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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 287458 times)

AlStar

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1350 on: December 29, 2017, 12:10:29 am »

Hey, I actually managed to get a record - I guess KI resistance either isn't favored or isn't common, because I managed to grab the crown at a mere 40 points, compared to 75 or 100 points for the other resistances.

edit:
Quote
•Legolas reached a temperature of 2,116.
Wow, that's pretty impressive - I'd have assumed you'd pretty much just melt by the time you got up that temperature (everything broken and/or disabled.)
« Last Edit: December 29, 2017, 12:14:01 am by AlStar »
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1351 on: December 29, 2017, 12:38:42 am »

Yeah I recognized you on there, AlStar :)

KI resistance is definitely one of the less resistable damage types to begin with--you probably hit the limit based on the items available. I wanted to also have shield absorption in there, but didn't fix that score stat until Beta 4 so we'll have to wait to see who is using shields, and how much they're absorbing...

Quote
•Legolas reached a temperature of 2,116.
Wow, that's pretty impressive - I'd have assumed you'd pretty much just melt by the time you got up that temperature (everything broken and/or disabled.)
It's certainly quite dangerous, but recoverable, and there are a few things (or simply loadouts) in the game that can spike heat massively in no time at all. To survive that high a temperature it would help to have an injector, which could bring it down real fast. I'm not sure how they handled it in this case. (Legolas didn't win the run, though :P)

So many people using tiles and mouse movement. How can they possibly live that way? ;P
Agreed! Because of this graph though I generally have to use tiles when streaming to avoid scaring away random people who might drop by xD
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1353 on: January 04, 2018, 08:54:58 am »

This week is going great so far as new content flows again! Just added another batch of weapons, the kick butt kind since we've already got enough of the regular stuff :P
Also last few hours to get Cogmind on sale, unless you're waiting to get it at full price instead ;)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1354 on: January 05, 2018, 07:45:53 pm »

Yet more new items coming!
Spoiler (click to show/hide)
ASCII art timelapse I saved from last time...
Spoiler (click to show/hide)

I can't share too much because spoilers, but there are some more gifs and talk about some of the new features in this week's update.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1355 on: January 10, 2018, 08:49:27 pm »

Color Customization
[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

I've always enjoyed adding accessibility features, hence Cogmind's sizeable options menu and even more extensive config files. Not everyone will have the same habits or abilities, or play a game in the same way, so where possible it's nice to be able to accommodate different needs. Although I've talked a fair bit about fonts before (still more to come on that front!) and four years back also wrote about some of my ideas on potential adjustments related to color blindness, it's about time for a generalized set of color customization features.

As the player base has grown a fair bit over the past few months, I've received a few requests for ways to tweak the brightness and/or saturation, so that was the trigger for finally implementing a display filtering system.


Essentials
Many games come with a simple "gamma" adjustment option, so that's where I started. Easy enough:


Comparing the default appearance to a 66% brightness setting.

While it's true perceived color brightness is non-linear, adding in more complex calculations to compensate would slow the filter down so I implemented it as a direct percentage modifier, just [RGB * (0.0~1.0)].

Note that for comparison purposes the majority of screenshots in this article use the same scene, and all can be clicked to open at full size.

Some players may also want to drop the saturation to take the edge off the eye-burning terminal contrast :P


Comparing the default fully saturated appearance to 66% saturation.

Since I store colors using RGB and it'd be slow to convert everything to HSV simply to adjust the saturation then convert back again, I found an alternative formula for direct RGB saturation adjustment that seems to work nicely.


Filter Settings
So how are these options made available, and how to create a system that will support additional filters? For now I opted to make it a string in the advanced.cfg file. For example the line "renderFilter=BRIGHTNESS(90)|SATURATION(90)" adds two filters, a first which drops the brightness by 10%, followed by a second that then desaturates all colors by 10%.

There are currently eight different filter types, and the code converts this string into a set of filters that the engine renderer applies in separate passes over the terminal grid colors, both foreground and background. They're applied to every cell individually, so this isn't some GPU-optimized image modification, just an operation repeated for each cell, meaning each filter pass on the standard-dimension UI costs an additional 12,720 operations xD. Yeah there are better ways used by more competent programmers to achieve effects like this, but it works well with my current engine setup :)

At most the minority of players who will use filters seriously will probably only need one or two anyway.


Getting Wild
Having taken care of basic needs, there are of course even more frequently requested adjustments like the ability to outright change terminal colors.

