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Cogmind's sci-fi font doesn't work for everyone, that's why it comes with 82 different fonts. See some of the newly added traditional options here. Oh, and hi all. Been lurking on SA for years (I love this thread, and the one that preceded it), but only just signed up today =p. Now I don't have to wait until the paywall comes down and spend an entire day catching up on threads, yay!
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# ¿ Jun 27, 2015 02:41 |
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# ¿ Apr 28, 2024 08:04 |
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the glow posted:What up Kyzrati, I've followed your blog for a long time and I've been fascinated by (and learned a lot of stuff from) your dissections of Cogmind's inner workings. I've really appreciated how transparent you've been about the whole development process, glad to have you posting here. I do want to run a tournament next month in which the prizes include free keys to gift to others, so maybe if we have some talented Cogmind goons they can spread the happiness that way =p And thanks, I enjoy writing and there's a lot of fun topics to write about with Cogmind, so I just let the text flow... (too bad I'm so drat slow at writing) lets hang out posted:I bought Cogmind earlier this evening and oh no now it's 2 am what happened to all that time VolticSurge posted:Just got into Cogmind: loving the poo poo outta it. First run,stumbled onto a grenade launcher, fired it into a room full of bots,got buttfucked by a chain reaction outta nowhere,then oneshot by a low-level redshirt shortly after I narrowly escaped said explosion with my life. Excellent. John Lee posted:In unrelated news, has anyone played a bit of Mage Guild? It's a bad game for somebody who likes things with good in-game documentation, but it's great for anyone who just likes fuckin' around with interactions; it's got a robust item-mixing system where you rub items against each other and see what happens. It's awesome for just mixing stuff, and there's always something new to uncover. And... apparently nowhere to read about the combinations so you'll end up doing some downright strange but fun stuff. The cool thing is almost everything can be mixed to some result, unlike other games where you can guess forever and might not hit some useful combination.
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# ¿ Jun 27, 2015 09:04 |
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Happylisk posted:Does cogmind have a win condition yet? I'm between roguelikes but don't want to pick something up that can't be beaten . But I suggest anyone not interested in contributing to the development costs in a more significant way (which will help tip the budget in favor of outsourcing a professional OST) just wait until it's cheaper and/or I start handing out keys. This weekend GOG asked me to put Cogmind on their platform, so it's likely to be both there and Steam when complete. Cogmind's already been playtested by about 10,000 people over the years, and gotten a ton of feedback, so it's pretty polished and at this stage is mostly a case of adding the remaining branch maps and related plot points/endings. Other than that the early release versions are aimed at adding optional QoL features requested by supporters.
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# ¿ Jun 29, 2015 03:41 |
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lets hang out posted:Can I request that the labels that show up when you hit the 1-4 keys stay on if you hold the button
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# ¿ Jun 30, 2015 04:14 |
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Happylisk posted:This actually convinced me to get in early. Thanks for the reply!
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# ¿ Jul 1, 2015 07:12 |
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StarkRavingMad posted:I bought it, it seems very feature-complete with the main thing missing right now being certain side-branches to the ascent that aren't in yet. The UI is probably the most polished I've seen in a non-graphical roguelike. It's a lot of fun. It's REALLY hard, maybe a little unfairly so at time right now, but it's still in balancing and the side branches should help a little with the difficulty scaling, from what I understand. StarkRavingMad posted:the side branches should help a little with the difficulty scaling, from what I understand. That said, it's hard, but once you are familiar with all the mechanics, you can win a lot of runs, as I think it should be in any good roguelike. This is what I'll want to balance the final game for, once the branches are all in there to balance. The top player right now can win pretty much every run using the stealth+speed+hacking approach. To my knowledge no one has yet won going the blow everything away route (some have come close), but that is intended to be hard mode, and is probably too difficult as is for the last few floors, because it's more balanced against some of the later content you don't have access to yet (in the branches). Lilli posted:I was actually thinking this looked like the cover of a novel, has the right font and everything.
