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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 157278 times)

Aoi

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1380 on: March 19, 2018, 08:53:28 pm »

Waaay too many cool ideas I'd like to do, and as soon as I started a big one 5+ years are gone in the blink of an eye :P. Kinda sucks!

Aaaaand thank you, for making us all painfully aware of the passage of time...

And it's six years, almost to the day, for those of us who picked it up during 7DRL: "The 2012 Seven Day Roguelike Challenge, 8th of its kind, will be held on the week of March 10th to March 18th."
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1381 on: March 19, 2018, 09:06:02 pm »

I know, that feels so... weird. I think about it occasionally, and it's nice to see that despite how long it's been a lot of the same crew are still around :)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1382 on: March 23, 2018, 07:22:16 pm »

A couple new sets of achievement icons:
Spoiler: Special Challenges (click to show/hide)
Spoiler: Progress (click to show/hide)

I've also added Part 2 of my 7DRL postmortem to the blog, covering the first few days and work on core mechanics, the UI, and tileset concepts (it'll also be in the P7 thread in a bit--haven't gotten to it yet :P) Image excerpts included as part of the Steam update if you want to just see a few of the basic diagrams.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1383 on: March 30, 2018, 07:38:21 pm »

Another set of icons, this one for the events and plot-related achievements.
Spoiler (click to show/hide)
Almost finally done going through all these!
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1384 on: March 31, 2018, 10:51:07 pm »

A wild Beta 5 Update suddenly appears!

There's a new automatic mode with... time-sensitive activation ;)

We know that sometimes all you really want to do is blow stuff up, so all items on the ground have been replaced by launchers.

Spoiler (click to show/hide)

All those flight players who want to just sneak around and hack stuff? Psh, who needs subtlety when you can hit everything with 5 missiles at once? Just make sure you have a way to replenish your matter :P

Runs in this mode do not upload scores regardless of settings, and this mode only activates if past the tutorial quick start (i.e. have played 3-4 runs before already) and have no active Challenge Modes.

Note this new feature will not affect runs in progress. (Also: To start a run and force the game back to regular behavior, use the command line parameter "-noAFD".)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1385 on: April 04, 2018, 09:16:06 pm »

I finished my POYLBOT-7 postmortem and put the entire 10,000-word 45-image/diagram article on Gamasutra! (They even have it featured on their front page right now :D)

I'm mentioning it here since it's quite relevant to Cogmind dev, not only due to the enhancements that came out of it but because it also explains a fair bit of how Cogmind is put together that it was able to be converted into another game in one week.

Dev image collage:
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1386 on: April 06, 2018, 08:10:07 pm »

And finally the final set of achievement icons!
Spoiler: Win-related icons (click to show/hide)
Most achievements have also been implemented now. And if you missed the 4/1 event maybe check out the SITREP :)
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quinnr

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1387 on: April 13, 2018, 01:50:04 am »

I bought this last week and I'm having a lot of fun! The basic strategy guides in the forums were super helpful, I've gone --way-- further just by making sure not to fight in open spaces (which is something I should probably know having played so many roguelikes, but Cogmind is so novel I forget those skills are transferable!)

Just got to
Spoiler (click to show/hide)
which was super interesting, though I did wander around looking for a way past the gate for a long time before I finally Googled and figured out that the orange terminals are just used to lock off content that isn't completed yet.
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1388 on: April 13, 2018, 02:02:05 am »

Hi quinnr, thanks and glad you're liking it :D

True there are a bunch of skills that aren't transferrable, which gets a lot of people, heh, but fortunately most enjoy it like that.

before I finally Googled and figured out that the orange terminals are just used to lock off content that isn't completed yet.
Note that you're pulling up old forum posts there--all world locations have been complete for the past year :P. Orange terminals are just those belonging to that particular faction, and the gate you mention is a little harder to get past. There are about four different possible ways to do it, but it's probably not something you want to fool around with yet anyway, since as per the warnings you'll receive it's a deadly place ;)
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quinnr

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1389 on: April 13, 2018, 03:10:09 am »

Hi quinnr, thanks and glad you're liking it :D

True there are a bunch of skills that aren't transferrable, which gets a lot of people, heh, but fortunately most enjoy it like that.

before I finally Googled and figured out that the orange terminals are just used to lock off content that isn't completed yet.
Note that you're pulling up old forum posts there--all world locations have been complete for the past year :P. Orange terminals are just those belonging to that particular faction, and the gate you mention is a little harder to get past. There are about four different possible ways to do it, but it's probably not something you want to fool around with yet anyway, since as per the warnings you'll receive it's a deadly place ;)

Oh! Good to know, thanks for the heads-up. I'll stay far away for now, then! :P
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1390 on: April 13, 2018, 06:47:53 pm »

This week was surprised to suddenly see Cogmind pop up in an interview with Tarn and Zach! Looks like we picked up some more/new players there :D

All the achievements have been implemented so I'm finishing up the final UI work on that. All that's left is the main achievement interface (reminder: all achievements are available to both Steam and non-Steam players!). Some image excerpts from this week's STIREP:
Spoiler (click to show/hide)
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quinnr

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1391 on: April 16, 2018, 09:18:16 pm »

I'm getting better! I got as far as -4 once, and I might have gotten past except that I saw a chute trap and wanted to know what it did and jumped in.

After the first round of "CRUNCH CRUNCH CRUNCH" hit sound effects I knew I made a terrible mistake.

Also I was surprised how far up the leaderboard I was when I looked. I guess a lot of people don't change from the default Anonymous?
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1392 on: April 16, 2018, 09:49:57 pm »

-4 is pretty decent, just reaching the depths where it starts getting really challenging ;)

Chute traps are actually fine! There are a number of reasons you might actually want to head in there, but yeah they do seem scary at first :D (of course they're less fine if you're not prepared for them and they suck you in by surprise, but they won't completely end you)

I haven't really checked per-player runs when it comes to anonymous records, though the full range of score sheets (including anonymous runs) is accessible from the bottom of the leaderboards. Just from a cursory look, a little more than half of runs are anonymous, with generally somewhat lower scores compared to named players. (Some of the high-scoring anonymous players not found on the leaderboards are also obviously cheating, so you have to ignore those :P)

The main reason you'd be higher up is that a lot of people just have trouble getting far without lowering the difficulty setting. So kudos!
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Sean Mirrsen

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1393 on: April 17, 2018, 09:14:00 am »

Cogmind has been pretty fun for me so far. I feel like Starscream in that one TF:A episode. Keep getting beaten down, reactivating, climbing up again. Still haven't got a clue what I'm doing (wrong), but slowly getting there.

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1394 on: April 17, 2018, 07:24:42 pm »

Always the best to hear that players are enjoying it despite having trouble. Hopefully you'll get there :). One thing I plan to do is add some more early-game content (and actually a whole new map!) that should further spice up that part of the experience for players who are stuck there for longer.

In other news, I just posted a notice about plans for adding more Cogmind content without going the DLC route (I don't like DLC).

It involves a new faction :D
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