Traditional terminal players are used to being able to fairly easily customize the appearance of a roguelike, including the color palette, but they also only have worry about maybe just 16 colors. Unfortunately there is a huge range of colors in Cogmind so it would be a lot more work to implement a way to customize individual details, but for now I've at least added a very simple method with a broad effect: hue shifting. It can lead to some crazy schemes, but there are reportedly a number of people out there interested in something like this.


Cogmind appearance with all hue values rotated by 180 to become... Pinkmind! (example #2: 90-shift Bluemind)

Colors have been carefully chosen in Cogmind, designed to make the meanings and implications of certain pieces of information that much easier to intuit, and obviously shifting the hue will ruin a lot of that. Some things which were obvious may not be so obvious anymore, and on the flip side unimportant elements may be overemphasized. In any case, doesn't hurt to have this as an extra option for whatever reason!

With a system in place it's also not hard to add new filters.

I mean we can even get crazier than hue shifting and go as far as RGB shifting! Check out the color chaos that results from a +90 shift:


Shifting all RGB values by 90. No.

Are your eyes ready yet? Let's continue with more serious filter efforts...


Low-Contrast and More
One of my goals with this system was to enable low-contrast settings that don't overly impact the general color design, and rather than darkening and/or desturating everything, a better approach is to start by not using a pitch black background. This required some actual changes to the source code beyond a basic filter, since for the past five years of development I've assumed the background is black, but the necessary adjustments weren't too difficult and for the most part now work via a global switch.

The idea is to choose some other dark-yet-not-black color. To avoid wasting too much time here, I used Photoshop layers to tweak a game screenshot until it was low-contrast but highly readable, then made sure the system I had was capable of replicating that process step-for-step. As usual, it's good to have a target to work towards when designing something like this. (For the same reason I always do UI layout mockups in REXPaint first.)


Step 2 for creating Cogmind's low-contrast mode: Raising the overall brightness, especially for darker colors.

In all there were more steps but I compressed it down to just two:
  • Swap out the black background with the chosen new color.
  • Adjust the brightness of all foreground colors using a formula derived from the PS testing above: y=0.7176x + 59. This raises the brightness of most darker colors so they stand out just enough against the new background, but takes the edge off any really bright ones.
For reasons specific to Cogmind's color design I did make a couple exceptions--the second step is skipped for any instances where the foreground color is itself black (this is rare but I use it for occasional reverse cell coloring--black characters imprinted over a solid color), or was intentionally set to match the background color (I sometimes do this to temporarily hide the foreground).

So what background colors did I pick as defaults? I started of course with my dark maroon background from the IDE color scheme I designed from scratch and have been using for the past 10 years or so :P


Some Cogmind source as seen in my IDE, the inspiration for the first low-contrast mode.

Like my IDE scheme, this particular filter is called "Autumn."


Interacting with various Cogmind UI features in Autumn low-contrast mode.

In fact, aside from being my IDE scheme Autumn is also a REXPaint skin, and Cogmind's other new low-contrast mode borrows REXPaint's default skin as well: "Sleepy."


Cogmind low-contrast mode "Sleepy."

These modes still aren't quite perfect due to the aforementioned universal assumption of black, though I did specifically update some of the particle scripts to be compatible with this new filter. The few features which might not always look great under this mode are some of the ASCII item art and intro/ending animations, but this only affects the small minority of areas that use their own dark background colors.

If more people start using low-contrast settings I might go back and invest more time in overcoming some of the remaining aesthetic challenges.

Although I implemented two named low-contrast filters, these are merely for convenience--under the hood they're implemented through a more general filter: LOW_CONTRAST(R,G,B). This means you can create your own low-contrast scheme using your favorite color, or whatever you think works, I just thought I'd provide defaults for some tried and true colors :)


Map-only Adjustments
Earlier I mentioned this setting is called "renderFilter," but there is a second one as well: "renderFilterMap." All filters set there apply only to the map, rather than the entire application including HUD and other UI elements. It's compatible with the same filters except low-contrast, as the latter must be applied across the entire application and cannot be limited to the map area since it's handled on the engine side (as opposed to the game side).

One of the interesting filters more suitable for the map area rather than the UI: SWAP. This filter swaps the foreground and background color of every cell to create an even more colorful "dark on light" style rather than the usual "light on dark" terminal look.


The results of a renderFilterMap=SWAP, with no other changes to the appearance.