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# ¿ Jul 7, 2015 15:14 |
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StarkRavingMad posted:Oh I didn't know you posted here! Very cool game and it's quickly rising among my favorite roguelikes. And yes, the more I play of it the better I get, although I haven't won one yet. The attachment mechanic certainly leads to some fun stories. Like jettisoning nearly everything during a firefight that I was going to lose and zipping away as nearly core-only at double fast speed -- I was laughing at the thought of this massive combat bot suddenly crumbling to pieces and its brain flying away. Or the opposite: I managed to kill a pretty hefty mid-game jerk with me down to nothing but a chainsword. Rolling out the door after that armed with double Penetrators and high-end attachments from my enemies' scrap was a cool "WHATS UP NOW" moment. Great to hear stories! A backup last-resort melee weapon can really tear 'em up. With the right parts you can put together some nasty dedicated melee builds. The one thing I was just again yesterday lamenting is the lack of dual/multi-wielding, but it wouldn't work with the mechanics that make melee weapons unique. Had to make the assumption you can only use one at a time in order to make them so powerful and give them special effects. About your question, no secret, really. Theoretically you can hack terminals to follow the alert level and gradually figure out how much everything affects it. In general, anything you do that causes trouble will raise the level by a relative amount. So yeah, even killing the green dudes does it. However, they are much less valuable so there's little impact there unless you start mass-murdering. That's a different story. The most successful confrontational strategies will involve hacking threat records out of the system when the opportunity presents itself. Having allies multiplies the security increases, which is more likely to call down assault squads, or even better-equipped assaults squads, so that's dangerous. I do want to make it so that when as your allies are destroyed the alert level comes down a bit. That currently doesn't happen, so when they're gone you're left to deal with a floor on super high alert! I'll make this change for Alpha 2. @Happylisk: Glad you're having fun with it, and yeah, it's all about the comebacks. Cogmind makes you feel really good again and again like that . Not a game for every RL fan though, because that kind of gameplay is predicated on the fact that there's little permanence to your build. Many roguelikers thoroughly enjoy the idea of gradually growing a unique character, and it was a shame to have to give that up here. But hey, new things are new!
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# ¿ Jul 8, 2015 05:32 |
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dis astranagant posted:Why does the useless and suicidal ramming attack require no further input than simple movement? A serf enters a door I thought I was going through and now all my stuff is broken. The next release (Alpha 2) is going to require a double-click/double-press confirmation and warning light if you're going to ram a robot (i.e. move into it without an active melee weapon), because it's not so often that you want to do so. Tremis posted:Quick question: Are there any elements of permanence per run, like passives a-la-DoomRL planned or already in the game? Nothing major is planned in terms of stats/traits/perks/bonuses. Later with the plot additions there will be certain factions you could piss off. That'll be pretty permanent...
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# ¿ Jul 8, 2015 11:07 |
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The steps to run on a Mac are here, but I'd suggest if you don't want to fool around with that solution just wait until I have the time and capability to wrap it for you... or even wait until the game is done and there are even more cool things to do Happylisk posted:Does this mean Alert purges, or are you referring to something else?
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# ¿ Jul 8, 2015 13:41 |
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Happylisk posted:I've been manually using Alert(Purge) at every terminal I see on the assumption that the more I do the command, the better my cogmind will get at it. Is that assumption true, or do I need to rtfm again? Sorry for all the questions! The easiest way to win at hacking is attach as many Hacking Suites as you can find/build, since they stack. In Alpha 2 allied Operators will also report security level changes to you automatically by intercepting and decoding additional Complex 0b10 transmissions. Early players filled out a large chunk of the wiki by becoming ultimate hackers and virtually owning low/mid-floors for as long as they wanted to, but that was before I fixed an unfortunate oversight that allowed them to manually hack any schematic they could learn the name of . For a time they were digging through the lore finding references to components that aren't even supposed to be available yet and fabricating them, ha.
