Official development blog

Category Archives: Internal

Web Support in Single-Player Roguelikes

cogmind_update_page

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 […]

Posted in Internal | Tagged , , | 8 Responses

Animation vs. Pacing: A Dilemma of Modern Roguelikes

cogmind_help_open

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 […]

Posted in Internal | Tagged , , , | 6 Responses

Options

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 […]

Posted in Internal | Tagged , , , | Leave a comment

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, […]

Posted in Internal | Tagged , , , | Leave a comment