I don't think this is as good from a parseability standpoint since it somewhat separates color from the character it's associated with, but maybe it could fun to play around with, plus some players can get used to or even enjoy anything :)


Destructive ASCII action in Swap mode

Notice that these are ASCII examples, because although it's monochrome the default tileset uses multiple shades, and the whole look is not very compatible with this kind of swapping.


Yeah I don't think so.

So if you're interested in trying out this mode I hope you like ASCII, otherwise we'll have to wait for someone to draw a non-shade monochrome tileset that focuses mostly on solid shapes and symbols. I'm sure we'll see something like that eventually. It could look pretty cool (and of course also work in the default/non-swapped mode as well, so the idea is that we'll get that one first then it can be simply swapped over).

Good news is the Swap filter is both compatible with and looks even better when combined with low-contrast mode!


Cogmind ASCII map with both a Swap filter and Low-contrast Autumn filter enabled.

All these customization features are explained a bit more in a new "Color Customization" section of the manual included with the next release (Beta 5).

Specifically with regard to color blindness, I haven't gotten any real feedback from players who need more options in this regard, though from the start I've tried to design the UI such that as much info as possible is conveyed through multiple channels, color only being one of them, so maybe there isn't much demand for additional features there. I could add new filters if necessary, and although individual color swapping would be problematic (primarily because any dynamic colors are scripted and therefore calculated via formulas), perhaps there are some formulas that could be made available as filters to adjust the final color palette that way.


Bonus GIF: Cycling through various display adjustments in real-time after hooking up the color filter parser to the debug system :D
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1356 on: January 12, 2018, 07:41:22 pm »

New SITREP summarizes the past week of work. Although a lot of it is about the color customization feature already covered in the blog post, there are a few other things like a feature that reveals map borders :)
Spoiler (click to show/hide)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1357 on: January 19, 2018, 07:02:17 pm »

Last week before the impending Beta 5 release, and a pretty big progress update to go with it!
Spoiler: Visual Summary (click to show/hide)

Today's update also contains some fan art, including a Cogmind-DF mashup <3
Spoiler (click to show/hide)
« Last Edit: January 19, 2018, 07:24:05 pm by Kyzrati »
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1358 on: January 23, 2018, 07:49:44 pm »

Cogmind Beta 5 "Zionic Revolution" is out! Featuring interesting changes to your potential Zion allies, new NPCs, items and mechanics, and color customization along with lots and lots (and lots) of QoL.

It's another big one.