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# ¿ Jul 8, 2015 15:07 |
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StarkRavingMad posted:Does terminal familiarity increase just by accessing them, or do you need a successful command sent? And if the latter, does each success increase it more? Benly posted:I've had really spectacularly bad luck trying to make Wineskin wrappers in the past, but if you plan to offer it pre-set-up (so that there's someone I can complain at if it doesn't work) then excellent! RoboCicero posted:I've been trying to make a early melee build with Maces or Heavy Maces but I might need targeting computers to get my accuracy high enough to make it effective. dis astranagant posted:I had an NPC hint that mining lasers might make it less likely to set off alarms, by making you look more like one of the various diggers that are everywhere.
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# ¿ Jul 9, 2015 04:24 |
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dis astranagant posted:He was all "you don't want THEM to see you without one" and I guess the seeing part stuck out in memory. quote:"And why aren't you carrying a mining laser?! Certainly you don't want THEM to uncover you when the ceiling comes crashing down? Here, take my spare."
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# ¿ Jul 9, 2015 04:36 |
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Turtlicious posted:I bought Cogmind, but man it's not really newbie friendly, I know roguelikes are notorious for that, and that the Manual is there for a reason, but I would love for their to be a set of "Challenge" missions that introduce concepts one at a time with increasing complication. A Tutorial that really goes all out. And interesting, that's actually the first time I've heard this. Most players, even those new to the genre, have had fairly smooth introductions via the existing tutorial. I wanted it to make the game purely immersive, and hate long tutorials myself, so settled for a quick introduction that only shows the basics. I think (?) your reaction might be coming from your previous experience as a roguelike player who wants to know how everything works right from the start, to start making optimal decisions. Cogmind was designed to not require all the little details to jump in an play--only to read the essential messages in the short tutorial area, then use the highest rated parts you find and shoot stuff. That alone can get you through about half the game before you really need to know more and make highly informed decisions. What did everyone else think when they first started? (And Turtilicious, do you think my guess about your experience is wrong?)
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# ¿ Jul 9, 2015 04:58 |
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Turtlicious posted:I kind of ran around shooting everything, but after playing a bit more, I am seeing a little bit of Sil in there, where maybe sneaking is the best option... The underlying goal of the design has been to achieve a high level of immersion for players exploring a completely foreign world, though I can see how that rubs mechanics-focused RL enthusiasts the wrong way. I originally wanted to design the game without even a title screen or any tutorial at all! What you see are already concessions in light of that rather insane plan. About descriptions, yeah the fact that there are currently more than 650 items in the game, with more to come, make that really unwieldy. Giving you those also wouldn't fit the immersion requirement. You can currently get descriptions for some items via hacking, especially subcategories of items and special items. I can add more that way. Alpha 2 automatically closes the item context help when you move the cursor. There's nothing particularly interesting about terrain, except perhaps its integrity . There will eventually be clickable machine info. e: Also, new feature for item comparisons on the way! Kyzrati fucked around with this message at 05:46 on Jul 9, 2015 |
# ¿ Jul 9, 2015 05:43 |
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dis astranagant posted:The matter cost on changing parts leads to degenerate situations where I've already lost but actually doing so will take some time. omeg is a fortuneteller, I swear.
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# ¿ Jul 9, 2015 13:35 |
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Fayez Butts posted:You can right click for days to inspect items in your inventory but have to escape out of the window each time when you're inspecting items on the ground. This is kind of annoying, but that's about all I've got to complain about. StarkRavingMad posted:Cogmind has become my go-to loving around at work option. Plays great off a USB stick and looks just UI fancy and tech enough that I COULD have been doing something productive during the brief glimpse a co-worker gets before I switch to a real work window. And if I have to put it down for awhile, I can generally tell what I was up to just by looking at my current gear layout.
