Remove cogmind articles
article thumbnail

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.

Beta 105
article thumbnail

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.

Tile 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

“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.

Balance 52
article thumbnail

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.

Beta 52
article thumbnail

Maps Between Maps, and DSFs

Grid Sage Games

I’ve described a few times (most recently when introducing Cargo Convoys ) how Cogmind’s world is divided into two primary types of maps: main areas and branches. In its first year of Alpha builds Cogmind gained two such varieties of what we could call “intermaps,” in the form of Waste and Garrisons.

article thumbnail

Kyzrati’s Game Design Philosophy

Grid Sage Games

Recently a player asked me a question regarding my game balance philosophy, and while I can often respond to queries by pointing to some previous article, despite all my writing and no doubt occasionally touching on related topics, I had yet to explicitly do any sort of summary of the philosophy behind my gamedev work. Cogmind 7DRL!

article thumbnail

Adventures in Map Zooming, Part 2: Engine-level Architecture

Grid Sage Games

REX It had been a while since I’d done any serious tinkering in “Rogue Engine X” (REX), Cogmind’s underlying game engine. I also shared a larger diagram and some related ideas under the section “mixed fonts” in my Fonts in Roguelikes article.) It’s official: REX has quad support!

Engine 52