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Category Archives: Internal

Dissecting a Cogmind Changelog


Cogmind has had 15 major releases in the past 21 months, and the changelogs for especially the latest four have each been massive walls of text. While it’s fresh in my mind, and before we move on to a different system of smaller, quicker patch-style releases, I thought it would be interesting to share an […]

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Web Support in Single-Player Roguelikes


While we often think of single-player games not requiring an internet connection, and certainly many of us do play our roguelikes offline, there are advantages to implementing optional online features in a roguelike. Browser games, or roguelikes that require a persistent server connection to handle gameplay/content, are beyond the scope of this article. Those are […]

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Animation vs. Pacing: A Dilemma of Modern Roguelikes


One of the nice things about traditional roguelikes is you can play a game at any pace you like. Turn-based action means you can stop and contemplate your next move as long as you like, but at the same time instant feedback from actions means you can string them together as fast as you can […]

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Cogmind Config

If a game has more than one player, there will always be more than one play style and set of needs. In game development it’s generally good practice to make features customizable if possible [without breaking or ruining something], and to add optional features that aid usability for those that need or want them. I […]

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Straight to the Source

X@COM Source Comparison 2012-13

Last year I said if I ever decided to take Cogmind beyond the 7DRL stage I’d rewrite the entire thing from scratch. Note that “from scratch” is not to be taken in the absolute literal sense, since my intention was to simply do what I did for the 7DRL: Strip down a copy of X@COM, […]

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