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# ¿ Jul 10, 2015 04:25 |
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RoboCicero posted:
The Recycler, Ending #59.
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# ¿ Jul 11, 2015 13:39 |
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pumpinglemma posted:Kyzrati, how should I send feedback about the alpha? I've got about a page of boring but potentially useful newbie UI/tutorial feedback that I'd rather not poo poo up the thread with. Note that a number of important changes have already been planned for near-term versions and/or already implemented for Alpha 2 (coming soon!), many of which have been discussed over there. Examples being warning before ramming collisions, click anywhere to close a modal window, dozens of new fonts, stat comparisons between items, map labels stay open as long as you want, ESC working in more instances to exit modes, improved running, repair even attached parts, and more.
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# ¿ Jul 14, 2015 02:34 |
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StarkRavingMad posted:did you ever know that you're my herooooooooooooooo In other news, Qud's trailer is wonderfully Quddish. Looking forward to the reception tomorrow
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# ¿ Jul 14, 2015 05:24 |
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Never say never... look at ADOM!
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# ¿ Jul 15, 2015 05:15 |
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RoboCicero posted:VICTORY! RoboCicero posted:I do wish higher rating weapons had more unique abilities though. We do get very high disruption / critical weapons, but most of the other ones were pretty hard to parse, even if they sounded as hell. That and if you do more runs you're sure to find new and interesting things that are available. I know people who've been playing since release and they still haven't come across "certain parts." Have you seen what a Centrium Greatsword does to a robot?
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# ¿ Jul 22, 2015 05:01 |
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Happylisk posted:I seem to recall the dev saying that the perk wheels have over legs or flight units is abundance. They're just easier to find generally. Happylisk posted:Speaking of cogmind propulsion systems, I'm pleased with the buff to treads with regard to recoil. One day I'll get to the surface with a pure blaster build... one day. Unormal posted:Since each character is a tile on an 80x25 grid, it would look very strange. It's not just rendering responsively on a blank canvas. Ah, traditional roguelike design meets modern gamers... I don't suppose Qud players would be satisfied running the game in a window rather than fullscreen? At least with Qud there's that solution (that's how I play any roguelikes with a smaller grid, but then I also play Cogmind this way, too).
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# ¿ Jul 23, 2015 03:33 |
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Unormal posted:I read all of the requests for "smaller font please" as "your message log sucks", which is a very valid complaint.
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# ¿ Jul 23, 2015 04:28 |
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Unormal posted:No, I'm def. not redesigning the actual console UI... but I can probably start moving pieces of UI out into the unity shell and do some really cool stuff. For instance imagine a small font message log just sort of scrolling up from the very bottom of the screen and fading away. Also, I was just browsing the Qud forums on Steam and... oh my I'm glad I'm not on Steam yet
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# ¿ Jul 23, 2015 05:36 |
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Happylisk posted:Generally speaking, in roguelikes slow speed is the kiss of death. There's a reason Ghoul's with 80% global speed in ToME are a challenge race. Happylisk posted:My suggestion: All treads should have innate power/weapon/utility shielding. The percentage of the shielding depends on the quality of the tread. The strategic impact would be to decrease item attrition, making combat more viable. The flavor explanation is that you're literally becoming a tank. One problem with that is that due to propulsion mechanics, treads can already be taken advantage of by fliers who carry them purely as high-integrity shields (in fact, even now as a ballistics-oriented flier you can carry a single spare tread and when you feel confident and want to engage, turn off your flight units and drop to the ground on your single tread to enjoy zero recoil). Happylisk posted:Here's what I think the main issue is. To have a fighting cogmind, you need a way to deal with heat, be it coolant or a heat sink; you need armor and shielding; a force field; targeting computers; a way to deal with EMP; at least 3 power sources to power all that; some Big Guns; and you're going to want to default to treads to carry all of that due to the weight. Really, all of the above is