Official development blog

Tag Archives: Weapons

Projectile Penetration

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At this stage of development I wasn’t planning on adding new mechanics, but projectile penetration has been hovering around on my to-do list ever since early playtesting showed the game would really benefit from a way to shoot through objects. The ability to simultaneously hit an entire line of enemies, or even fire through obstructions […]

Posted in Mechanics | Also tagged , , | 12 Responses

Weapon SFX

cogmind_thermal_sfx_subcats

While there are many non-weapon sound effects to be heard in Cogmind, a majority still belong to gunfire, lasers, explosions, etc. Like working with particle effects, before creating and assigning them to specific weapons the planned sounds were organized into subgroups according to their properties. Many of these properties were already taken into consideration during […]

Posted in Design, Dev Series: Sound Effects | Also tagged , , , | 7 Responses

Making Particles

cogmind_particle_effects_03

I’ve already written about weapon particle effects, but previous posts have only focused on the results rather than the process behind their creation. Some readers would likely enjoy some elaboration on what went into that whole “week I buried myself in Cogmind scripts.” For everyone else, it’s also a thinly veiled excuse to show some […]

Posted in Design | Also tagged , , , , | 2 Responses

MORE ASCII Particle Effects

cogmind_particle_effects_02

After spending a couple weeks completing item art, next up was assigning particle effects to the 200 or so weapons. Last time I posted about ASCII particle effects (not long ago) was regarding the “first pass” at them a few months earlier, when the work was more about doing “what I felt like” and thought […]

Posted in Art | Also tagged , , , | 2 Responses

ASCII Particle Effects

cogmind_particle_effects

With item stats out of the way, it’s time to start fleshing out item-related content. To that end progress is being made on three different fronts: Item art, weapon sounds, and weapon particle effects. Procedural particle scripts are a great time-saving substitute for hand-drawn animations. They also lend a unique visual appeal to the otherwise […]

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