, it was definitely a good time back in the day (feels like an eternity rather than only six months ago...). The game still gets new downloads every day, and even a couple players have taken the time to send in scores even though it was a lot more fun during the tournament ;p
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

EuchreJack

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #316 on: December 16, 2012, 04:21:36 pm »

Voted for this and others (yes, I voted for DF also)!

Kyzrati

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #317 on: December 16, 2012, 07:53:57 pm »

Thanks! And yeah, for anyone who doesn't know yet, DF is on the list, too!
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Dariush

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #318 on: December 17, 2012, 06:18:34 am »

It's already been eight months? o_0

Threw a vote in.

buckets

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #319 on: December 18, 2012, 07:24:50 am »

It's already been eight months? o_0

Threw a vote in.

Damn guy, the contents of that spoiler are vicious. :I
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Kyzrati

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #320 on: December 28, 2012, 07:35:24 am »

It's already been eight months? o_0

Threw a vote in.
Thanks Dariush, EuchreJack, and others! The poll is almost over and it looks as if Cogmind will easily be the highest-voted 7DRL release of the year! Of course, I did run a tournament and the game had quite a following during post-7DRL development, so it's not that much a surprise, but hey, it's nice anyway. Makes me want to go back and work on it as a proper roguelike, but X@COM got more votes ;p
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

puke

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #321 on: March 02, 2013, 09:05:52 pm »

Just started playing this again, and having a great time. 

I was planning on trying to go stealth, but I found a EMP Blaster (grenade launcher) and got an experimental Heavy Ion Engine off of a transport on the second level.  The thing was great, blows away anything I can see, and if I cant see them I can just shoot near a corner where I think they might be.  I got a little cocky on the fourth level after I found some armor, and now I dont have as many of my premium toys.  Might have to start searching for those stealth components after all.

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Lap

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #322 on: March 02, 2013, 09:48:42 pm »

I've wasted the last couple of days on this game and it makes me so sad knowing the development stopped so quickly. Probably the most underrated roguelike.
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Kyzrati

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #323 on: June 27, 2013, 06:11:23 pm »

Happy to hear that people are still picking it up and enjoying it.

Over the past few weeks I've been seriously considering reviving this project, albeit
1) re-written from scratch (so it'll take a little while to get off the ground again)
2) with new content including gameplay elements, sound effects and small yet professional sprites
3) as a commercial project (full version no longer free!)

I can't promise it will happen with absolute certainty yet because life is a bit bumpy right now, but hopefully when the bumping stops I'll be in a position to get this rolling.

I've already got a long list of things to put in, or consider, but need to distill it for those that will keep the relatively tight gameplay found in the original. The list already includes everything previously mentioned in this thread. General ideas will be posted soon.

What do you think? I wonder if there's enough support out there to make this a successful game... Not that I'd be looking to make huge amounts of money on it--just enough to cover costs and I'd be happy, though some profits that could be put towards additional future projects would be nice.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Girlinhat

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #324 on: June 27, 2013, 06:23:39 pm »

I could never make progress.  As much as I like these sort of things, the inability to repair items means that the best laid plans WILL fail and it becomes entirely to the luck of what you pick up in the next few minutes.  So as much as I wanted to get into some good gear and spec out a decent build, I quickly realized that making a build was impossible and the only way to do anything was to make a mad dash to the exit.

Very fun game, it's got a SOLID engine (particularly like the terrain sensor function!) but as far as roguelikes go, it's a bit 'fast paced' and I personally can't get into it much...  Then again I never tried looking at mods so *shrug*.

Aklyon

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #325 on: June 27, 2013, 06:34:33 pm »

I remember playing this, though not much about it right now. I'll probably go get it again to be more detailed later, but for now your plan sounds sorta like the announcement I'd seen earlier related to Paradox and an improved edition of Teleglitch. Not a bad thing to compare it to, hopefully. :)
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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #326 on: June 27, 2013, 08:27:18 pm »

My personal, selfish opinion is that you should never work on any game except X@Com (Six Echo).

For a more balanced opinion, I'm not sure how well it would sell. Games like these seem like they sell better on the mobile market.
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gimlet

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #327 on: June 28, 2013, 02:25:53 am »

I could never make progress.  As much as I like these sort of things, the inability to repair items means that the best laid plans WILL fail and it becomes entirely to the luck of what you pick up in the next few minutes.  So as much as I wanted to get into some good gear and spec out a decent build, I quickly realized that making a build was impossible and the only way to do anything was to make a mad dash to the exit.
For sure in the early/middle levels, IF you can stand the time it takes, it's pretty viable to play very conservatively and completely/near-completely clear levels, then go around gathering  the best of the stuff into 4 of the big backpacks before going down a level.  (Lots of armor, some of the better short range weapons, a couple engines, and some spare legs/wheels/wings are sure nice) Then try to get to an edge or corner or slightly defendable area, drop most of the spares and backpacks and get into combat configuration.  Then make brief thrusts out of the area, knowing you have a nice stockpile to fall back on if you have to.

