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Author Topic: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)  (Read 114221 times)

Kyzrati

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #345 on: July 15, 2013, 07:42:19 pm »

Nope, you were right DarkDXZ. Done in REXPaint. (Creating an image like this in the original game would've taken forever by comparison.) The only thing you see that REXPaint can't do is two different font sizes--I could've implemented it, but it might've been confusing, and not altogether that useful anyway. For this image I just created two different .xp files using different fonts, one for the map and the other for the UI, and combined the exports in Photoshop.

I noticed a few days back that you were using REXPaint for your forum games since you linked to the blog. That's a really nice idea; hopefully it catches on ;)

With the friendlies/allies, would they be autonomous or are your plans for all to move together, (like a squad)?

Itching to build a mass of pests and just set them free to explore a level and engage everything they find.
You'll be happy to know that is exactly what I'm thinking. They'll be autonomous and you issue instructions like "follow me," "defend this area," "attack my target," "collect parts and bring them to me," "escort X," "move to X and wait," "excavate here," "build a wall here"... Obviously available instructions depend on what they're capable of actually doing.

It will be difficult to build up a large number of allies since the greater your presence and impact on the area, the more enemies you'll attract and easier it will be to find you. We'll see how it balances out.

Can't wait to try this new version of Cogmind.
Since I haven't started yet (and it's being written from scratch again), it'll be a while. (Not an "X@COM while" mind you--a more reasonable while than that.)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Darkening Kaos

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Re: Cogmind (sci-fi RL from the creator of X@COM)
« Reply #346 on: July 16, 2013, 05:06:41 am »

I'd be happy to have my own Hauler to carry more stuff.

I'm something of a completist and have to explore every corner of each level, probably why I've never got out of the Factory.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Kyzrati

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #347 on: September 21, 2013, 08:28:38 pm »

Just uploaded the first dev blog post about the new Cogmind.

I'll eventually create a new Bay 12 thread for the new version, but it's a bit early for that right now since there's no playable release. For now updates will be provided through the blog, Facebook, and Twitter.

(But if there's a lot of interest in pre-alpha discussion, I'll start the new thread sooner rather than later.)
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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 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #348 on: September 21, 2013, 09:18:54 pm »

awesome!
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Toaster

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #349 on: September 21, 2013, 09:55:02 pm »

Make sure you link the new thread in here for us PTWers.
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Kyzrati

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #350 on: September 21, 2013, 10:04:52 pm »

awesome!
Thanks!

Cool.

I remember liking this game, it just... proved a little difficult.
The 7DRL could've used better balance, for sure, but I'm still going for a more traditional roguelike difficulty curve that means you'll have to be pretty good to actually win.

That said, there will be plenty more to do and explore in the new game, that and better balance will see to it that if you really know what you're doing you should be able to consistently reach the end. The 7DRL's later levels were usually outright unfair in the number of enemies swarming you, and you were pretty much doomed without some massive weapon.

This time around you'll have friends. And massive weapons ;)

Make sure you link the new thread in here for us PTWers.
I will totally not forget to do that ;p
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Krevsin

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #351 on: September 22, 2013, 12:55:43 am »

Sweet. Good to see some news on this project.
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( Tchey )

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #352 on: September 22, 2013, 12:55:56 am »

Youhou !
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Aoi

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #353 on: September 22, 2013, 01:15:05 am »

The 7DRL's later levels were usually outright unfair in the number of enemies swarming you, and you were pretty much doomed without some massive weapon.

Or creative strategy with patience, or enough chunks of yourself to absorb shots ablative armor and good mobility... =)
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Darkening Kaos

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #354 on: September 22, 2013, 01:15:44 am »

Can't wait..........
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Kyzrati

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #355 on: September 22, 2013, 01:48:15 am »

The 7DRL's later levels were usually outright unfair in the number of enemies swarming you, and you were pretty much doomed without some massive weapon.

Or creative strategy with patience, or enough chunks of yourself to absorb shots ablative armor and good mobility... =)
Aoi would know, being the only known Cogmind to successfully reach the surface, and having achieved the last stretch of that goal by cunningly taking advantage of "non-combat robot behaviors."
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Sensei

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #356 on: September 22, 2013, 04:24:22 am »

Heh. Yeah, I don't remember how far I got, but I had some fun with this.
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deoloth

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #357 on: September 22, 2013, 06:58:33 am »

Wow, nice to see being worked on.

Seriously, I wandered over to the X@COM page and saw it and I was like, wow.

Had a ton of fun with Cogmind and I loved the concept.

Looking through the records folder now, 2/3s of my runs ended on the factory, mostly 5, guess that place was not kind to me. I actually don't know how many floors there were so... no idea how well I was doing back in 5/2012, when most of my attempts took place.

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Kyzrati

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Re: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #358 on: September 22, 2013, 07:55:31 pm »

Glad to see yet more old players showing up!

The factory (4~6) is where the game starts getting a bit more difficult, so that would make sense. Only a minority of players made it into the next area (research). The new version will be rebalanced so that may change somewhat; there will also be new side-branches to explore.
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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 7DRL (sci-fi roguelike from the creator of X@COM)
« Reply #359 on: September 23, 2013, 08:47:00 pm »

Went ahead and made a new thread just now for the non-7DRL version. Might as well do it now so the updates have their own context. Don't forget to follow along over there! (I won't be posting in this thread anymore, unless someone wants to talk about the 7DRL.)

Today I also posted to the blog an overview of Cogmind's core concepts, as a jumping-off point for future discussion about new features and improvements.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon
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