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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 286823 times)

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1275 on: July 25, 2017, 07:37:10 pm »

(...continued from previous post)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1276 on: August 04, 2017, 08:34:45 am »

Anyone remember the Cogmind 7DRL? I mean... its development and the old community thread here (which I probably don't want to resurrect for this) are the entire reason I ever decided to pick up this project again :P

Well, Pilcrow has been busy creating some new fonts and tiles for it, so anyone interested in downloading that and playing what Cogmind was like five years ago and do it with even more style :)

It's pretty great work, and comes in lots of sizes etc. One example:
Spoiler (click to show/hide)

There's even a symbolic version, for anyone crazy enough to learn to play with something like this:
Spoiler (click to show/hide)
(Would certainly be a funny way to impress and confuse people!)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

FallacyofUrist

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1277 on: August 04, 2017, 05:21:09 pm »

Make the symbolic version a challenge, maybe?
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1278 on: August 04, 2017, 07:48:12 pm »

Heh, I was just thinking of that last night after posting this :). On thinking over the implementation details, though, unfortunately the new Cogmind uses two different font sizes for better readability--one for the map and another for text, meaning that if I added this there would be two slightly different versions of the binary layout, making it that much harder for a player to internalize. The 7DRL is a grid of uniform squares, which is more suitable for this sort of thing...

Could still experiment with it, in any case.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1279 on: August 18, 2017, 09:16:50 pm »

I've posted an update on Cogmind's dev status, explaining more about the temporary hiatus that's been pushing back the Steam launch despite the game itself being ready. In short: Doing everything I can to recover but still unable to work for now :/

(Also: My dev blog made a top 50 list :D)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1280 on: September 08, 2017, 09:33:42 am »

Quick alternative wall experiments, for science!
Spoiler: 6 images (click to show/hide)

I'm getting "better enough to work again," so things are going to start happening soonish. Steamy things. Full update about what's been going on here.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

( Tchey )

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1281 on: September 08, 2017, 10:10:05 am »

So pretty !

I wish you good health, too. Genuis should be immune to getting hurt...
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1282 on: September 08, 2017, 08:34:46 pm »

Hey Tchey, thanks! And I'm sure true geniuses are immune to the stupid ways in which I always manage to seriously hurt myself xD

(Three times in the past year alone, this time certainly the worst of them since I have no idea if or when I'll truly recover.)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1283 on: September 15, 2017, 08:15:06 am »

Well, it's been over two years so I finally updated the gifs shown in the OP :P (The older versions used the really old default font, and were pretty simple by comparison--these newer ones are busier.)



Sure is tough to capture the essence of playing the game in just a few gifs, even more so when they're not full-screen (since the latter would appear a lot more boring, I imagine! better to focus on the action...).
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Parsely

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1284 on: September 15, 2017, 10:32:34 am »

I don't know how much you know about history but, what's the earliest time that you think what you've achieved graphically in this game would have been possible? I'm curious to know if someone with similar ambition in the early 2000s could have pulled this off.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1285 on: September 15, 2017, 08:37:03 pm »

That's a good question! In fact, it's something I think about occasionally, too, because it kinda sucks that I didn't get into this earlier xD. An early start would've been way better than wasting my time doing all the pointless things I was doing back then instead...

To answer it, I know for a fact that in 2011 it was quite possible, because I was doing it then :P. Based on historical CPU speeds, which is the limiting factor in what I do, I could've done this as far back as 2005 or so. The FPS would be somewhat lower and ideally I'd have to be a little more careful with how I code my effects, but honestly I don't do any optimization at all right now so there's room for improvement anyway. And if we cut out large effects that cover like a quarter to half the screen, nice-looking local effects are still quite possible with computers from back around 2000. It's likely not too hard to go back even further if relying on the GPU to help out (but I don't know anything about that myself, so hard to say for sure).
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1286 on: September 22, 2017, 08:49:59 am »

Spoiler: I pressed The Button. (click to show/hide)

Also, first, a new release is around the corner. Some more details about what's going on here, but I'll drop the changelog in this thread when it's available, as usual.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1287 on: September 27, 2017, 12:32:03 am »

Cogmind Beta 2.2 "Shields for All" is out, with revamped treads, wheels, and... shields :D. Basically they're all more fun and useful. Also 17 new items!

Release notes/images.

Beta 2.2 (0.10.170926) changelog:

