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[ Latest Cogmind Release Notes: Feb 2026, "Unchained More" ]

Author Archives: Kyzrati

Accommodating Color Blindness

Traditional roguelikes are both at an advantage and disadvantage when it comes to accommodating color blind players. On the one hand recoloring monochrome glyphs is a fairly straightforward process; on the other a game lacking any method of adjusting colors can be difficult for some to play, more so than say a game with unique […]

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Making Particles

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 […]

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MORE ASCII Particle Effects

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 […]

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Cogmind ASCII Art, the Making of

Having recently finished adding 600 pieces of ASCII art to Cogmind, now’s the best time to write a bit about the process used to draw it all. (Read the previous post for a bit more background on ASCII art.) First a disclaimer: I’ve only been drawing ASCII art off and on for about a year, […]

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ASCII Art

Traditional roguelike aesthetics are all about abstraction. Object representations are distilled to a simple symbolic form, thus it’s no surprise that roguelikes sometimes come paired with ASCII art. Of course this is also often due to practical limitations–the engine/system itself may only be capable of displaying characters–but it’s also stylistically appropriate for art to use […]

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