non-negotiable. Without heat systems, you'll fry. Without targeting utilities, you're basically an Imperial stormtrooper. Without armor/shielding you'll get blown to bits; etc. I believe most parts are still optional, the only non-negotiable utilities being armor and targeting computers, which leaves you with a lot of room for other gear depending on your strategy, which will generally have to evolve over time. You can get around heat by just using ballistic weapons and launchers to reduce the number of must-have utilities at a given time. (Or go hybrid and one really good heat sink will usually be enough.) I rarely bother with EM-resistance--if you can find exits fast enough it won't matter much--or you can get lucky and double up when you find the right armor. In my opinion the optimal tank build propulsion is legs, not treads. I always go for legs, unless I'm low on legs and there'll be a big fight, in which case treads have higher integrity so I like to attach them as shields, then run away on legs when it's over. Legs can hold plenty (and are still fast when overweight), and you'll move at least as fast as everything except Programmers and Swarmers. Try using legs more than treads, which are also harder to come by. I do believe that higher coverage and integrity for treads is probably the way to go, but I wonder if I'd have to add a new mechanic to keep fliers from abusing them... Maybe not, since fliers really need to max out on their own propulsion to be effective, and end up spending every spare slot they can on support utilities to not get caught or hit. I'll look at tweaking all tread stats and we'll see what you can do
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# ¿ Jul 23, 2015 15:09 |
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StarkRavingMad posted:I've really had trouble trying to rely on ballistic weapons to any large extent. The return of matter versus use might need a little tweaking. It's real easy to drain yourself (even carrying around matter storage units) and you're in super desperate times once you do, very much more so than running low on energy. Any successful combat run I've had has been heavily beam centric with a lot of cooling. Although like I said earlier, my best heavy run has only been to -4. I do keep a couple energy weapons for backup just in case, but prefer ballistics over thermal mostly because enemy thermal weapons can raise your heat, too, compounding your problems if you suddenly lose your heat sinks. I've had some bad confrontations with Grunt squads overheating me while I tried to use energy weapons with too little dissipation. Happylisk posted:Hmm, I guess I overestimated the weight issues going legs would have. I'll switch back to legs for my combat builds and see if that improves my combat runs.
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# ¿ Jul 24, 2015 05:03 |
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dbzfandiego posted:Dose any one have Gearhead 1/2 the website is 404ed and sourceforge is not letting me download them, same with Nethack too so if any one has that Id like to try it.
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# ¿ Jul 25, 2015 09:58 |
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Ooh it's a rar? Ouch. I didn't look at anything but the text file indicating its contents and assumed he'd do the smart thing and *not* compress the download itself :/
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# ¿ Jul 25, 2015 10:46 |
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Happylisk posted:Cogmind bug, Alpha 2b: ramming certain enemies (pests for sure) is reliably causing crashes for me. e: Caused by the flashing warning indicator--if you ram and immediately kill the target before the blink duration has ended, game crashes. Will get this fixed ASAP. e2: Alpha 2c is live! Kyzrati fucked around with this message at 15:14 on Jul 26, 2015 |
# ¿ Jul 26, 2015 14:33 |
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Happylisk posted:I really like strategic ramming, especially against high evasion low integrity swarmers, so that bug quickly showed itself during my run Side note: We have someone who can reliably speed hack their way to end of the game pretty much every run. Of course, the same guy won his copy of Cogmind in a competition for beating previously unbeaten roguelikes...
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# ¿ Jul 26, 2015 15:49 |
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Congratulations on the ongoing success with Qud, Unormal. Is there any chance that the Steam sales are good enough that you might consider full-time dev, or maybe switch to part-time work? I'm always amazed at how much you can get done while also holding down a job and having a family. Family is already my limit, there; full-time dev is the only way I can finish anything anymore :/Awesome! posted:45 minutes to find the bug, squash it and get an update posted. that's pretty impressive Happylisk posted:Quick note to people who've already purchased cogmind: we're doing weekly seed runs over at the cogmind forums. This week's seed just dropped, so if you have the game why not compete!
