Official development blog

Yearly Archives: 2016

Inventory Management, Revisited

Few roguelikes are without some kind of inventory system, as it’s a familiar and flexible way to provide access to the tools a player uses to overcome challenges. Regardless of however many items an inventory might contain–2, 26, 52, or something else–how it interacts with the rest of the mechanics, as well as how the […]

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Iterative UI Design

Today I’d like to share the process behind the development of a singular UI feature, in particular the part (equipment)-sorting implementation, which is a good example of taking a simple premise and working it one step at a time, examining the results of each new element added throughout the process until as a whole it […]

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Cogmind, 1 Year of Alphas

Cogmind Alpha Access is one year old! (One could optionally end this sentence with “!?!?”) “Year 1” since release in May 2015 overlaps with some previous postmortems I’ve done, so rather than rehash that content here I’ll just be linking to it where appropriate. That said, there is plenty of fresh data to share, too […]

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Fabrication

Fabrication has just been redone, and it is good. I wrote a little about Fabricators a long while back when they were first introduced to Cogmind as a new feature we didn’t have in the 7DRL, allowing you to build robots and parts if you could get your hands on the schematics and meet other […]

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FOV Aesthetics

At its most basic, displaying field of vision in a roguelike is simply a matter of whether you see a cell or don’t. These cells are in view–draw them; those cells aren’t–don’t draw them :P But there can be more to it than that! There are plenty of ways to get better-looking FOV, though before […]

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