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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 285215 times)

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #615 on: May 10, 2015, 11:03:14 pm »

Thanks, and here's hoping you can support us eventually! I'd love to release it for free as my other games in the past, but this thing is on a completely different level, and already broke the bank...

Before there are any LPs, you can do what I do and watch the launch trailer several times per day. It's very entertaining :P
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motorbitch

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #616 on: May 11, 2015, 10:45:49 am »

Repair stations are a thing, but may not do precisely what you want. Repair of parts is possible via repair stations and other means.

awsome :)

but still, maybe there was a more sadistic interesting way to make structural repairs then having them as free lunch after level transition  :D

and good luck for the lauch from me too!
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #617 on: May 11, 2015, 11:10:41 am »

but still, maybe there was a more sadistic interesting way to make structural repairs then having them as free lunch after level transition  :D

and good luck for the lauch from me too!
Thanks, and hehe that's an interesting way to look at it.

There are plenty of ways to get yourself into more trouble than you can handle. Plenty.

It doesn't feel so much like a "free lunch" as it does "oh my god I can't believe I'm still alive, and now I'm at full health but naked what do I do?!" That in itself leads to some interesting results/decisions.
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endlessblaze

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #618 on: May 11, 2015, 11:55:52 am »

I was thinking a good way to balance hacking builders would be, that the more you build walls, it becomes more likely that a non miner bot will get a mineing laser.
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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #619 on: May 11, 2015, 01:12:52 pm »

Hehe, if anyone else would like to announce they have exams after the 19th and request a postponement, I can push launch back and point the resulting angry mob in your general direction :P

I finished my final exams in 2007.  Why didn't you release it then?!?!
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #620 on: May 11, 2015, 08:09:57 pm »

I was thinking a good way to balance hacking builders would be, that the more you build walls, it becomes more likely that a non miner bot will get a mineing laser.
That's a possibility, though it's still probably a vastly OP way to play, or at least makes it way too easy to get away from trouble. My first thought (and initial plan) was to trigger a strong reaction, like sending in an escorted team of tunnelers to clear everything out, but if that's the case why would you ever do it? It will cause a huge headache and you'll almost certainly be annihilated... Maybe for those in alpha I could temporarily add a way to activate builder hacking and attempt some solutions. In general I do think that feature is too imbalancing.

Hehe, if anyone else would like to announce they have exams after the 19th and request a postponement, I can push launch back and point the resulting angry mob in your general direction :P

I finished my final exams in 2007.  Why didn't you release it then?!?!
I was too busy making a non-roguelike game that didn't go anywhere because I had no idea what I was doing :D
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #621 on: May 11, 2015, 08:11:17 pm »

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

Much of the "living dungeon" concept described previously applies to the main complex, and some branches. Roguelikes of significant scope tend to use a combination of map generation techniques, necessary to fill the game world with unique maps appropriate for their respective areas. Different map types are also likely to require different algorithms to populate them with content including inhabitants, objects, events, etc. Thus Cogmind utilizes a network of systems to produce the wide range of maps needed for the world.


Cogmind map type composition, where thicker arrows represent a heavier relative emphasis on a given system as an input.

In total there are about two dozen types of maps (six of which will be included in the first alpha version). Those belonging to the main complex are generated by the tunneling algorithm, which may draw on a small amount of handmade content in the form of prefabs and encounters. A number of branches are created in the same manner, but a second category of branches, those described earlier as being outside the central AI's area of direct influence, use an alternative method. As you can see in the diagram above, branches require more work (more inputs).

An explanation of usage scenarios for each of the four primary sources of map generation will help demonstrate how each plays a role in creating individual maps.


Tunneling Algorithm
This is Cogmind's primary map generator, which I introduced in an in-depth post back before it was complete.

A single algorithm is capable of producing a broad range of unique layouts by adjusting dozens of parameters.


Some example maps generated for main complex areas (click for full size).

In some cases the differences are subtle when viewed like this, but in play will lead to different experiences (even when we overlook the fact that content will vary between the maps as well). In general it would be out of theme to use wildly different parameters since after all these maps are a part of the same complex.

Shown above is the first stage of map creation, the basic layout as passed from the procedural map generator to the game for content insertion. During the first-stage mapgen process, data about every junction, door, room, and open area is recorded for reference, along with analysis results like a relative seclusion heatmap (see the dungeon metrics post for some related images and explanations). The first stage map generator also comes with a range of visualization tools to examine different aspects of a map's layout for parameter tweaking--changes can be made to a text file, then press a key and immediately regenerate a map based on new parameters. It takes a while to reach a preferable style, but is still much more efficient than try to tweak in the game itself, where there is a lot more to map generation than just the layout!

Tunneler-generated maps are furnished and populated in game based on a system that weighs random content according to depth and/or map type. This applies to machines and stockpiles (see here and here for methods and diagrams), as well as robots.

These maps make up the bulk of the game world, and are the ones in which the living dungeon really shines.


Cellular Automata
A portion of the branches require a layout very different from what a corridor-and-room tunneling algorithm can provide. For that purpose we also have a modified cellular automata algorithm (see the algorithm's in-depth introduction for more info and images). Like the tunneling algorithm, it is driven by a variety of parameters capable of producing maps in different styles, though for now there is only one usage found in game: the mines.


A fully revealed mine (click for full size).

Because these maps have a fairly different structure compared to tunneler-generated maps (more linear, less branching and looping), they cannot feasibly use the same content distribution system. They are instead populated entirely by so-called "encounters," which are described in more detail below.


Encounters
Encounters are an additional mechanism through which to add content to tunneler-generated maps, and the only way to add content to automata-generated maps. A single "encounter" can be as simple as a local patrol or stockpile of parts, or something more complex like a story event.