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# ¿ Jul 29, 2015 08:14 |
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Wow, Guild of Dungeoneering did that well in such a short period? Amazing. Once you get to content releases that stegosaurus tail could materialize for you, where it'll have more of an impact with help from Steam. Almost wish I had that now, but there's still so much to do and Steam EA is a scary place full of distractions I don't need. In any case, no one makes a traditional roguelike for the money, that's for sure. It's
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# ¿ Jul 29, 2015 15:15 |
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Unormal posted:Managing a steam release is really super easy in the world of releases, their platform is awesome. When you get that far, I'd be happy to help, I've done a couple of them! As long as you don't mind taking advice from a commercial failure. I have seen the Qud Supporters Team in action, and it is a beautiful thing.
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# ¿ Jul 29, 2015 15:32 |
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Happylisk posted:I stumbled upon a new roguelike that I really like - The Ground Gives Way. It reminds me of Brogue a lot. HP doesn't naturally regen, no race/class, no xp. Your character is defined by what you find and there's a lot to find. Very nice, clean interface too. Check it out!
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# ¿ Aug 2, 2015 02:33 |
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Roluth posted:To be honest, I don't really get The Ground Gives Way. Always felt like I was locked into fighting whatever charged at me (since the monsters are just as fast as you), the fairly low % on melee attacks (40-50%) made the game seem like luck was a massive part of whether you actually got past floor 1, and the game could decide to not give me a weapon until several floors in. The game feels really restricting in what I can do for strategy beyond "should I run away from this guy?". What am I missing? In the early game, don't be afraid to rest as often as you need to to recover HP. You'll find more food later. And there are a lot of little secrets to item interaction that you'll discover over time (like cooking food on a campfire to increase its benefits). Around the mid-game you can use lots of potions and scrolls for great benefits that last until you next rest, so with the right combination and/or a little luck you can make yourself quite powerful. It's kinda like DCSS in that you'll want to try to pre-ID a number of potions/scrolls and get some bad ones out of the way before splurging. Try not to engage anything that you're not assured of defeating easily (save that HP for when you absolutely must), and never fight more than monster at once.
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# ¿ Aug 2, 2015 03:11 |
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Internet Friend posted:I'll say this about Qud's UI, at least it's stream friendly. I've got it followed on Twitch and it's been fun to watch people learning the game. Can't say the same for Cogmind, unfortunately. I envy Qud's small grid size, although it's funny it gets the opposite comments that Cogmind does, with some players complaining about how everything is too large =p. At least that's fixable...
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# ¿ Aug 15, 2015 02:10 |
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ToxicFrog posted:A small step, but a significant one: this is the first world interaction implemented.
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# ¿ Aug 15, 2015 04:23 |
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victrix posted:I should probably find a newbie dev thread, but I'll ask here real quick: Any devs with libtcod experience? Specifically with python, but possibly in general.
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# ¿ Aug 17, 2015 02:22 |
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Roluth posted:Anyone have any opinions about Demon? The core concept seems pretty interesting, but the tiles seem low-fi and the potential for jank seems pretty high as well. Not being able to directly control the demons you summon makes it seem like the game leans on the RNG a good bit. Overall the game has a ways to go in terms of other content, but there are already a ton of unique demons and abilities, which is the core of the game and therefore what the dev is focusing on now.
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# ¿ Aug 23, 2015 03:49 |
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# ¿ Apr 28, 2024 08:04 |
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ToxicFrog posted:ttymor netcat posted:I should post about my roguelike at some point. But Happylisk posted:I'm looking forward to trying Cogmind's Alpha3 this week as well. There's also going to be the first cogmind tournament this month.
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# ¿ Sep 2, 2015 03:11 |