Official development blog

Yearly Archives: 2017

Music for Cogmind?

For a while the whole music thing was something I was going to start dealing with in mid-2016, but last year Cogmind just kept increasing in scope as it felt like there was enough funding to justify adding more Fun Stuff while still on the route to finishing off the story. And my intent all […]

Posted in Design | Tagged , , , | 18 Responses

Dissecting a Cogmind Changelog

Cogmind has had 15 major releases in the past 21 months, and the changelogs for especially the latest four have each been massive walls of text. While it’s fresh in my mind, and before we move on to a different system of smaller, quicker patch-style releases, I thought it would be interesting to share an […]

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Adjustable Difficulty

Roguelikes are notoriously difficult. In this way they’re really no different from games of old, across numerous genres, which many players were far from guaranteed of completing. It’s only today that roguelikes have become more uniquely associated with difficulty because the market around them has changed so much! There will always be an additional layer […]

Posted in Design | Tagged , , , | 10 Responses

Pricing a Roguelike

Price, funding, revenue, development costs… these are not terms traditionally associated with roguelikes. The situation has changed significantly over the past several years, though. Not only are there many more roguelikes these days, but some of them (*gasp*) even cost real money! Having made the leap from years of hobbydev to years of commercial roguelikedev, […]

Posted in Gamedev, Marketing | Tagged , , , , , | 12 Responses

Map Prefabs, in Depth

An increasingly common approach to roguelike map development today is to have content partially determined by so-called “prefabs,” with layouts which are hand-made rather than fully procedurally generated. Doing so gives a designer more control over the experience, or portions of it at least, without completely supplanting the advantages of roguelike unpredictability. Prefabs are a […]

Posted in Design, Dev Series: Procedural Maps | Tagged , , , , , | 2 Responses