Anyone who’s followed my development work over the years will know that I’m big on providing all sorts of quality of life features, optional functionality, configurable settings, and so on. This is also why even from the earliest stages (pre-7DRL!), and ever since, I’ve given the utmost priority to Cogmind’s interface. How players interact with […]
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- Kyzrati on Turn Time SystemsThanks! And yeah it took a few iterations to get to this point, but overall this turn management solution has been pretty robust.
- Sartoris on Turn Time SystemsThank you for the reply, and no worries, I understand. I think your solution is quite elegant, and indeed I assumed something like...
- Kyzrati on Turn Time SystemsHi Sartoris, good question, and the answer essentially depends on your own mechanical/rules preference, like what you think is fai...
- Sartoris on Turn Time SystemsHi, Kyzrati! Thank you for this post! I have one question about the turn queue. To use your own example, let's say the order of...
- Kyzrati on Full UI Upscaling, Part 2: Holy Mockups!Noooo that's not the aim!!! :P I did always want to avoid modal windows, and it should still be optional, but I am really glad...
- y0un65t3r on Full UI Upscaling, Part 2: Holy Mockups!Each modal window brings Cogmind closer to NetHack... and I'm all for it! Even the (i)nventory key is similar to NetHack, soon I c...
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