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

Cogmind Beta 5 "Zionic Revolution" (0.10.180124) changelog:
  • NEW: 9 new unique named NPCs
  • NEW: 13 more unique items
  • NEW: 1 new wheel variant
  • NEW: 3 new types of resupply dispatch
  • NEW: 1 new 0b10 terminal record, along with several random lore dialogues available in the usual places
  • NEW: 25 new score sheet entries (total = 662)
  • NEW: Several additional special encounters
  • NEW: 3 new optional map styles for ASCII mode players at size 16: Terminus, Verite, Kaypro (see manual under Advanced UI > Fonts)
  • NEW: Some methods for tweaking colors/brightness/saturation/etc (advanced.cfg for now: renderFilters, see manual under Color Customization)
  • NEW: Roster dispatches potentially include allies from a new category
  • NEW: Mechanic for automatically locating nearby terminals (spoiler)
  • NEW: Operators reset their terminal under a certain condition (spoiler)
  • NEW: Special animations for connecting to Z-hack-capable terminals
  • NEW: First connection to a Z-hack-capable terminal gives instruction regarding intel retrieval
  • NEW: Added EM damage spectrum class "Fine"
  • NEW: Enforced projectile spread mechanic for certain weapons
  • NEW: Line-of-fire for volley including a spread-enforced weapon highlights entire potential spread area
  • NEW: Option to always display the edges of the current map (advanced.cfg only: showMapBorders)
  • NEW: Option to completely disable the standard printing/text sfx (advanced.cfg only: muteTextSfx)
  • NEW: All Launcher Guidance Computers prevent launcher misfires otherwise caused by system corruption
  • NEW: Robots sending distress signals to alert nearby allies display the range of that signal
  • NEW: Effect description for matter/energy storage utilities explicitly states their ability to collect resources while in inventory
  • NEW: Active Particle Accelerators show modified damage values for applicable weapons in inventory and part list info mode ('q')
  • NEW: Effect of current momentum on melee weapon damage is shown directly next to applicable weapons in inventory and part list info mode ('q')
  • NEW: Discovering exits purely via Terrain Scanners in easiest difficulty mode reveals their destination as if sighted
  • NEW: Advanced quickStart option also available in easier difficulty modes
  • NEW: "Trapped" challenge mode prevents gaining trap knowledge from hacks, Zionite intel, 0b10 Decoders, and friendly Operators
  • NEW: Prototypes and other unknown parts identified by attaching them accompanied by explicit log message
  • NEW: Component Analysis Suite identification effect log message also specifies name of utility doing the identifying
  • NEW: Manual includes additional subsection explaining overload mechanic for some power sources and energy weapons
  • NEW: It's safe to hold a wait key while a nearby Fabricator or Repair Station is processing (autoblocks command for two seconds on task completion)
  • NEW: Manual includes additional subsection on Key Holding, under Key Commands
  • NEW: Starting position in Scrapyard will never overlap with an item
  • NEW: Map areas discovered via Terrain Scanners and other methods but never actually seen displayed in greenscale rather than color
  • NEW: Active Garrison Access dispatch countdown timers now visible on map when using a Signal Interpreter
  • NEW: Heat transfer damage may outright melt struck part of an already overheating robot (chance matches weapon's heat transfer value)
  • NEW: Filter mass item labels by applying an integrity percentage cutoff via itemLabelIntegrityPercentCutoff (advanced.cfg, currently defaults to 26%)
  • NEW: Filter mass item labels by applying a minimum depth-relative rating cutoff via itemLabelRelativeRatingCutoff (advanced.cfg)
  • NEW: Known faulty and broken items not labeled on map when using mass item labeling (can change behavior via advanced.cfg)
  • NEW: Mass labeling items a second time within 5 seconds ignores all label filters
  • NEW: If exiting a map will fail to bring some allies due to their distance, shows dedicated warning message and puts a longer block duration on the move
  • NEW: All Alpha supporter names registered since Beta 4 added to in-game list (see Credits menu)
  • MOD: Imprinting prevents direct and indirect hacks at most 0b10 terminals (special manual hacks okay)
  • MOD: Z-hacks can no longer be detected, traced, nor blocked across an entire floor
  • MOD: Some items may appear in more than one type of resupply
  • MOD: Cave seal disengage behavior different if imprinted
  • MOD: Mak. Sword uses regular melee impact sound rather than heavier sound
  • MOD: Updated color of Centrium wheel variant art to match other items of same material
  • MOD: Potential cave-in areas on map are always highlighted (tactical HUD mode not required)
  • MOD: Rocket Arrays and Scatter Rocket Arrays significantly improved, though can no longer be focused via targeting
  • MOD: Hero class renamed to Knight, ASCII changed from 'O' to 'K'
  • MOD: Hvy. Hardcell Cannon resource costs reduced
  • MOD: AM-PH4 propulsion tweaked
  • MOD: Behemoth cannot appear on top of cave exit stairs, and much less likely to be too near any cave entrance
  • MOD: "Trapped" challenge mode trap count multiplier upped from 5 to 10
  • MOD: Hack given by the so-called "annoying derelict" in caves causes the victim to follow instead of remain stationary
  • MOD: "Armor Coverage" best state entry in score sheet refers to raw total coverage of attached armor instead of percentage value
  • MOD: "Suicide/Restart" button on Game menu renamed "Self-destruct"
  • MOD: Robots sending distress signals to allies out of view only reveal that ally's position in easier difficulty modes
  • MOD: Robots calling for help or reinforcements from a garrison only reveal that garrison's position in easier difficulty modes
  • MOD: Removed Game menu, Save/Restart/Quit buttons now appear on Basic commands page
  • MOD: Removed tutorial message explaining how to save and exit
  • MOD: Removed "Show Non-FOV Color" from options menu, always on by default
  • MOD: Removed Ctrl-` command for toggling non-FOV color display
  • MOD: Weapon Cycler and Quantum Capacitor effect descriptions reworded for specificity, no longer refer to "projectile weapons"
  • MOD: Alarm Traps in Garrisons no longer trigger an investigation, they simply alert any nearby hostiles
  • MOD: Mechanics that clear robot memory (e.g. the Reconstructor) now also clear off-turn partial spot records
  • MOD: Melee momentum damage bonus applies to all melee weapons, not just I/S/P damage types (piercing still gets its double bonus)
  • MOD: Melee damage type modifiers on Status page merged into a single "Melee" value (extra piercing damage bonus only displayed by the weapon)
  • MOD: Only non-zero values are listed under the Status page's resistances and damage modifiers
  • MOD: Data Miner dispatch redirects no longer occur during late-game wars
  • MOD: With Label Supporter Items option on, the few items not applicable for gallery collection show standard description at bottom of info window
  • MOD: Easiest difficulty mode puts Med. Storage Unit in Scrapyard, rather than Sml.
  • MOD: A certain Exoskeleton's overweight penalty reduced from 30 to 20
  • MOD: Robot core damage popups in Tactical HUD mode default to showing actual remaining integrity rather than as a percent
  • MOD: Replaced advanced.cfg preciseCorePopup option with its opposite, percentCorePopup
  • MOD: "No X in view" message displayed when there is no applicable object for the given label type instead shows "No X to label"
  • MOD: Targeting will not autosuggest a previous target whose relation with you has changed since you last attacked it
  • MOD: Super Gauntlet challenge mode keeps the lone target Garrison Access available even under high security lockdown
  • FIX: Crash on right-clicking directly into second robot info while analysis or traits of first robot still open [Valguris]
  • FIX: Overloaded weapons did not apply damage bonus again walls [Valguris]
  • FIX: Walls/doors not applying damage resistances correctly [Valguris]
  • FIX: Schematics for items only available by special means did not display fabrication info when opened via fabricator/schematics list [Valguris]
  • FIX: Credits list contained some duplicate supporter names [zxc]
  • FIX: Insufficient energy for overloadable propulsion upkeep might overload the propulsion instead of autodeactivating it [zxc]
  • FIX: Typo in options.cfg (fix resets your calculation log setting; if you want a non-default option you'll need to redo) [zxc]
  • FIX: Penetration values missing from gallery export data [Raine]
  • FIX: While on-map combat log active, any visible messages could partially overlap an open Status window [Raine]
  • FIX: Typo in screenshot tags and filenames for game over screen [johnicboom]
  • FIX: Advanced quickStart option could also be activated in tutorial mode despite lack of Storage Unit in that layout [Zoticus]
  • FIX: New corrupted AI misfire mechanic could in some cases affect player UI target recall [Happylisk]
  • FIX: Could continue hacking record queries at a locked terminal prior to closing window by using number keys if keyboard mode active [neutral]
  • FIX: Pressing 'f' during the exact frame a major NPC enters view and opens dialogue window blocked commands once window closed [nuzcraft]
  • FIX: STAY command issued to ally with a previous destination allowed them to reach it before returning to intended stay location [GJ]
  • FIX: Subatomic Replicator used without effect then dropped into inventory remained unidentified until inventory redrawn due to another interaction
  • FIX: A certain type of derelict log could reveal exit to Zhirov's location, which they shouldn't know
  • FIX: Moving multi-cell robot sensor scans not displayed correctly in tiles mode
  • FIX: RMB on robot then opening Analysis or Traits and closing again prevented further right-clicks on other robots until info window closed
  • FIX: "Max Gunslinging Chain" entry in score sheet was not being tallied
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1359 on: February 02, 2018, 08:06:04 pm »