Regardless of map type, the most useful feature of encounters is the ease with which they can be used to add handmade content. Encounters can make use of both pre-drawn map pieces and the powerful scripting system originally developed for X@COM. Thus there are now practically unlimited possibilities for unique map content.

However, taking full advantage of this "anything is possible" scope in the main complex is both unnecessary and would interfere with the living dungeon mechanics, while also making much of the game unpredictable and therefore unreasonably difficult. Instead, the more interesting/unusual encounters are concentrated in branch maps, making those optional areas of the game a playground for the most experienced, curious, or lost players ;).

Encounters have their own weighted distribution scheme, with the option to randomize their content (within parameter bounds) for additional variation. To aid in tweaking encounter frequency values, the system comes with a debugging visualization tool that shows where encounters are placed on a given map in game.


A mine with distributed encounter types marked with their associated category color (click for full size).

Encounters are divided into four categories to help visualize how a map could play out:
  • Fluff: Provide atmosphere rather than a mechanical effect on gameplay. A common example would be an area filled with debris.
  • Rewards: Unprotected "free" rewards that can take many forms, components or allies being the most common.
  • Risk vs. Reward: Like rewards, only you'll probably have to overcome some obstacle to gain that reward.
  • Danger: Outright dangerous encounter with no explicitly defined rewards (though you could theoretically still benefit from salvage). Most often these are simply hostile robots, but the power of encounters can create other interesting situations...
The way in which some of the encounters are implemented might break the otherwise consistent realism that defines the living dungeon, for example a robot could suddenly "emerge from the shadows" in a dark area, though I believe this is a worthwhile sacrifice to enable more interesting and unexpected encounters. Said encounters may be found in some branches to liven up the experience--you won't see this behavior in the main complex, again reinforcing the idea that the core world areas offer a more traditional roguelike experience while outlying regions contain experimental and less predictable content.

Though not required for content that can dynamically fit any space, encounters may also specify a "prefab" when applicable.


Prefabs
Last year I described how handmade map pieces are drawn in REXPaint and integrated into the map generation process. That was back when the prefab system was first developed, and not yet put to use in game. Those prefabs are now used for two things: encounters and special entrances/exits. The latter are integrated directly into both map generation algorithms, while encounter prefabs can be dropped into an existing room or "cave" (a single room-area in an automata-generated map).


One of many storage area layouts (shown in both ASCII and tiles versions).
Now that is a room you want access to! (Then you'll want to figure out a way to simultaneously equip 12 grenade launchers =p)

Like encounters, prefabs can randomly change their orientation and shift their position (it's often even necessary to face and link to a door!).

As you can see, all sources of map data are procedural in nature, or support randomization in terms of where and what is injected into the maps. Every run is sure to be unique.
« Last Edit: May 11, 2015, 08:18:23 pm by Kyzrati »
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sambojin

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #622 on: May 12, 2015, 02:55:21 am »

Quote
Now that is a room you want access to! (Then you'll want to figure out a way to simultaneously equip 12 grenade launchers =p)

Surely two or three at a time is fine? Then once I've totally blown them to pieces due to almost point-blank firing at enemies, I can grab some fresh ones. Ablative armour of sorts, with explosive solutions to many of life's little problems as an included bonus.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #623 on: May 12, 2015, 03:00:26 am »

Quote
Now that is a room you want access to! (Then you'll want to figure out a way to simultaneously equip 12 grenade launchers =p)

Surely two or three at a time is fine? Then once I've totally blown them to pieces due to almost point-blank firing at enemies, I can grab some fresh ones. Ablative armour of sorts, with explosive solutions to many of life's little problems as an included bonus.
sambojin's definitely a thinking rogueliker :)

That many really is overkill. 2-3 is plenty, and, as you say, it's nice when you find some great stashes to just open up and who cares what happens, drop everything when done, and leave with a whole bunch of fresh gear :P. The main worry in this situation is that collateral damage blows up the spare parts you wanted; this does happen and it can leave you really screwed!
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sambojin

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #624 on: May 15, 2015, 09:26:13 pm »

Three day count down till alpha release.......
No pressure Kyzrati. It is just an alpha, after all.....
(Yes, we will judge everything immediately and ask silly questions).
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #625 on: May 15, 2015, 09:47:19 pm »

Yep, three days. Finished everything on my Friday TODO list, but it was 3 AM Saturday by the time I did so I'm not sure that counts ::)

Have a new gif I put together of tiles mode in action :D

(This will be the new top gif on the website once the updates go live.)
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sambojin

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #626 on: May 15, 2015, 10:16:13 pm »

So very cool  8)
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puke

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #627 on: May 16, 2015, 04:54:49 am »

what's going on when that corridor's walls flash to text while the player is in motion?  Data corruption?
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #628 on: May 16, 2015, 10:09:46 am »

So very cool  8)
Cool is my middle name. Actually, I don't have a middle name so I can just make one up :D

what's going on when that corridor's walls flash to text while the player is in motion?  Data corruption?
Good question.  It's me manually activating a signal interpreter while moving. Watch again and you'll notice that the '?' out of view then show the type of robot. Not really something you'd normally do while moving, but I wanted to condense as many effects as possible into a short time. That effect specifically because I wanted to get some ASCII into the tileset recording somehow, to show its roots. So there's that and the dynamic mode switch at the beginning.
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sambojin

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Re: Cogmind (sci-fi robot-themed roguelike in development)
« Reply #629 on: May 18, 2015, 04:24:27 pm »

Hurry up and spin around Earth. Silly "wrong side of the planet" concept all the kids have these days. If we'd just kept the world flat, I'd be playing Cogmind right now. And they call this the age of enlightenment?

Yeah, right!
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