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Tag Archives: Cogmind

Full UI Upscaling, Part 5: Completion and Demos

They’re alive! Last month I shared a sizeable collection of interface mockups summarizing my vision for a playable Cogmind interface that could fit within a 45-row terminal. Those mockups are now a reality, fully implemented more or less as described, and in the time since I’ve even gone further down that path and implemented the […]

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Adventures in Map Zooming, Part 5: QoL

Map zooming again! Although I finished off the final bits of the core map zooming feature, that series went quiet when I turned my attention to planning and preparation for the upscaled UI, essentially due to my belief that once the latter is implemented, map zooming wouldn’t be as necessary in the first place. But […]

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Full UI Upscaling, Part 4: Simpler Lightweight Fonts

So we’ve developed the theories, we’ve got mockups, we’ve got the necessary architecture… surely it’s time to start building the new UI layout, yeah? Not so fast! It’s true we could start now, but on the horizon I could already see the increasing usefulness of another supporting feature, and decided it was a good opportunity […]

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Full UI Upscaling, Part 3: Dynamic Terminal Swapping

I was really happy to have come up with workable concept for a modal inventory, as well as producing a mass of mockups with proven solutions for all the potential hurdles on the road to dropping 15 rows from Cogmind’s interface. Or so I thought. Suddenly at the end of that process, a review of […]

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Full UI Upscaling, Part 2: Holy Mockups!

Last time was all about exploring a high-level direction for Cogmind’s shift towards supporting an increased size for interface fonts and tiles by reducing the amount of space available to display information, beginning especially with the map view. Now it’s time to make concrete plans to determine what we can actually fit into a 45-row […]

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