Official development blog

Category Archives: Mechanics

65 Robot Hacks

We’ve already covered the design behind the all-new robot hacking system, and now for the main course: the hacks themselves! The entire initial set is complete and ready for Beta 7, all 65 of them :D I’ll be talking about most hacks in this post, and you’ll notice their names follow a certain pattern throughout–all […]

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Robot Hacking, Take 2

Over three years ago, before Cogmind’s first alpha version was released, I wrote about robot hacking. Well we can keep that post around for posterity and historical research purposes, but as of the next version robot hacking is undergoing radical changes and a major expansion. This post will explain the fundamentals of the new system […]

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Ability/Effect Systems and Scripted Content

While most roguelikes include basic attack and defense mechanics as a core player activity, the real challenges are introduced when gameplay moves beyond bump-combat and sees the player juggling a more limited amount of unique resources in the form of special abilities, magic, consumables, and other effect-producing items. Just as they challenge the player, however, […]

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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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Unauthorized Hacks

Hacking has been around since early pre-alpha 2013, and while the early Alpha releases have dozens of commands you can use to achieve various effects, I’ve always considered the system a work in progress. There are more things that can be hacked, a few tweaks and changes to expect, and furthermore there are three major […]

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