I'm starting work on Achievements (both for Steam and non-Steam players), and have shared a progress update about that on Steam: "The Next Big Thing."
Spoiler (click to show/hide)

I've also gone through the stats and done an analysis on all our Beta 4 player data!
Spoiler (click to show/hide)
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AlStar

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1360 on: February 03, 2018, 02:49:28 pm »

Visited the Deep Caves; which went about as well as expected. Can't say that I wasn't warned beforehand.

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1361 on: February 03, 2018, 07:02:40 pm »

Derelicts say: "Hm, there went another one that never came back. Maybe we need to put up more signs? ...Maybe a fifth gate?" :P
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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1362 on: February 09, 2018, 07:51:08 pm »

This week in development was mostly about achievements. The finalized list for our first batch includes 255 of them! Yesterday I was working on ASCII icons for every one :D
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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1363 on: February 09, 2018, 11:35:06 pm »

255 seems like an auspicious number - was that organic, or did you have to work to get up to that?

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1364 on: February 10, 2018, 03:00:56 am »

It does :P. Funny enough, it was completely coincidental! I did a tally a couple days ago and it was 253, then as I finalized the list I removed a couple, and added a few in, did another tally last night and it was 255! Won't matter in the long term since there will be more added later, as this is just the first (albeit biggest) batch.
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