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Tag Archives: 7DRL

2018 7DRL Postmortem, Part 1: Preparation

March 4~11… what a crazy, crazy week. It wasn’t as bad as I thought it might be based on my first experience back in 2012 (this time I actually slept a good 7~8 hours each night!), likely because I’m a lot more knowledgeable than I was back then, and have lots more tools at my […]

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POLYBOT-7, a 2018 7DRL

Back in 2012 I made a 7DRL by stripping down X@COM to create the original Cogmind prototype. Now, six years later, I’ve ripped Cogmind apart and put it back together as something else for yet another 7DRL :) I’ve always wanted to build more roguelikes, and the annual 7DRL challenge is a great opportunity to […]

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An Alternative UI?

Normally when I publish a new article, the focus is on explaining the results of some new feature/mechanic/design. Today’s post is a little different because it’s about an important feature that has not yet been implemented, nor have I come to a decision on how best to handle it. I’m using this post as a […]

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UI Feedback: Map Dynamics 2.0

A while back I mentioned a design initiative based on the concept of “map dynamics,” aimed at increasing player focus on the map area as opposed to the message log or other windows. After the initial spate of related features and animations, this part of development was put on hold as the rest of the […]

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From Prototype to Full Game

I often look back on the time it’s taken Cogmind to reach this stage and ask myself “why the #!@^# is it not done yet?!” (That’s actually me standing in a corridor between a Potion of Speed Coding and Trap of Feature Creep.) More recently I’ve also been wondering if the investment is worth it–think […]

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