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Search Results for: prefab

Map Prefabs, in Depth

An increasingly common approach to roguelike map development today is to have content partially determined by so-called “prefabs,” with layouts which are hand-made rather than fully procedurally generated. Doing so gives a designer more control over the experience, or portions of it at least, without completely supplanting the advantages of roguelike unpredictability. Prefabs are a […]

Posted in Design, Dev Series: Procedural Maps | Tagged , , , , , | 2 Responses

Dungeon Prefabs

Procedurally generated maps are great, but even with variety factored into an algorithm it naturally won’t produce anything outside its parameters. This is good in that it keeps the style consistent, but individual areas sacrifice character as a result. Hand-crafted map pieces can restore some of that character where you really need it, be that […]

Posted in Design, Dev Series: Procedural Maps | Tagged , , , | 5 Responses

Garrisons 2.0

Garrisons were originally added to Cogmind in the months after the first Alpha release in 2015 (see an overview here) as an optional location for players to visit, adding a unique extra dimension to the world to answer the question “what if I infiltrate these things where many enemy squads come from?” (More recently here […]

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Maps Between Maps, and DSFs

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. There is technically a third category serving special purposes, one that after many years is once again growing as part of Beta 11. This other category is what I […]

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Design Overhaul 4: Fabrication 2.0

The updates to Cogmind’s fabrication system aren’t exactly an “overhaul” to the extent seen with our other Beta 11 modifications in this series, and not like the one back in 2016 when the process was greatly simplified from its original early alpha form. As you’ll see this is more of a rebalancing, though it does […]

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