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Year 10 of the Cogmind

Grid Sage Games

Mockups put together in REXPaint some weeks ago during a dev stream in preparation for Cogmind’s new UI layout (open for full size). The ratio of direct work on Cogmind vs optional supporting work, mostly community-facing stuff. Shown another way: Net total item count in Cogmind, 2015-2023 and beyond. Numbers go up.

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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Beta 11 was a huge milestone in Cogmind development, having completed a comprehensive review of all items and their stats and mechanics in order to rebalance where necessary, a process I wrote about in detail last year. The results since then have been great, but what comes next? Lots and lots of fun. They’re that crazy.

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Year 9 of the Cogmind

Grid Sage Games

Early this year Cogmind celebrated its 10th anniversary since it was first released as a 7DRL, and as the year comes to a close it’s once again time for an annual review to take a quick look at where we’ve been, and where we’re going! Cumulative hours of Cogmind-related work, 2013~2022. Development Time.

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Special Events Give Back, and Perfect Stealth

Grid Sage Games

Cogmind’s “ special modes ,” timed events with unique mechanics, can in one sense be seen as the experimental test beds of Cogmind. The ability to disguise oneself like this has been requested by players since Cogmind’s alpha days (shout out to its main proponent, zxc!), The first from that mode, anyway.

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Full UI Upscaling, Part 1: History and Theory

Grid Sage Games

This marks the beginning of what will be the most significant undertaking in Cogmind’s UI development history: making everything bigger. Back in Cogmind’s early years I gave strong consideration to implementing it then--put together some mockups, discussed options with the community, and so on, but the time wasn’t right.

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A Simple Approach to Player-Designed Robots

Grid Sage Games

As I’ve stated many times before, my first influence for Cogmind was the original BattleTech board game , where my friends and I wouldn’t just take stock mechs, but designed our own based on the rules, selecting the right combo of weapons, heat sinks, armor, and special tech. That’d be fun, but overboard.

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Experimenting with Drone PIP

Grid Sage Games

Early this month I was streaming a Cogmind run on Twitch , at one point once again sending out drones to scout around as I like to do. Drones are generally pretty fast, and I’ll often just make sure I’m in a relatively safe spot and keep an eye on what the drone(s) find while I wait and decide where to go next.

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