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Category Archives: Cogmind Beta Overhaul

Design Overhaul 4: Fabrication 2.0

The updates to Cogmind’s fabrication system aren’t exactly an “overhaul” to the extent seen with our other Beta 11 modifications in this series, and not like the one back in 2016 when the process was greatly simplified from its original early alpha form. As you’ll see this is more of a rebalancing, though it does […]

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Spicing Up Primary Maps 2: Area Denial

Our first dose of spice last time leaned heavily on risk-reward potential in the form of dangerous cargo convoys, whereas our second dose here is more about introducing additional challenging situations and increasing overall difficulty–less reward, more risk (although as you’ll see this new feature might also involve rewards for some builds). Introducing the Heavy […]

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Spicing Up Primary Maps 1: Cargo Convoys

One of the core principles of Cogmind’s original level design was to split the world into two types of areas: the main complex vs. branches. I wrote about this concept here on the blog shortly before Cogmind’s first alpha release, but one function of this approach is to provide a tamer more predictable central route […]

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Design Overhaul 3: Damage Types and Criticals

With fundamentals like storage and propulsion out of the way, it’s time to turn our attention to weapons! Originally there weren’t any plans for sweeping updates to weapons and I just wanted to rebalance them in a few areas, but as you’ll see here, a few smaller ideas ended up snowballing into something decidedly bigger… […]

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Design Overhaul 2: Propulsion

The previous design overhaul discussion covered storage capping and its changes to the core gameplay, but the first experimental build we played around with also included major changes to another even more fundamental aspect of any build: propulsion. Although not all of the experiments panned out in this case, after a number of revisions I […]

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