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Category Archives: GUI

Exploring the Concept of a Terminal Roguelike “Overmap”

Lots of games have “minimaps” allowing you to view a greater area than normally visible in the game screen, although (except in maybe a few rare instances) these usually aren’t games with displays limited to a strict terminal grid like we have with Cogmind. After all, you can only “zoom” so much given the restrictions […]

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Audio Accessibility Features for Roguelikes

Anyone who’s followed my development work over the years will know that I’m big on providing all sorts of quality of life features, optional functionality, configurable settings, and so on. This is also why even from the earliest stages (pre-7DRL!), and ever since, I’ve given the utmost priority to Cogmind’s interface. How players interact with […]

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Improving the Hacking Experience

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 […]

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Iterative UI Design

Today I’d like to share the process behind the development of a singular UI feature, in particular the part (equipment)-sorting implementation, which is a good example of taking a simple premise and working it one step at a time, examining the results of each new element added throughout the process until as a whole it […]

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Dialogue UI

I recently added the third and final dialogue-related UI feature to Cogmind, so it’s time for a review of what all these different ways of displaying who says what are doing in the game :D Message Log This is the obvious one–any NPC dialogue is added to the message log for future reference if necessary, […]

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