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“Desire Paths” for a Robot World

desire path (n.) — a planning term referring to a path made by walkers or cyclists, as opposed to one that is officially planned For years I’ve always been interested in making some kind of utility that allows you to see paths that were traveled by robots, partially because it just seems like a neat […]

Posted in Mechanics | Tagged , , | 4 Responses

Infowar Expanded

Stealth plays a role in most Cogmind runs, with the degree varying all the way from “maybe I’ll dodge this one patrol until I’m in a better position to siege up” to “I am ninja.” To best support a variety of play styles in that regard, we need a range of systems and utilities built […]

Posted in Mechanics | Tagged , | 2 Responses

Building Cogmind’s Ambient Soundscape

I first introduced Cogmind’s ambient sound system back in 2014 during the pre-alpha days, as it was initially developed for Cogmind’s predecessor (X@COM) in the years before that, and sound would continue to play an important role going forward. It wasn’t an especially long post like the ones I tend to write these days, but […]

Posted in Design, Dev Series: Sound Effects | Tagged , , , , | Leave a comment

Special Mode Design: Battle Royale

Every good game needs a Battle Royale mode, right? Okay maybe that’s something you’d be more likely to expect from an actual online multiplayer AAA title looking to jump on a bandwagon, rather than a traditional roguelike :P Nonetheless, I did build one for Cogmind! It was going to be Cogmind’s next April Fools Day […]

Posted in Design | Tagged , | 6 Responses

What is a Traditional Roguelike?

In the beginning there was the Berlin Interpretation… Just kidding, believe it or not there were arguments about what constituted a roguelike long before 2008, but in the decade since then we’ve entered a new era in the wider roguelike genre in which that lone word itself has become increasingly diluted as mainstream games easily […]

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