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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 287275 times)

sambojin

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1320 on: October 22, 2017, 04:55:29 pm »

Quill18 did a let's play of Cogmind on his YouTube channel. He's got a pretty big and fairly consistent viewership, so hopefully it gets plenty more people interested in the game.

https://m.youtube.com/watch?v=Cki73qtA32w
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1321 on: October 23, 2017, 07:10:52 am »

Yeah it was awesome that quill18 did a video (and also did a good job despite having only gotten the game a couple days earlier!). He approached me earlier this year, but Cogmind wasn't ready at the time so I waited and gave him a key a week before launch, but his inbox was full and he didn't get it until almost launch day xD

Aavak and Nookrium have also been doing series, which is great. TorNis is interested in picking it up next--things are going nicely :D

Also, now down to the last 5 hours to get Cogmind at 10% off before the launch sale ends!
http://store.steampowered.com/app/722730/cogmind/


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( Tchey )

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1322 on: October 23, 2017, 10:39:40 am »

I'm not famous on Youtube, just starting to slowly grow, as i am more used to write articles, but still i did 2 presentations + 5 episodes on the recent Steam version.

Also, it's in french.

Link to the playlist : https://www.youtube.com/playlist?list=PLkuhO0P1wmeM_4tnQYHSuQRTEbpvBFFGI

Quote
Premier épisode. Niveau -10, des débuts prometteurs
Deuxième épisode. Niveau -9, je sors le lance grenade
Troisième épisode. Niveau -8, la situation va rapidement devenir critique
Quatrième épisode. Niveau -7, périlleuse exploration entrecoupée de combats intenses
Cinquième épisode. Niveau -6, quelques soucis logistiques viennent perturber une exploration autrement presque tranquille
Sixième épisode. Suite et fin du niveau -6, où s’enchaîne piratage, corruption et embuscade
Septième épisode. Retour au niveau -6 ? Des concasseurs qui concassent, et un nouvel ami

Retrouver toute la série en suivant le lien vers la Playlist : https://www.youtube.com/playlist?list=PLkuhO0P1wmeM_4tnQYHSuQRTEbpvBFFGI
« Last Edit: October 23, 2017, 10:41:12 am by ( Tchey ) »
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1323 on: October 27, 2017, 07:33:11 pm »

Now that Cogmind is on Steam, I'm switching over to regular weekly progress updates: SITREP Saturday, #1 :D

Also thanks Tchey, and I hear Canard PC is going to be doing something on Cogmind :)
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FallacyofUrist

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1324 on: November 01, 2017, 08:50:21 pm »

Bought the game.

I still have almost no idea what's going on, but I'm liking it.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1325 on: November 01, 2017, 09:12:33 pm »

Thanks! (once you do figure out what you're doing, please leave a review if you can :D)

That feeling is normal and intended, as it's very much about exploration (even the UI has all kinds of fun tidbits you'll discover over time :P). You'll be constantly encountering new stuff for a long time to come, even after playing for hundreds of hours. Assuming of course that you start to get further after a while; if not there are guides to help with that.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1326 on: November 03, 2017, 08:11:25 pm »

SITREP Saturday #2: Cloudy with a Chance of Saves.

Cloud saves are ready for activation, and custom cursor support is coming. Here I was having fun with Evil Cursor trying to find all the bugs in the system:
Spoiler (click to show/hide)

We also have optional turn-numbered log lines:
Spoiler (click to show/hide)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1327 on: November 10, 2017, 07:40:34 pm »

SITREP Saturday #3: YAQOL. Inventory autosorting, on-map ALERT popups, Cogmind makes it into a major magazine, and more...

On-map ALERTs accompanied by an alarm sound means you'll never miss an important situational warning again!
Spoiler (click to show/hide)

For those of you too lazy to press 't', there's a new option to do it automatically on moving :P
Spoiler (click to show/hide)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1328 on: November 11, 2017, 08:21:49 pm »

Beta 3.1 is complete! This update brings Steam Cloud support, ALERT messages you can't miss, and all maps accessible from any difficulty level...

For the full release notes and feature demo images, see here.

And if you have Cogmind on Steam but haven't yet left a review, please consider doing so :)

Cogmind Beta 3.1 "In the Cloud" (0.10.171111) changelog:

