Official development blog

Category Archives: Design

Beyond the Design Doc: Unplanned Cogmind Features

cogmind_trap_art

Building a solid game calls for a good design doc. Laying out at least the core vision, along with preferably additional details about how features and their implementation work together as a coherent whole, is a much safer way to develop rather than repeatedly wandering down the wrong path and having to backtrack. Even back […]

Posted in Design | Tagged , , , , | 5 Responses

Music for Cogmind?

cogmind_ambient_sound_propagation_samples

For a while the whole music thing was something I was going to start dealing with in mid-2016, but last year Cogmind just kept increasing in scope as it felt like there was enough funding to justify adding more Fun Stuff while still on the route to finishing off the story. And my intent all […]

Posted in Design | Tagged , , , | 17 Responses

Adjustable Difficulty

cogmind_player_skill_distribution_curve

Roguelikes are notoriously difficult. In this way they’re really no different from games of old, across numerous genres, which many players were far from guaranteed of completing. It’s only today that roguelikes have become more uniquely associated with difficulty because the market around them has changed so much! There will always be an additional layer […]

Posted in Design | Tagged , , | 10 Responses

Map Prefabs, in Depth

cogmind_garrison_prefab_sample

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 […]

Also posted in Dev Series: Procedural Maps | Tagged , , , , , | Leave a comment

Improving the Hacking Experience

cogmind_manual_hacking_mark_undiscovered_lore

The terrible curse of gamedev is that it’s really hard to finish a game when there’s always something that could be better. The great thing about gamedev is that there’s always something that could be better, meaning room for more new features and content to make players happy :D The previous round of major UI […]

Also posted in GUI | Tagged , , | Leave a comment