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Year 10 of the Cogmind

Grid Sage Games

In previous years I’ve opened the review with a collage of dev images of varying themes and content, but approaching the end of this year we have one major theme that stands out, and that I’ll be writing more about below, so let’s hear it for the interface mockups! Numbers go up. The dip below 1.0

Beta 105
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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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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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“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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Adventures in Map Zooming, Part 1: Realtime Image Scaling

Grid Sage Games

Obviously this would be intended for a completely different purpose, addressing one of the more common complaints about Cogmind, that on some displays and play environments everything is rather hard to see. What about the opposite--a way to zoom the map itself?

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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. Notice how the tiles in this Cogmind screenshot each occupy two cells, delineated by the partial grid overlay. It’s official: REX has quad support!

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Roguelike-Discord Integration Using Webhooks

Grid Sage Games

When Cogmind’s first commercial version was released in 2015 , I simultaneously opened the brand new Grid Sage Forums as the main gathering point for the community, a way to share stories, provide feedback, and generally discuss the game. Current #cogmind channels on the Roguelikes server. The good old GSG forums!

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