Eventually I had trouble with this because of area-damage weapons blowing up my precious stash, although at least some of the problem was me not being careful *enough* using the longest range sensors to scout enemies, not using optimum configs to take 'em out fastest,  and not retreating quick enough when in trouble.  At some point it does seem necessary to switch to speeding through, but I think with careful play that would be only the last 3-4 levels.  And yea you do have to be ready to switch to other configs - an Uberconfig is fun while it lasts, but parts WILL get shot up and you're in trouble if you're not ready with a plan B.

The downside is it takes excruciatingly long, once I get back in the swing I will probably limit it to the middle levels, only picking up "enough" spares before going down on the easier levels...
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Mesa

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #328 on: June 28, 2013, 03:24:06 am »

This game is damn lovely, fun to play and aesthetically pleasing, both from video (duh) and sound perspective.
One thing, though - WHERE THE HELL CAN I SEE THE DAMN CONTROLS?

I'm kinda struggling, but the mouse support is a neat thing to have.
Also, killing excavators is a dickish thing to do, but damn I love mining!
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Kyzrati

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #329 on: June 28, 2013, 04:53:43 am »

My personal, selfish opinion is that you should never work on any game except X@Com (Six Echo).

For a more balanced opinion, I'm not sure how well it would sell. Games like these seem like they sell better on the mobile market.
My personal, selfish opinion: Fate should bestow unimaginable wealth on me through the lottery because I'd much prefer to just work on X@COM (maybe Six Echo) full time (this is an unlikely scenario given that I don't play the lottery).

I don't think it would sell exceptionally well, either. As long as it could perform okay, though, it's definitely something I can finish in a reasonable amount of time, and as a bonus continue testing/expanding/improving the shared engine for X@COM. Right now one thing's for sure, I won't have the money to continue putting much time into X@COM for a while, so I've been imagining making at least some kind of progress on related efforts based on the assumption that I could use a much-polished Cogmind to at least make some money, which has unfortunately become a prerequisite goal for the use of my time of late.

While Cogmind's quicker pace is probably something you'd be more likely to find in the mobile market, the required UI (both visually and control-wise) is not. The current mechanics would need to be totally redesigned for mobile, and I don't think this particular game could be as fun given the restrictions of those platforms. (Plus the idea is to use my existing engine to save on development time.)

I could never make progress.  As much as I like these sort of things, the inability to repair items means that the best laid plans WILL fail and it becomes entirely to the luck of what you pick up in the next few minutes.  So as much as I wanted to get into some good gear and spec out a decent build, I quickly realized that making a build was impossible and the only way to do anything was to make a mad dash to the exit.

Very fun game, it's got a SOLID engine (particularly like the terrain sensor function!) but as far as roguelikes go, it's a bit 'fast paced' and I personally can't get into it much...  Then again I never tried looking at mods so *shrug*.
Not every game's for everyone, of course. While gimlet's got a viable (albeit occasionally tedious) strategy, you do have a very valid point about the fragility of builds in general. It can be difficult to maintain a particular type of build for long in a lot of scenarios, since getting shot to pieces can be difficult to avoid (especially later on).

That said, part of the appeal for some players is, I think, making the best of what you find. And I wouldn't say it's "impossible" to make and maintain a certain build, just... difficult depending on your strategy. Ideally you're supposed to be avoiding as many enemies as possible, anyway, not fighting them.

Re-designing the game to enable you to always keep your build intact (not necessarily what you're suggesting, I'm just bringing it up for discussion's sake) would really change the game, pushing it more towards the everyday "deck your PC out with equipment, fight your fight, rest up, repeat" cycle. Having to frequently rebuild and adjust keeps the game dynamic and unique. Cogmind was definitely intended as a faster-paced roguelike, so the gameplay fits in that regard.

Some plans I've got so far which address related issues:
  • It will be possible to use machines in the complex to fabricate prototypes from blueprints, as well as probably manufacture normal items you've encountered before, so you could theoretically use this system to more easily maintain a certain kind of build.
  • One major addition, hacking, will enable you to slow the pace of the game by manipulating the levels and their inhabitants.
  • Repairing was brought up many times before and I didn't want to add it then since it would require a complete re-balance of the game, but this time there would be limited access to repairs of probably several kinds.

I remember playing this, though not much about it right now. I'll probably go get it again to be more detailed later, but for now your plan sounds sorta like the announcement I'd seen earlier related to Paradox and an improved edition of Teleglitch. Not a bad thing to compare it to, hopefully. :)
Nope, not bad at all, though if the original version of Cogmind was a 1, the new version's going to be a 10 ("improved" is hopefully going to be a huge understatement).

One thing, though - WHERE THE HELL CAN I SEE THE DAMN CONTROLS?
F1. Or '?'. Once you know what you're doing, manual2.txt has the advanced control set with some pretty useful features and customizations (almost exclusively the result of suggestions by B12'ers during development last year).
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon
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