* NEW: [Steam] Steam Cloud support
* NEW: ALERT log messages also appear over the map at the top left (adjustable via advanced.cfg: mapAlertDuration)
* NEW: Most ALERT log messages/announcements accompanied by a sound effect for emphasis
* NEW: Triggering High Security is accompanied by a special sound effect
* NEW: Message/combat logs prefix lines with turn numbers in Tactical HUD mode (toggle via advanced.cfg: disableMessageLogTurnNumbers)
* NEW: noFluffLogMessages option to never show purely atmospheric log messages related to some robot actions (toggle via advanced.cfg)
* NEW: Ctrl-RMB on walls/doors for their stats (if a info window already open, simple RMB works too)
* NEW: Custom cursor support (see manual under Advanced UI)
* NEW: Descriptions for all 49 advanced.cfg-only options added to manual under Advanced UI
* NEW: WORKMAN keyboard layout file
* NEW: Partial keyboard layout files for QWERTZ, ABNT2, UK
* NEW: Numpad Enter also closes context help, advances transmission text, and works on game over screen to restart
* NEW: Tutorial message explicitly indicates purpose of matter on first acquiring it (same as item description)
* NEW: Several situational tutorial messages regarding energy management
* NEW: Weapon penetration stat context help explicitly mentions that Huge robots count as a single object
* NEW: "Inventory Autosorting" in options menu toggles automatic type-sorting of inventory items (equivalent to 't')
* NEW: Attached part relative coverage visualization also shows specific values in Tactical HUD mode
* NEW: All Alpha supporter names registered since Beta 3 added to in-game list (see Credits menu)
* NEW: All Alpha item-attribution names registered since Beta 3 added to the item collection gallery
* MOD: All maps accessible in all difficulty levels (most challenging areas no longer blocked off in easier modes)
* MOD: Structural Scanner no longer required to get explosion data in machine info (but still required to know if such a machine has been destabilized)
* MOD: Structural Scanner effect description explicitly states that it <stacks>
* MOD: All keyboard map-shifting commands now jump the map by default (single-space shifting no longer possible)
* MOD: Shift modifier no longer required for keyboard mode to shift map view (Alt-only), except for vi-keys
* MOD: vi-keys no longer need Shift or Alt modifier in dedicated mapshift mode (`), simply hjklyubn will do :)
* MOD: /user/cogmind.cfg split into three files: system.cfg, options.cfg, advanced.cfg
* MOD: "Show Part Range" and "Invert Map Pan" removed from options menu (now in advanced.cfg)
* MOD: advanced.cfg autoSortInventory renamed to matchSortInventory
* MOD: Lowered integrity of all Coolant Injectors
* MOD: Slightly nerfed Mak. Salvage Targeting Computer
* MOD: Tread crushing effect description includes explicit notice of max core integrity to be crushable (50)
* MOD: Removed critical hit stat context help mention of effect on machines, large doors, and barriers (no longer applicable)
* MOD: Walls/doors destroyed by launchers cause alert increase as with other weapons
* MOD: Experimental/pre-release builds no longer warn about version number not matching server records
* MOD: Scan window uses a much quicker, quieter sound to prevent overlap when hovering cursor across groups of items
* MOD: Text printing/scrolling sfx replaced by a more subtle version with lower pitch and volume
* MOD: Doubled matter extraction rate of all Field Recycling Units
* MOD: Save file naming scheme changed to reflect internal save version, and extension changed to .sav
* MOD: Tunneling hack more useful
* MOD: Resource containers no longer have a LOAD setting (since the desired behavior is now automatic anyway)
* MOD: Integrity-wise sorting of inventory now orders by absolute integrity rather than percent remaining
* FIX: Attaching Core Expander from inventory via any means of direct swapping would crash game on subsequent key press [russomatroso]
* FIX: 0b10 Decoder Chip [G/L] crashed on attempting to reveal an item outside FOV dropped on a chip-discovered trap [Darg]
* FIX: Manual referenced older damage modifier for critical strikes against armor (is 20%, not 25%) [zxc]
* FIX: Clicking 'X' button to close robot manual hacking window with code list open didn't also close the latter, and would later crash the UI [Valguris]
* FIX: Potential to crash in the combat log if a certain sequence of messages quickly appeared under rare conditions [LordKee]
* FIX: Using a Reconstructor while affected by a Stasis Beam to move outside the beam range would maintain the hold as long as no new obstructions [DDarkRay]
* FIX: Unidentified prototypes in inventory indirectly revealed coverage and integrity values through respective visualization modes [DDarkRay]
* FIX: Saving files would silently fail if player manually deleted the target directories [The Renderer]
* FIX: Ctrl-CMB to toggle volley range visualization not working under some conditions [Uninstall Wizard]
* FIX: On some Linux/Wine setups online News update feature might occasionally have a trailing 0 causing repeat news content to flash as if new [Joshua]
* FIX: Typo in lore [zill]
* FIX: Unidentified prototype resource containers held in inventory could still indirectly collect and store energy/matter
* FIX: With non-green console border colors, the first item comparison in the gallery would still have two inside corners appear green
* FIX: Removed critical strike stat context help mention of props being destroyable by crits

(Also I'm going to be streaming some 3.1 fun runs here in a bit.) Done!
« Last Edit: November 12, 2017, 02:08:07 am by Kyzrati »
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1329 on: November 20, 2017, 10:27:55 am »

I just put up a new article on the blog, "Data and Thoughts from a Month on Steam," but won't mirror it here because it's simply too huge--a new record at 7,000 words this time around xD. Also includes 20 graphs and images.

It's basically a comprehensive summary of Cogmind's first month on Steam, taking a look at reception, rankings, traffic, sales, and more.
Spoiler: Ex (click to show/hide)
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( Tchey )

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1330 on: November 20, 2017, 12:00:27 pm »

I love your articles on devstuff, very interesting from a non-dev point of view.

I guess it's the same story for many indi games.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1331 on: November 20, 2017, 07:14:37 pm »

I like recording stuff (I read my own blog for reference, too :P), so may as well share it!

I really want to get back to doing more design posts, though I haven't been able to work on blog-worthy systems lately, so all I can write about is what I'm actually dealing with...
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AlStar

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1332 on: November 21, 2017, 11:21:50 am »

I was surprised at how many NDAs you have to work around with Steam.

I mean, it's totally their playground, so they can tell anyone who wants to play there how to act, but why should they care if developers share exact revenue numbers or show what kind of reference information you get?

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1333 on: November 22, 2017, 01:50:44 am »

As a private company they have a right (and an explicit desire, according to their contract!) to keep any any Steam-specific revenue numbers from being public. So yeah I went through the NDA and contract bit by bit to make sure I wouldn't be breaking any rules.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1334 on: November 22, 2017, 01:02:48 pm »

Cogmind 10% off for the next week :)

This is for the Autumn sale but the same discount is also available direct from the Cogmind site--I'll always mirror discounts for DRM-free version. Also note: While in EA there will never be discounts > 10%.
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