* NEW: 17 new items (several with new mechanics)
* NEW: 2 new minor encounters in Mines
* NEW: Many terminals now also contain random item schematics
* NEW: Hack failure output also displays the chance of success, including for indirect hacks
* NEW: "Survival Tips" added to beginning of manual, including in-game reminders to check them out
* NEW: Researchers also react to spotting ramming/kicking/crushing attacks
* NEW: Attempted ramming/kicking/crushing attacks in view of a Researcher displays warning, as with other attacks
* NEW: run.log records the number of loaded rebinds and keyboard layout changes
* NEW: A few straggler Alpha supporter names registered since Beta 2 added to in-game list (see Credits menu)
* MOD: All multislot parts immune to severing
* MOD: Swapped support of Imp. Q-thruster and Cld. Q-thruster
* MOD: Cmb. Antigrav System coverage lowered from 55 to 35
* MOD: Hyp. Gauss Rifle and Hyp. Railgun recoil set to 1
* MOD: Adjustments to lore CSV and HTML output to avoid confusion between two particular categories with the same name
* MOD: Removed all references to "direct fire" weapons from utility effect descriptions to avoid confusion
* MOD: Ramming/kicking/crushing damage is capped at 100, before the damage roll
* MOD: Remote Shield Generators renamed to Remote Shields
* MOD: Remote Shield (and similar utility) effects no longer stack with each other, regular Force Fields, or other shielding effects
* MOD: VFP coverage tripled
* MOD: Art for many shield utilities swapped around to suit new sets
* MOD: Energy Mantle renamed to Remote Force Field
* MOD: Quantum Shroud renamed to Energy Mantle
* MOD: Looping through Access-depth Garrisons no longer advised
* MOD: Network Hub bonus increased, but multiple hubs provide diminishing returns
* MOD: On-map item labels always show rating where applicable, even if Tactical HUD off
* MOD: Robot salvage in caves does not self-destruct in the easiest difficulty mode
* MOD: "Armored" items renamed to use "Arm." new prefix
* MOD: Removed Com. Heavy Treads
* MOD: Dur. Treads and Dur. Medium Treads replaced by Armored variants
* MOD: Spiked and Heavy tread variants now move at same base speed as regular treads
* MOD: Base penalty for overweight treads increased from 20 to 30
* MOD: Heavy tread variants have increased support
* MOD: Many special tread-based robot variants switched to new types of treads
* MOD: Most wheel stats adjusted, particularly even lower overweight penalty and somewhat lower coverage
* MOD: Imp. Spread Laser range increased from 8 to 10
* MOD: Ambush traps no longer appear in Materials
* MOD: Allied drones ordered to return to their bay will always do so even if under fire and otherwise attempting to flee
* MOD: Tutorial message memory no longer completely resets itself when new additions are made (file format changed)
* FIX: Opening a hacking window within 5s of loading a game that logs an internal warning shows a line of garbled characters behind window [DDarkRay]
* FIX: Crash on triggering a trap while sound card disabled [mungomongol8]
* FIX: Crash if Phasing AFG resulted in an item overlapped with a non-cardinally adjacent door attempting to close [GJ]
* FIX: Crash if allied drone parked at edge of map view spotted a self-destructing part just outside view [GJ]
* FIX: Tread crushing effect description did not cap chance value, causing largest tread type in world to display incorrect percentage [GJ]
* FIX: Schematic(Matter) was accessible via indirect hack (albeit meaningless) [GJ]
* FIX: Rewiring of disrupted robots via datajacks was possible even on hack-immune bots [GJ]
* FIX: Relative value coloring of regenerative plating inverted [GJ]
* FIX: Cannibalization Units could in some cases restore parts to greater than max integrity [GJ]
* FIX: Actual botnet effect was lower than advertised in the tooltip [GJ]
* FIX: Newly allowed inventory item ID retention on core reset was also identifying previously unknown prototypes [Sherlockkat]
* FIX: A random dialogue encounter still referenced an old renamed NPC class [Sherlockkat]
* FIX: An earlier adjustment to a Zion encounter could cause certain allies to join before intended contingent on map layout [Sherlockkat]
* FIX: Typo in newly added dialogue [Sherlockkat]
* FIX: Typo in lore export category named after a major NPC [lsend]
* FIX: Multiple core resets would erase artifact knowledge without restoring it [lsend]
* FIX: Missing period in Propulsion Shielding description [Amphouse]
* FIX: Prototypes, Schematic(), and Analysis() terminals hacks listed incorrect chance of success (somewhat lower than advertised)

Also hopefully this week there will be more news on the Steam front. (I'm waiting for them to get back to me...)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1288 on: September 27, 2017, 06:34:27 pm »

Things are in motion! Cogmind is officially coming to Steam, with a new store page already set up and everything.


The official launch is set for October 16th, 6pm PDT.

Check out the Coming Soon page for more info, and to wishlist it if you'd like to be notified by Steam. (I'll of course be posting my own announcements everywhere.)

As mentioned before, Cogmind is coming to Early Access so it's technically not a "full launch." Cogmind is already a very complete experience--fully playable, balanced, and generally free of bugs, filled with tons of content and even seven endings to discover. So why EA? Basically I have a lot more stuff I'd like to add if possible, including major extra features, and declaring it EA is one way to signal that.

The full EA spiel as seen on the Steam page:
Spoiler (click to show/hide)

In the meantime, I'm working on putting together a Steam build, and all the other required announcements, marketing stuff, and whatnot. Let me know if you have any favorite streamers/LPers in mind that would be appropriate to contact about playing Cogmind. I have an old list I'll be referencing, and some have contacted me already, but I'll be on the lookout for more in the days to come.

Thanks everyone for your support so far, and I'm hoping when the time comes you'll review Cogmind on Steam to help convince prospective players that it's a project worth supporting! More support means more features :D

Spreading the word would be a great help as well!

Here we go!
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NullForceOmega

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1289 on: September 27, 2017, 09:58:12 pm »

And wishlisted, congrats on the steam release, Cogmind is now on my Christmas must-have list.
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