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Tag Archives: Gamedev

Prepping for Steam

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Cogmind is coming to Steam this month! This was inevitable, of course, if a little later than planned as I waited to at least partially get over the serious injury which has been keeping me from making progress for months now. Anyway, here we are, with contracts signed, a store page already in the open, […]

Posted in Gamedev | Also tagged , | 14 Responses

Beyond the Design Doc: Unplanned Cogmind Features

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Building a solid game calls for a good design doc. Laying out at least the core vision, along with preferably additional details about how features and their implementation work together as a coherent whole, is a much safer way to develop rather than repeatedly wandering down the wrong path and having to backtrack. Even back […]

Posted in Design | Also tagged , , , | 5 Responses

Cogmind Alpha Year 2 Sales Data (Pre-Steam)

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Cogmind recently made it through a second whole year of its pre-Steam early access program, and as this period comes to an end I’d like to take the opportunity to, like the first year, share some data and pretty graphs :) This is an interesting milestone because it more or less coincides with the completion […]

Posted in Post-Mortem | Also tagged , , | 6 Responses

Versioning Schemes

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Normally I wouldn’t have another post up so soon, but the topic of versioning has become somewhat time-critical. I’ve been thinking over it quite a few times in recent months, but haven’t been able to make a final decision on where to go from here. Why now? Well, know that in one sense–one of the […]

Posted in Gamedev | Also tagged , | 10 Responses

Working with Seeds

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No, not plant seeds. As most fans of the genre are aware, a fair portion of a given roguelike run is determined based on values returned by a pseudorandom number generator, commonly referred to as the RNG. Before it can do its job, an RNG must be “seeded,” or given a value that starts the […]

Posted in Gamedev | Also tagged , , | 2 Responses