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Special Game Modes in a Roguelike Context

By their nature roguelikes are highly replayable, but can also serve as a great foundation on which to essentially multiply that replayability again and again. Adjust a few variables here, add a little content there, and you can have a very different game, one that some people admittedly might enjoy less, but they don’t have […]

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Special Events Give Back, and Perfect Stealth

Cogmind’s “special modes,” timed events with unique mechanics, can in one sense be seen as the experimental test beds of Cogmind. Sometimes ideas come along that are interesting to play with, but may either not be suitable for the regular game, or I don’t feel the effort and architectural requirements to support them are worth […]

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Special Commands Menu Design

For years now I’ve been planning to eventually create a menu for accessing Cogmind’s lesser-used “special commands,” features not only requiring the keyboard, but even all assigned to Shift-Alt key combos. So these rarely needed (but still sometimes useful) features were already pretty clearly grouped together as a unit by their annoying modifier, but ideally […]

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Animation vs. Pacing: A Dilemma of Modern Roguelikes

One of the nice things about traditional roguelikes is you can play a game at any pace you like. Turn-based action means you can stop and contemplate your next move as long as you like, but at the same time instant feedback from actions means you can string them together as fast as you can […]

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Full UI Upscaling, Part 1: History and Theory

A long time in coming, but here we go! This marks the beginning of what will be the most significant undertaking in Cogmind’s UI development history: making everything bigger. Not just the map, for which zooming was recently implemented as a toggleable option, but all the text as well. This will be fun since I […]

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