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Tag Archives: Parts

Part Info Visualization Modes

I recently entered “tired of seeing notes about future tasks that could easily be done now” mode, wherein every few weeks I attack all those little comments that have piled up here and there while working on bigger features (most recently hacking). One result was the addition of new visualization modes for data about your […]

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Burnout, Momentum & EM Disruption

A set of new unrelated mechanics was recently added to provide more strategic options. I’ll summarize them together here. Propulsion Overloading Similar to overloadable energy weapons, some hover and flight modules will now support overloading as well. As a completely optional mode toggled through the normal activate/deactivate cycle, while overloaded a propulsion system factors into […]

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Large Parts & Non-Parts

Cogmind Large Part

In the prototype, all items were parts, and all parts required exactly one slot to attach. The simple system was nice, but eventually you want access to more options, if only for special cases. As we’ve seen before the 7DRL version did away with all special cases, which is great for pumping out a quick […]

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Core Concepts

Original 7DRL Evolution Screen

Before future posts start branching off into individual concepts and features, below is a quick overview of the prototype’s core concepts to serve as a point of reference. As the “Cogmind,” you play a special robot that can attach to any kind of part, all of which fall into one of four categories: Power Sources: […]

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